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Everything posted by Lynnux

  1. Created a mission and ILS is working. Landing waypoint is #4. The synthetic runway was displayed late but that's all. Beware that ILS is available on approach from east. What's not working for me in this mission is the ATC radio, frequencies 128.000 MHz or 251.700 MHz. Akrotiri.miz
  2. So far I had only one Caucasus MP server where the landing waypoint in one mission seems to be messed up now. Will try that later in single player since currently I have the Syria map activated.
  3. The behaviour being totally underpowered on Persian Gulf maps was a bug which is gone. One symptom was the engine RPM going up and down on idle throttle. That's not happening anymore, now engine control only oscillates a bit when you throttle up or down.
  4. 1) and 2) I've tested it shortly before I created this thread, gulf maps I retested later. And tested again now on the MP server with "your" loadout (2 RB-05, 2x RB-15, X-tank): Still not possible to fly on 100% mil with gear down. Strangely, the speed stayed at 300 kph for some time while AoA went up from 10° to 12° then it decreased further. After firing the 2 RB-15s I flew home relatively high (540 m) and the speed stayed at ca. 370 kph. So at least this time it was better after getting rid of some ordnance and fuel. But I assume also from outbaxx' reply that this is a somewhat normal behaviour then.
  5. Ok, thanks for the answer. But that means the Viggen will be in great trouble if the afterburner fails at take-off and also touch and go without AB may be hard, depending on the load. But AB shouldn't be so prone to failure, at least not in a sim. Concerning the Persian Gulf maps: I tried this again and it seems that is fixed. I remember that on maps with this problem the engine RPM was going up and down on idle RPM, obviously engine control had some problems on those maps. Not anymore...
  6. Temperature: +15°C QNH: 755 / 29.72 Altitude: 390 m (1280 feet) in case of 2)
  7. 1) Nosewheel steering On the ground, standing still. Best visualised in low light conditions with nosewheel lights on since they turn with the wheels: Apply some rudder pedals, then accelerate, keep rudder pedal input the same. Observed behaviour: Turn radius tightens with increasing speed. This makes no sense, should be vice versa or stay the same. 2) Rudder Causes tremendous roll rate. At 500 kph rudder roll cannot be countered by elevons anymore. Really ? 3) Rudder and nosewheel steering "harmony" A bit input on the rudder pedals causes a lot of rudder in flight and makes fine directional adjustments really hard. Rudder authority is way too high. On the other hand tuning down the pedal input to reduce rudder authority would cause the Viggen to not turn anymore at low taxiing speeds on the ground. Rudder/nosewheel steering of the Viggen is maybe the most inharmonious in DCS.
  8. Dear Heatblur, is this the realistic behaviour of the Viggen ? 1) Take-off without afterburner The Viggen can barely take-off with one external tank and 4 RB-74s. The landing gear has to be retracted immediately and the plane has to fly straight in a very, very shallow climb for some time to gain speed => Possible with light ordnance but not really feasible, afterburner needed. 2) Low-level flight with gear down Ordnance: 2 RB-15s, one external tank, 2 RB-74 Level flight on autopilot 390 m above sealevel Switched afterburner off after accelerating 700..800 kph. The plane loses speed and will finally crash. Repeated after firing the two RB-15s and emptying the external fueltank (without jettisoning it): same behaviour. => No level flight possible at low altitude without afterburner and with extended landing gear and some ordnance. 3) On some Persian Gulf maps, low level flight (below 500 m) Same as 2) but with landing gear up: plane slows down without afterburner => Basically the Viggen cannot fly low level without afterburner on some Persian Gulf maps, this is only possible at altitudes above roughly 1000m Update: Tried 3 Persian Gulf maps, didn't have this anymore. Military power of the RM8A is 64 kN. It's clear to me that delta wing aircraft need a lot of power because of the drag at high AoA but the Viggen has large wings and AoA at low speeds is still less than 10°. Seems to me that the landing gear causes a huge amount of drag but that seems to be not the only component (see Persian Gulf maps).
  9. That's for sure. There are aircraft with contradictions like the Viggen where you cannot tell if this possible but your gutfeeling already tells you that something is wrong. Flying 1600 kph all time but not having enough thrust to fly level with some ordnance and gear down on 100% military is such a contradiction. On some Persian Gulf maps I couldn't even keep the speed at low level and 100% military with gear up and the same loadout. You need to climb to like 1000+m to be able to fly on just military. Don't know if that's realistic. Ah yes, I forgot the Viggen was never build for low level flight, sorry
  10. General hint for 2.7: The direction of the runway used by ILS is in the CP/PD setting of the landing waypoint. It's set automatically depending on the previous waypoint, i.e. the last waypoint before the landing waypoint. So when ILS makes you turn away then likely the ILS expects you to land from the opposite direction because the previous waypoint is somewhere on that side. In this case you have to set CP/PD to the opposite direction (=add or subtract 180 degrees). So check CP/PD to fit your approach and enjoy (almost) autolanding...
  11. Exactly. AIM-9L: - max. speed: Mach 2 - max. range 17.7 km Matra R.550 Magic II: - max. speed: Mach 3.5+ - max. range: 20 km PL-5E: - max. speed: Mach 2.5 - max. range: 16..18 km All have so-called "all-aspect" IR seekers. All data from the same reliable (*cough*) and famous western-oriented source What's to be investigated is e.g. the behaviour to lock onto targets far outside range and then loose the lock until the target is reaquired at a much shorter range. This doesn't make sense to me...
  12. I've read that in case of the AMRAAM the range to activate the seeker in case of small (=small RCS) targets is 5 km. So obviously this setting is used to: - increase the probabilty that the missile locks onto the correct / intended target (setting = small) - increase the probability that the missile locks onto the target at all (stealth target, small setting) - reduce the time until the missile seeker is activated (targets with large RCS / only enemies in the target area, setting = large). Otherwise the seeker activation range could always be 5 km Another possibilty to increase precision would be to still guide the missile via datalink after the seeker has been activated (in case it's not able to lock it immediately).
  13. This. But in case of the "Chinese New Year" livery (which is very nice) let the canopy fog once
  14. Oh, that's why... just looked if someone reported this already.
  15. Lynnux

    M-2000C WIP

    Thanks for that info. Has this been changed in 2.7 or already earlier ?
  16. Lynnux

    M-2000C WIP

    Hmm,I tried several times now to drop low drag MK82s in CCRP mode with IP and offset point without updating the IP manually via the diamond, just flying over the IP. Older videos show that at the moment the plane flies over the IP, the offset point is selected as target and the "wings" are appearing on the HUD. The wings never appeared in my case so far, the bombs cannot be dropped. The wings only appear after I've updated the IP manually (which I don't want to do as already mentioned above). Can someone confirm that this is still working or broken in 2.7 ? Tried this the first time since the Mirage is relatively new in my inventory. What I did: - Added a new waypoint for the IP (lat/long/alt). Select waypoint (DEST). - Added the offset point (BAD) for this waypoint (range/bearing/alt difference) but never switched BAD on on the PCN - Master arm on - Bombs selected on PCA - Bomb settings set - PI selected on PCA - optional: enable radar alt measurement and set RS on PCA (makes no difference) - switch to A/G mode within 1 nm to the IP or already before (makes no difference)
  17. With the recent autostart fix, ALCM is started early and you can choose the loadout and equip the plane in the meantime. The whole autostart doesn't take much longer than the ALCM alignment then, this is great.
  18. Yes, in the meantime I used COO mode as pre-planned, thanks ! If you're using the target pod to designate a target (=set WP40), is it possible to slave the missile to the target and launch from less than 20 nm (as for the C701) ?
  19. Finally had time to launch DCS again... Remark: If the plane doesn't land on the runway, the replay will be broken. In my case only the 3rd replay I watched was ok. Once the chute doesn't deploy it won't deploy anymore thereafter in my case, so I stopped the mission after the first occurence. NoChute.trk
  20. Track has 97MB. I have to find a way to upload it...
  21. Likely your licenses for DCS are still stored somewhere on your first laptop and prevent your brother to play DCS on the same server. So best contact the support. I'm pretty sure they don't want to tell you here how to solve that
  22. In the first attempts "accelerate -> chute -> rearm -> accelerate -> chute -> rearm..." I didn't switch the engine off during rearm and the chute deployed afterwards. On later attempts "shutdown engine and power -> rearm -> restart -> accelerate -> NO CHUTE" and "full shutdown -> repair -> NO REPAIR -> rearm -> accelerate -> NO CHUTE" I switched off engine and power it still didn't deploy. So replenishing the chute during rearm seems to be unrelated to engine on/off. The cause seems to be more something like the unloaded undercarriage after take-off preventing also the chute to deploy after a rearm back on the ground for some players. What I fear now is that you're just changing something without knowing the root cause and the new method won't fix it for those players, too. Please, let's try to find out first, what happens here. For me this issue is not a gamebreaker but this might be different for other players E.g. I'm a new owner of the JF-17, so I'm unsure that I'm doing everything right. I have installed this module during freeflight, so it's a relatively fresh installation. I.e. I may have new config files whereas old updated ones may e.g. still contain a setting necessary for this to work. I deploy and detach the chute via the default key "P", not via any HOTAS assignment. I use an icon mod, DCS-SRS and TacView (good hint, @unknown)
  23. Why is this fixed ? Just tested on multiplayer: accelerate -> chute -> rearm -> accelerate -> chute -> rearm -> take-off -> landing -> NO CHUTE -> rearm -> accelerate -> NO CHUTE -> rearm (using COM1 instead of "#")-> accelerate -> NO CHUTE -> shutdown engine and power -> rearm -> restart -> accelerate -> NO CHUTE -> shutdown engine and power -> repair -> NO REPAIR (despite crew answered "Copy!", 180 seconds timout doesn't start) -> full shutdown -> repair -> NO REPAIR -> rearm -> accelerate -> NO CHUTE 2 Bugs found in one test (no chute, no repair) ! Obviously claiming that it "works for me" and making videos doesn't help. Proper testing does !
  24. So gravity will pull the flaps down while airflow will push them up. That's physics. So would they really extend fully when already in flight ? Would make sense if they would extend on their own at low speeds. But e.g. at 400 knots ?
  25. Had the same problem once with a module. Had to contact the support.
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