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Old 01-08-2019, 10:45 AM   #11
amazingme
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Watch this, first attempt, just now:




Any (pertinent) comments?
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Last edited by amazingme; 01-08-2019 at 10:50 AM.
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Old 01-08-2019, 12:27 PM   #12
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Yeah. Show me the RL data you have that the Spitfire shouldn't survive 11g.

Also, try another g loading manoeuvre after the 11g one. I bet you don't survive the 2nd.
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Old 01-08-2019, 12:30 PM   #13
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lol, so this is spilling over to 3 threads now
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Old 01-11-2019, 07:25 AM   #14
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Quote:
Originally Posted by thrustvector View Post
lol, so this is spilling over to 3 threads now




Yeah.. how has that survived moderation?
It's off topic.. for the second time.
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Old 01-11-2019, 07:41 AM   #15
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Maybe one general hint (that applies to all airplanes in DCS really):

Learn to actually do less. When I started learning the ropes with the Spit in DCS, I constantly overdid turns by pulling too hard and too quickly, engine settings too high, etc. The result was I wasted energy and degraded the structural integrity of my plane very quickly ending in ripped off wings or broken engines. So forcing yourself to do things slower is a big part of flying energy efficient and "clean". I still do it today when I switch over from another sim and I require time to acclimate to DCS. So try not to mix sims, it messes with your head.

To the high G turns and whatnot:
It's related to how stick forces are modelled in the game. DCS in general limits you much less than other sims. This results in your pilot being able to pull enormous Gs at times because the game does not limit the deflection speed (exception being the 109 which was a hot discussed topic at the time). Other sims start to reduce the input once your airspeed increases. Technically, the DCS approach is more correct but it leads to weirdness due to the virtual pilot being a big green mountain of muscles going "HULK PULL!" on the stick.

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Old 01-11-2019, 09:27 PM   #16
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Quote:
Originally Posted by arglmauf View Post
Maybe one general hint (that applies to all airplanes in DCS really):

Learn to actually do less. When I started learning the ropes with the Spit in DCS, I constantly overdid turns by pulling too hard and too quickly, engine settings too high, etc. The result was I wasted energy and degraded the structural integrity of my plane very quickly ending in ripped off wings or broken engines. So forcing yourself to do things slower is a big part of flying energy efficient and "clean". I still do it today when I switch over from another sim and I require time to acclimate to DCS. So try not to mix sims, it messes with your head.

To the high G turns and whatnot:
It's related to how stick forces are modelled in the game. DCS in general limits you much less than other sims. This results in your pilot being able to pull enormous Gs at times because the game does not limit the deflection speed (exception being the 109 which was a hot discussed topic at the time). Other sims start to reduce the input once your airspeed increases. Technically, the DCS approach is more correct but it leads to weirdness due to the virtual pilot being a big green mountain of muscles going "HULK PULL!" on the stick.
Pretty much this. Also, very few people fail to take into account the short "throw" or travel of our desktop joysticks compared to the long control columns found in the real warbirds. This is where most of the weirdness comes from, and why people do joystick extensions in DCS.

More travel = more sensitive or finer control inputs.

Another solution is FFB. Once you try it it's very hard to go back to a regular spring stick.

What MOST people use though is curves. I personally dislike them and didn't use them even before moving to FFB, but they do make people's lives easier.
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Last edited by OnlyforDCS; 01-11-2019 at 09:29 PM.
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Old 02-19-2019, 03:57 PM   #17
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Quote:
Originally Posted by filthymanc View Post
Hi, as a budding Spitfire pilot who has now got the basics to a reasonable level, I'd like to start practicing some useful manoeuvres. I had a go at dogfighting the other day and failed to keep my energy up, lost control many times, etc. As you would probably expect.

So, I would imagine that there are a variety of manoeuvres that need practice to be effective in the sky.

What do you think?
Practice vertical turns, i.e. loops. When you can loop well you can fly anything else you need. All the standard aerobatic maneuvers are good practice for aircraft control but dogfights are mostly vertical turns.

Air combat is maneuvering but it's not maneuvers so much as it's pursuit curves. Use lag pursuit to get behind the bandit and lead pursuit to close the distance and/or take the shot.

The barrel roll, a loop and roll together, is a common result in air combat, learn to minimize your forward travel in practice. In a dogfight you'll see barrel rolls in a rolling scissors, fly the maneuver with lead/lag pursuit in relation to the bandit.
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