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Whisper

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Everything posted by Whisper

  1. Not exactly the same, though, for me. I think the huge wings play a big role during translational movement, and that affects the behavior most of us expect from flying the other DCS choppers. Notably, the moment where the wings stop producing lift is a critical one and the hind drops suddenly like a brick. If you are decelerating fast, you may not be prepared to this super sudden increase in rate of descent. Added to that, I find the trail rotor rather weak, it's like it can barely keep the aircraft stable at max collective, and if you are at altitude, it can prove tricky during hover. Third thing, I feel like the collective has more "lag" , I really need to anticipate more on the collective when approaching hovering phases, the Hip feels more responsive on this. Another effect of the wings appear at speed, they add their lift to any pitch change, making the hind very reactive to pitching up, which will end catastrophically if the pitch goes past the max AOA , the wings suddenly stop producing lift and are huge airbrakes, the hind drops down while flipping its nose upward, and you need quite a bit of altitude and self control to recover from that Well, at least these are my interpretations of what I witnessed flying the hind so far, I hope the manual, or some hind expert, will come up soon to explain some of its behavior
  2. Is there a way to know the AC Gens are out due to engine underpowering them? And what RPM are necessary for them to keep powering up things? I've had flights where I kept cutting down things here and there in the cockpit, doing not so violent maneuvering....
  3. I'd try to fly it out with various AP systems off to see which one is causing you issues. I don't think the AP / trimmer system functions in a similar way to the Ka50. Ka50 is the only one where I hold it down while maneuvering, in the Mi8 for example, I sporadically use the trimmer function when my current wanted attitude is too different from the neutral one (that is, I have to yank the stick too much to reach desired attitude). I did the same on my first flights with the Hind, it was doing relatevely OK. It becomes VERY stable with speed, this thing is a joy to fly in formation
  4. Who knows .... Technical limitations, maybe? Not yet implemented in this stage of early access?
  5. The "Solo Flight" option is not present in the editor for the Hind, so the only option in MP for the Hind is multicrew with swapping seats locked out. Pilot stays pilot and can only order copilot-Petrovich to do stuff when he's in pilot seat, and copilot seat are only available on aircraft which already have a player as pilot
  6. It does, I flew with a friend who was using his 14 days trial, yesterday.
  7. I don't have this, simply using MSAA
  8. I just tested the 3 versions, seeing your post, and the 3 have the interconnect between RPM lever and throttle
  9. "Well, you said lowering the Saturation won't effect elevator travel & I proved you wrong. " Indeed.... congratulations, for what it's worth. At least in the positive deflection, I tested too quickly and wrote something wrong. It is still useless and I've still yet to see any aerodynamic difference. I keep trying different maneuvers at max stick pull, with different speed, attitudes, shapes, etc.... I never see any difference in the outcome, in cockpit or in tacview, between doing it with 100% Y saturation and 70% Y Saturation in a Spit...
  10. Yes but in VR this antialiasing effect applies. On a distant augmented dot, even after aliasing takes place, the dot remains visible. At the distance where the dot is not augmented anymore, aliasing make it disappear
  11. The dot simply shrinks to something so tiny (and perhaps yes same color as background) that it's not there anymore. I personnaly think it's deemed to tiny by the renderer to be actually visible What headset do you have? Because on my Rift S, you really can't miss that when zooming in on a distant dot
  12. Ha, I see the pics now. Well, limiting is the whole point since it also decrease the sensibility. And like I said, if I want a max performance turn, I don't pull the stick all the way because doing so goes wayyyyy past the AoA limit of the aircraft. Quick & dirty example here : Look at the "Right VPC Stick MT-50 - Axe Y" to check my stick position during the tests. For example, my first turn is gradually pulling the stick, I "lose control" (left wing drops, AoA goes past 23-25 ) at 0:17 when the stick is at around 70% of its max deviation. During the various tests (and others I did), between this 70% and max stick pulling, my G load or turn rate stays the same. Which means I don't gain anything by pulling even more. And you know what? This was recorded with a 70% Y Saturation. What I gain by pulling at max between a 100% saturation and a 70% saturation is absolutely marginal (I'm already in the 40° AoA with 70% saturation), and moreover, if I ever need such extreme numbers during a dogfight, it means I did horribly wrong long before that to end up having to resort to these extremes. So in the end, dumping down my saturation just may make me lose marginal numbers in max AoA in extreme situations which I must avoid at all cost anyway.... In exchange, I gain stability in 99.9% of the rest of my flight.... So I'm really eager to learn something everyday (really, I'm not trolling here), so if there is indeed a gain in going to these extremes by pulling your stick 100%, I'm all ear, but I've yet to encounter one myself.
  13. The change from "easily visible" to "non existent" in VR is particularly easy to spot when you use the max zoom on a pixel you clearly see from far away : the render engine considers that with that level of zoom, this impostor bigger model isn't needed anymore, and suddenly, there absolutely nothing in the air. When releasing the zoom button, the contact is back there, magically. Which means that there is a whole mid-range in VR where targets are simply not there. You can keep track of the contact ALL YOU WANT, you'll lose it when it enters this range. You'll have then to play with the 2 zoom levels to try acquiring it back, which is not that simple since your focal point seems offset between the different zoom levels, so you're not looking at the exact same place depending on your zoom level. That said, the situation has improved dramatically from a year back, tbh. Yes, I keep losing track of targets, but most of the time it does seem legit to me, due to my own airframe, movement, eye breaking contact, etc.... That automatic contact disappearance behaviour isn't really happening on such a critical phase of an encounter, and you can acquire it back most of the time. Ofc it could be better and hopefully ED is continuing trying to improve, but, at least in VR, I don't feel so blind. I don't know the situation on flat screen though....
  14. I'm kind of sorry for this bug report, it may be not helpful at all since it will lack reproductibility and debug info (I didn't record the track unfortunately, all I can provide is the tacview file), but I prefer to have it logged in case someone else has seen the same behavior. Context : The Big Show campaign, mission 1 After the big dogfight, one of the AI Spitfire on it's way RTB got shot multiple times by a Anton, on the tip of the left wing only. It triggered somehow an engine failure, which made the Anton give up the chase (or maybe he was out of ammo). After the engine seized, the Spitfire began spiralling non stop, without ever losing speed or altitude, while its engine was off. Link to Tacview file : https://drive.google.com/file/d/1r5U_S8ZGdWaxttkzHti81VitN50q1ccp/view?usp=sharing Faulty unit is Brutus #5, it gets shot at around the 14:10 mark, and begins spiralling shortly after
  15. As far I read it, nobody said otherwise in this thread I was just pointing out a possibility, which seems to have an impact on behaviour serious enough to be listed in the Mustang manual ....
  16. It's fuselage tank that makes this behavior kick in, as far as I understood it. Are you sure that it's not getting filled when above 40% fuel? EDIT : Checked out the manual, the aux fuselage tank should indeed not account for so much capacity.... It would then all depends on how the fuel is spread out by the sim at the start of the mission and which tanks you have been using during flight. You can check the amount of fuel left in each tank, they have each a dedicated gauge EDIT 2 : Page 110 of the manual specifies the limits to avoid with regards to fuselage tank fuel and maneuvers. You're right, it definitely shouldn't impact simply by having more than 40% fuel, but that depends on fuel repartition on tanks
  17. Also check your fuel status, it may explain some of your issues. Excessive fuel in the P51 will pull CoG to the back of the airplane, exacerbing the wing stall tendancy a lot. Don't pull out hard maneuvers with more than 40% fuel on board.
  18. I have a centered, 10cm added Virpil T50 And I guarantee you it doesn't cripple my airplane in ANY way, a huge portion of my stick movement is not used in DCS Warbirds. EDIT : I just re-tested to be sure. Spitfire on the ground, 75 Y Saturation : my elevator still reaches max deflection (easily seen from the outside, the elevator stops moving) before my stick reaches its max. That's why my standard is in between 75 and 65, because the max elevator is in this zone. For the spitfire, on the pitch axis, I go even further because yanking the stick to maximum is the last thing to do in a spit anyway....
  19. All of the DCS WWII birds suffer kinda the same fate, the pitch axis is over sensitive to a very large degree. I don't use curves personally because it kinda screw up feeling and trimming, so I lower the Y Saturation on the pitch axis, to something in between 65 and 75 for general DCS warbirds, and for the extreme one (the Spitfire) , something like 45 (I'm not kidding... and even at 45, I'm not using the full range of motion, the plane is THAT stupidely sensitive). People will tell you to adapt and be super precise, but this is shooting yourself in the foot for zero reason, you'll be more precise and won't lose anything in the range of motion of your bird virtual stick, this will NOT hamper any capacity of it in any way. I've gone for 65 on my free week P-47, it looks fine. I'd suggest to try the same
  20. This ... It's what keeping me from buying further things from ED, tbh. Though the Jug looks so nice it's very hard to resist , but really, this "Released" status stamped on the A8 left me with a very sour taste in the mouth
  21. First, as indicated, people complaining about an option they'd never use and telling others how they should use the sim is bothering.... Second, when you don't have the hardware to compensate for the lack of precision of trims in this sim and the lack of in-cockpit accessibility for certain tasks (which is inherent to PC simulation), this kind of option can help some people to achieve what was achieved IRL (doing some in cockpit work in turbulent weather without the aircraft fumbling all around, for example). The willingness from certain people to enforce their vision on others when what is proposed would not interfere in their way in any form is astounding.
  22. There's just now way in MP unfortunately to modify the helicopter weight in the way it's feasible in SP, or in any way for that matter
  23. Yo-Yo terms were not that specific, he wrote "same FM parameters", if I remember well.
  24. ED stated how they made this : their AI is "perfect" in terms of aircraft management, they pilot their plane in such a way that they induce the minimal drag possible, they retain the maximum speed possible, etc, etc.... Imho this results in UFO behaviour since NO ONE ever did that, ever. They also have perfect knowledge of opponent energy state and slightly change their pattern accordingly to maximise energy difference gain. Imho this is kind of a lazy "solution" around "IA will never be good anyway" (a poor argument I've read, why bother making IA then if that is your starting principle? Not saying ED has that principle, but that shouldn't be used as an argument, tbh...). As well, I've yet to see team tactics from AI. That would be a good direction to look for improvement instead of making unrealistic perfect beings.
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