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DCS Mustang Developer Notes


EvilBivol-1

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You, good sir, would be well advised to wind your neck in a wee bit.

 

Conducting yourself the way you do makes the chance of a dev talking to you approach zero quite rapidly.

 

Besides, the pilots that were involved in the creation of the flight model do not take part in this community as far as i am aware.

You have no idea.....

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You, good sir, would be well advised to wind your neck in a wee bit.
Ja you're quite right there.. I have a of a thick neck
Conducting yourself the way you do makes the chance of a dev talking to you approach zero quite rapidly.
Ja, I agree, incompetence in quite hard to swallow
Besides, the pilots that were involved in the creation of the flight model do not take part in this community as far as i am aware.
You said it ..
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I must clear the things up. I hoped that Der Fred would make an attempt to explain why the plane goes into left flick more readily than to right but I see now that we will not see this attempt.

 

So, I'll try.

 

THe most significant difference between RL P-51 and general aviation are its massive P-factor (prop yawing moment due to non-axial inflow) and the gyro moment as the plane has rotational velocity along any axis except of longitudinal.

THe most significant difference between DCS P-51 and, for example, Il-2 P-51 is modelling of P-factor. DCS carefully and truely models both transversal force and moment generated by the prop at non-axial inflow. Il-2, as one can see, does not.

 

Ok, now let's take a look at the effects abrupt AoA increasing generates. First of all, as the plane is raising its nose, gyro moment helps right rudder pedal to yaw right. But, in contrary, as the AoA raises it causes P-factor moment that tends to yaw the aircraft LEFT. As the plane reaches maximal AoA it always overshoots due to inertia - gyro moment goes to zero and then changes its direction as the AoA returns to balance AoA - thus helping stopping the right yawing.

It is the reason why the plane does not readily go right flick.

Anyway, at the right tight turn it can flick right as you pull too much and the plane has right yaw. It all depends on many factors, so the plane behaves different.

 

By the way, DCS P-51 has the inherent behaviour real P-51 has - it can recover from accelerated stalls after a flick half-roll.


Edited by Yo-Yo

Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів

There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles.

Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me

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Tell me Yo-Yo that you've have absolute experience in flying the P51 in combat ?

 

Can it change the physics?

Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів

There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles.

Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me

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You're talking to a Physics Major

 

Shame on ED for not consulting a physics student. ;)

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You're talking to a Physics Major(done that), Asm programmer, .. ect.what ever it takes.. maybe I'll cry in my next post

 

Actually, you will learn manners or stop posting.

 

Whatever you majored in does not matter. If you want to argue physics, argue the physics. If you cannot argue with facts, don't post.

 

Thankyou.

[sIGPIC][/sIGPIC]

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  • 1 year later...
  • 1 month later...

hello guys.

At first, thank for the flying model in this simulator.

I ask you to excuse my bad English.

 

I have a question about P51 convergences.

Why so much dispersal? Is this volunteer or an error?

 

 

We know every these document I think

 

p5120g10.jpg

p5120h10.jpg

 

 

 

Why do not use this in the file "aircraft_guns.lua" ?

 

aircraft_guns("P_51D",

--left wing

gun_mount("M_2_L1", { count = 270 },{muzzle_pos = {-0.045, -0.41, -2.427}, azimuth_initial = -0.385,elevation_initial = 0.361,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(436)} } ), --outboard

gun_mount("M_2_L2", { count = 270 },{muzzle_pos = {-0.035, -0.428, -2.231}, azimuth_initial = -0.381,elevation_initial = 0.258,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(435)} } ),--center

gun_mount("M_2_L3", { count = 400 },{muzzle_pos = {-0.028, -0.447, -2.032}, azimuth_initial = -0.379,elevation_initial = 0.315,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(434)} } ), --inboard

--right wing

gun_mount("M_2_R1", { count = 400 },{muzzle_pos = {-0.028, -0.447, 2.032}, azimuth_initial = 0.379,elevation_initial = 0.315,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(433)} } ), --inboard

gun_mount("M_2_R2", { count = 270 },{muzzle_pos = {-0.035, -0.428, 2.231}, azimuth_initial = 0.381,elevation_initial = 0.258,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(432)} } ), --center

gun_mount("M_2_R3", { count = 270 },{muzzle_pos = {-0.045, -0.41, 2.427}, azimuth_initial = 0.385,elevation_initial = 0.361,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(350)} } ) --outboard

);

 

 

Thank to read me


Edited by Tintin
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hello guys.

At first, thank for the flying model in this simulator.

I ask you to excuse my bad English.

 

I have a question about P51 convergences.

Why so much dispersal? Is this volunteer or an error?

 

 

We know every these document I think

 

p5120g10.jpg

p5120h10.jpg

 

 

 

Why do not use this in the file "aircraft_guns.lua" ?

 

aircraft_guns("P_51D",

--left wing

gun_mount("M_2_L1", { count = 270 },{muzzle_pos = {-0.045, -0.41, -2.427}, azimuth_initial = -0.385,elevation_initial = 0.361,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(436)} } ), --outboard

gun_mount("M_2_L2", { count = 270 },{muzzle_pos = {-0.035, -0.428, -2.231}, azimuth_initial = -0.381,elevation_initial = 0.258,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(435)} } ),--center

gun_mount("M_2_L3", { count = 400 },{muzzle_pos = {-0.028, -0.447, -2.032}, azimuth_initial = -0.379,elevation_initial = 0.315,supply_position = {-0.724, -0.18, -3.0},

effects = {M2_heat_effect(),fire_effect(434)} } ), --inboard

--right wing

gun_mount("M_2_R1", { count = 400 },{muzzle_pos = {-0.028, -0.447, 2.032}, azimuth_initial = 0.379,elevation_initial = 0.315,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(433)} } ), --inboard

gun_mount("M_2_R2", { count = 270 },{muzzle_pos = {-0.035, -0.428, 2.231}, azimuth_initial = 0.381,elevation_initial = 0.258,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(432)} } ), --center

gun_mount("M_2_R3", { count = 270 },{muzzle_pos = {-0.045, -0.41, 2.427}, azimuth_initial = 0.385,elevation_initial = 0.361,supply_position = {-0.724, -0.18, 3.0},

effects = {M2_heat_effect(),fire_effect(350)} } ) --outboard

);

 

 

Thank to read me

 

I did not understand your point. If you mean current harmonisation it is adjusted regarding the similar chart but for later D's with K-14 where the most dense distance is greater. It was made to have maximal effective fire range the new gunsight can deliver.

 

If you find it not convenient for you you can calculate different bore angles and use it for your own risk :) or profit.

Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів

There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles.

Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me

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(Yo-Yo) 1 --- (Everyone else who thinks they know what they're talking about) 0.

 

Yo-Yo, I know there are many more WWII planes on the horizon, but is it possible devs might be returning to the PFMs to add low-RPM modeling and smoke to start-ups?

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(Yo-Yo) 1 --- (Everyone else who thinks they know what they're talking about) 0.

 

Yo-Yo, I know there are many more WWII planes on the horizon, but is it possible devs might be returning to the PFMs to add low-RPM modeling and smoke to start-ups?

 

Yes, we plan to return to it.

Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів

There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles.

Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me

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Wait. Neither WW2 has a working low-RPM model right now? At all or just for startups?

 

It has, but you possibly mix the model and effects. The idle rpm is not slow model - it's already general model.

Ніщо так сильно не ранить мозок, як уламки скла від розбитих рожевих окулярів

There is nothing so hurtful for the brain as splinters of broken rose-coloured spectacles.

Ничто так сильно не ранит мозг, как осколки стекла от разбитых розовых очков (С) Me

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It has, but you possibly mix the model and effects. The idle rpm is not slow model - it's already general model.

Please clarify what exactly is on your to-do list with regard to engine model except the said graphical effects.


Edited by Bucic
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Please clarify what exactly is on your to-do list with regard to engine model except the said graphical effects.

 

You know how you're supposed to raise the throttle 1 inch before you start? Don't do that. Keep it at idle and start the P-51D. It starts and idles fine. No stalls, no stuttering engine, etc. That's all I mean.

 

It was discussed earlier and the possibility was thrown out there that they *might* return to the PFM to tweak starting behavior of engines (low-RPM). It's not something that would be required by any means to enjoy the aircraft, but I always thought it'd be cool to FEEL the merlin engine starting up a bit less... perfectly.

 

Yes, we plan to return to it.
:thumbup: :pilotfly: :)
Edited by KaspeR32

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