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Found 12 results

  1. EDIT: The F-86F-25-40 Standard aircraft characteristics document lists an empty weight of 11125 and a basic weight of 11585, a difference of exactly 460lbs, exactly as calculated in this thread once the ammo discrepancy and pilot are taken out of the equation. EDIT: The sabre's ammunition weight is too low not because the wrong round's weight is modeled, but because a lower number of rounds are modeled. Each gun has 267 rounds instead of the intended 300. They are firing M2 API and M20 APIT, at 1 APIT to 6 API for these rounds, + the weight of the links, the total weight should come out to 530.628lbs. I will leave the original text of the OP unaltered. As per the weight listings in the sabre flight manual, sabres of the F-25 and later variants have a gross weight of around 15,175lbs. Gross weight is stated as being a full load of machine gun ammo and fuel, on top of a 230lb pilot. Those parameters in DCS bring the ingame sabre to a weight of 14,434lbs Where is the weight loss it's not fuel as that is accurate to the pound. Ammunition weight is supposed to be around 518-534lbs so there's part of the missing weight. Also the empty weight as listed is supposedly correct. But there's the issue. The empty weight of the sabre does not include the weight of the six AN/M3 .50caliber machine guns in the nose. The empty weight of the real sabre is 11,125lbs WITHOUT the guns. But lets break down the ammo weight first in DCS 100% machine gun ammo is listed as 483lbs, not sure where this number comes from That is, unless the only rounds we're firing are armor piercing incendiary, which they aren't since we have a ton of tracers. CARTRIDGE, armor-piercing-incendiary, cal. .50, T49 0.23lbs per round 1800 rounds 414lbs, but that's not all, the links between the rounds are 0.038lbs each and there are 1806 of them another 68.628lbs bringing the ammo weight to 482.628 then the UI rounds it to 483. This is wrong, as we are clearly firing tracers, which at minimum are 0.24lbs per round if they're also armor-piercing and incendiary, which would bring the weight to 500.628lbs. However lets assume it's simple In game the sabre appears to fire 1 tracer after 5 non tracers, so 1 tracer every 6th round lets simplify it to the calculation of bullets alone for 1 gun and make the rounds simple tracer and ball/AP as ball/AP are both the same weight 300 rounds 50 are tracers, 0.25lbs per round = 12.5lbs 250 are ball/AP, 0.26lbs per round = 65lbs combined that's 77.5lbs for all 1800 rounds that's 465lbs Including the 68.628lbs from the 1806links that's 533.628lbs thus 51lbs more than our current in game listing of 483 (482.628)lbs there is 51 of the 741 missing pounds 690lbs left What is included in the gross weight of the aircraft? lets take a look "Approximate gross weights include pilot (230 pounds), full internal fuel (JP-4), and 1800 rounds of ammunition. so 690lbs left, lets take 230lbs away to account for the pilot 460lbs left, where is it. It's not the fuel, the fuel is accurate to the pound. It's the guns null 64.5lbs for the gun without the recoil adapter assembly and presumably without the barrel as well 4.5lbs for the recoil adapter assembly 10.91lbs for the barrel 75.41lbs per gun without the recoil adapter, or 452.46lbs for 6 guns, 7.54lbs under our remaining weight 79.91lbs per gun with the recoil adapter, or 479.46lbs for 6 guns, 19.46lbs over our remaining weight I'm not sure what the recoil adapter actually is so, lets assume it's used, now lets assume instead of ball/ap, the non tracer rounds are actually API, which weigh 0.01lbs less per round, IE 15lbs less for 1500 rounds we are now only 4.46lbs overweight But, what if the tracers are actually armor-piercing-incendiary-tracers, which also weigh 0.01lbs less per round, IE 3lbs less for 300 rounds We are now only 1.46lbs overweight Seems "approximate" enough to me Solution, increase empty weight by 479.46lbs and another 230lbs if the pilot weight isn't modeled after the fact, and then increase the ammunition weight to a rate that coincides with the type and amount of rounds being used in the belts.
  2. patches 2.7.4.9632 and 2.7.4.9847 have introduced various fixes and tweaks to controls, trim and FM. And for the most part they seem to have been very sucessfull (fe the problem with "overtrim" are far less and the sound feedback is also very helpfull). The Shaitan-Arba is now also much more controllable at low speeds. Especially noteworty in a positive way - VRS does no longer suddenly and fatally happen, the soundmapping for RBS, VRS, max-envelope aso is now a completely suitable indicator. What seems to need further attention is the following though: the feel of weight and mass now seems reduced, and the Hind is too twitchy in various envelopes (to the point where one seems to "stir" the cyclic aka the joystick) while hover transitions are now far more controllable the hover itself seems to have become very twitchy even in low-weight and zero stress conditions the wheels now "soapglide" even more in almost all terrains, even with collective on zero, rpm throttle down, and wheel brakes locked I have included a track from the remastered-for-hind huey-campaign (ty for that excellent scenario to really control the Hind @Bailey) where this can be seen. I also could directly compare the asset behaviour to before the patch (as I had just flown that mission before both patches). Twitchy hover: during takeoff at final landing at "Madrid" at the end "soapgliding" of wheels at rolling landing and taxi at Senaki-Kholki on the pad at "Madrid", with various test of AP channels, locked wheel brakes, applied wheel brakes, idle rpm, zero collective, diverse trimstates "rudder" (tailrotor), "heading" AP channel on/off slights osciallations during flight in stable envelope with no input entire flight various attitudes, crabbing during transition during speed hook or forward reduction notice zero control input (control input indicator up entire track) notice "pulse" inducing oscillation with slightest inputs as if input signal is registering on/off For the problems describe above, also notice how for the most part non-pilot induced oscillations seem rock stable while any attemopt to correct them with minor cylic, minor collective or general slight(test) peripheral input seem to surge the oscialltions or the twitchy hover behaviour (especially noticeable at the end of the track, when I almost crash myself at "Madrid"). The widely reported "overtrim" or "input overshoot when pressing trim" is reduced but still noticeable. For the passer-in-glancing, please focus on the bug behaviour, my bad flying is a given having to be seen as "baseline" . Trackfile as google-drive link as filesize exceeds attachment limit: https://drive.google.com/file/d/1u71lvSaImScYA2f3zgynpGPhEwe5roFX/view?usp=sharing Dxdiag file attached for good measure. DxDiag.txt
  3. Before I type my bug report - a positive note. The latest patches have introduced an enhanced fidelity if the collective blade pitch is changed either for the airframe reaction and orientation. Not only the nose or airframe vector but also the entire tilt and drift change in a very fidelic way. This is especially noticeable if the КРЕН and ТАНГАЖ dampener channels of the ВУАП-1 suite system are in use, and the НАПРАВЛЕНИЕ dampener channel and the высота maintain channel are turned off. This is a very positive sign and I hope this is a small symbol about the intent to have a fidelity gradient for this module this iconic rotary frame deserves, Now for the less positive - aka the bug report. Unfortunately the situation described in this bug report: and especially in its mysteriously vanished parts have worsened and are now clearly a more systemic issue that is a culmintation of various (in parts acknowledged and already being worked on in insularity) issues that cause cascading issues. The missing weight (mass) and inertia is leading to more oscillations, especially with a "light" configuration (less fuel, light munitions load) that is itself problematic during a terrain final (hover) on non-flat "terrain" surfaces. Clearly noticeable is now that the DCS trim settings ("control helper" or "special tab" options) of "default" and central position are NOT reliably working during any instance, even within the same DCS client session. Further the INGAME settings of "AP trim" (trim button setting) and "manual trim" (fe coolie hat) seem to cause cascading issues in the game code, resulting in more and more offsets to the point that even a full reset result in progressive input necessity and corrections (cyclic stirring). On top of this the constant exception catcher events of the DCS proprietary settings result in more and more input necessity during a longer flight (no reinit of airframe and or world load). Another sympton is the drift-gauge suddenly showing random indications, while the player can notice the airframe behaving completely differently. Sometimes this even results in mirror indications of what is going on or the gauge switching from random left/port-right/starboard indications with the airframe having a TVI in an entirely separate third orientation. On top of all of this there seemingly is a threshold where - again as reported before - VRS seems to suddenly occur like a trigger event (the attentive enough can even see the airframe frameblink before the VRS effect kick in as if an ingame event was triggered). Where before VRS might have been recoverable, it now is an unrecoverable disatrous quicktime event.. even if this even occurs already on the ground or at 1-2 m AGL. More disturbingly this event can occurr in a stable hover and a sinkrate of -1 or -2 on the VSI (radar alt on) and the Doppler-hover system working. So apart from the bug state in each part mentioned, there is a cascading interaction on a systemic level. If the results are caused by this cascading interaction cannot be judged by an enduser and it evenly shows the possibility of an unerlying fundematal source issue causing said interaction or even gradients of the insular bugs in each keylog submodule. Which could be the clearly hardmodified weight variables, the currently missing physicalized inertia, anything. That there IS a bug can not only be noticed by the osciallation issues, the VRS states, the inability to trim at a certain point (or the "trimlock bug) but also by clear exception catcher and outlier events. Example: if these bug in any subset have started occuring.. an RBS effect will result in the airframe rolling at 3-4 times the speed it would normally RBS roll to the right in a comparable, replicable scenario. Test scenario: Singleplayer and multiplayer with repeatable scenarios in direct comparison to prior bug notice x52 sets magnet modded, spring modded, zero signal stutter, controls cleaned (not double binding of active peripherals) trim setting (DCS proprietary) "central position" including "rudder" ingame settings as described above current workaround of constant "reset" and retrim from zero applied Dxdiag irrelevant but attached. Trackfiles: 2x singleplayer, direct comparison to prior scenarios, chosen because of drastic showcase and 8+ repetitions and chosen because of lean trackfile. https://drive.google.com/file/d/1ojlq_M56d2skyne8_9QmqmFvgFqcHZE2/view?usp=sharing https://drive.google.com/file/d/1ok5VXQnXas7UBmTQgEIrHr_4wcDA3e91/view?usp=sharing DxDiag.txt
  4. Hi all, After an intense comparision with real life videos it looks, to me, that the Hornet is a little high on the back landing gear. I´d like to improve the look of weight on wheels (more). It´s to possible to edit/adjust a lua file? meanwhile i´m going to find out by myself but help it´s appreciated. Thank you. Best regards, F.
  5. Hello! I posted here about the Apache being "Underpowered". After some testing and making testmissions and yada yada yada... I found that when you start the chopper with 4 fueltanks and rearm inside the mission to a standard weapon loadout (100% Fuel, 8 Hellfires and two pods of HEDP) before taking off, the Apache has zero power and is nearly unable to lift because it seems the weight is not changed during the rearm process... the heli still thinks it has 4 fuel bags on its wings. If I start with the Loadout already armed in the editor (100% Fuel, 8 Hellfires and two pods of HEDP) I have zero problems taking off from a hover. I attached two Trackfiles - Same mission, the one named AH64Standard is the one where I start with the loadout set in the Editor, taking off works normal. The one named AH64Fueltanks is the one where I start with Tanks loaded in the editor and re-arm inside the mission. It is nearly impossible to takeoff. Thanks! AH64Standard.trk AH64Fueltanks.trk
  6. Hello! Sometimes I am not able to takeoff because the Apache seems to be too weak... 8 Hellfires and HEDP Rockets loaded, full tank. The track is from a mission generated via RotorOps, it is cold in this mission. But the same happened in missions where temp was 20° and std air pressure. I found that sometimes if I close the mission and start all over again the Apache performs way better. I think the loadout is not overloaded? I need 130% torque and still unable to takeoff, build any altitude at all, falling back to ground. Do I something wrong or is this a bug? (Trackfile too big - 6,9 - uploaded to google drive) - Removed Link as it seems this is no bug!
  7. Hello I would like to bring up Ataka weight. There seems to be some pretty widespread disagreement along online sources. Some say 33.5 kg, some say 42.5 kg (as it is in DCS), and some say 49.5 or incorrectly say 48.5. Upon further research you would find multiple sources claiming it is 49.5 kg in the container, whereas in DCS it is 57.5 kg in the container tube http://www.airwar.ru/weapon/aat/ataka.html However, the container is known to be 15 kg, which is what it is in DCS as well with the rack being 13 kg. This would mean that if weight in container was 49.5 kg, actual missile weight would be 33.5 kg. There is a textbook that appears to claim the only difference between Shturm and Ataka is warhead, “Конструкция Средств Поражения, Боеприпасов, Взрывателей И Систем Управления Средствами Поражения: Конструкция и функционирование ПТУР" (Design of Weapons, Ammunition, Fuses, and Control of Destructive Devices: Design and Functioning of ATGMs) by the Penza Artillery Engineering Institute.” And since the 9M120 Ataka warhead is 2 kg heavier then Shturm warhead, and Shturm is 31.5 kg. That brings you to 33.5 kg. There is mentions of 9M120 Ataka being 33.5 kg in this article written by Roy a Broybook in 2005, available here for free viewing https://www.thefreelibrary.com/Weapons+for+whirlybirds-a0138143048 It is also mentioned here as weight of the Ataka being 33.5 kg, but a source is not given. The many sources in the rest of the article especially including Shturm/Ataka make me believe there has to be some reason for the author to have settled on 33.5 kg. Surprisingly they also make the same 48.5 kg mistake for weight inside container. https://thesovietarmourblog.blogspot.com/2021/07/soviet-atgms.html?m=1 Interestingly enough there also English language sources saying weight of Ataka is 42.5 kg as it is in DCS. https://odin.tradoc.army.mil/WEG/Asset/9M120_Ataka_(AT-9_Spiral-2)_Russian_Anti-Tank_Guided_Missile_(ATGM) http://www.military-today.com/missiles/ataka.htm I don’t have much else to say other then, a Mi-24V IE manual makes it known that Ataka average speed is slower then Shturm. Currently in DCS, the Ataka has its rocket power slightly changed from Shturm, I assume to make up for the weight, wether that is based on reality or trying to replicate its real world performance I do not know. I only mention this to say that, if Ataka weight is lowered from its current 42.5 kg to 33.5 kg if ED finds that to be correct, I would hope that the performance still falls within the acceptable region for ED’s standards of realism. I apologize for all the bug reports, but as there seems to be a renewed push to finish Mi-24 and polish it. It seems this is the time to go through details and see if there is anything that can be made better
  8. I am sorry, I am blind I think, I can't find this information. I used to have nice table with all parameters but it seems to be lost now. What is the official maximum carrier landing weight for the Su-33 in DCS?
  9. Hi, In my humble sugestion our Viper needs a little weight on the tyres like the Hornet for example. Actually the Viper looks it is "floating" and not in the ground with weight on wheels. Thank you in advance, F.
  10. I'm working on a project for Universal Apache Training mission, and I'm having issues with the following: 1. If player overloads Apache I want a message to pop-up that the Apache is too heavy 2. I have a "race" in which you have to fly as fast as possible without crashing and I want to have a pop-up message at the end which tells you how much time it took the player (and potentially read highest speed the player flew at as well as lowest altitude). Hopefully someone can help me with this as I'm really bad at coding
  11. Hi all, after an intense comparision with real life videos it looks, to me, that the Hornet is a little high on the back landing gear. I´d like to improve the look of (more) weight on wheels. It´s to possible to edit/adjust a lua file? meanwhile i´m going to find out by myself but help it´s appreciated. Thank you. Best regards, F.
  12. ***17MAY21 Update*** F/A-18C Hornet - Weapons QRH Quick Reference Handbook / Checklist / Kneeboard by Pokeraccio V.2.0 17.05.21 ***NEW VERSION 2.0 is here to celebrate the DCS 2.7*** Just a simple DCS F/A-18C Hornet Weapons QRH made up by 10 pages (+10 pages night friendly). Since update 1.7b added as a test 1 more page LIM (Limitations) also give it a sort of ipad look both clean/dirt version (removed since V1.8), to print or use as kneeboard with some useful info about F/A-18C Hornet Armaments/Weapons/Flight Deck procedure, very basic but handy especially during the first missions. Tested in Open Beta, used also in Stable just some feature may not be present, yet. If you need for any reason an older version drop me a line here on forum page. To have it in Kneeboard, just unzip and copy png files accordingly (if folders are not there, create new ones): \Saved Games\DCS\Kneeboard\FA-18C_hornet or \Saved Games\DCS.openbeta\Kneeboard\FA-18C_hornet The basic idea has been developed by others in various way, I just made my own version for personal use. As per request,(https://forums.eagle.ru/showthread.php?t=247119) I'd like to share it. I've uploaded the file in the user file section: https://www.digitalcombatsimulator.com/en/files/3305957/ ZIP file: 10 Png (+10 pages NV vers). this is a DAY/NIGHT PDF version: https://www.digitalcombatsimulator.com/en/files/3316602/ If you find some errors, update, DCS armament logic changes, anything please just share it here and when I'll get the chance I'll update them. Since release V1.3nv I added some Night friendly version for all the "Night lone wolf mission lover" out there... Cheers Pokeraccio My references and original ideas developers are: https://forums.eagle.ru/showthread.php?t=212282 by Chuck From page 140 Weapons and Armament section, on Page 143 there is a useful spreadsheet called F/A18C-Hornet Armament Matrix by Twisted-Biscuit https://www.digitalcombatsimulator.com/en/files/3305134/?sphrase_id=18908065 by Bailey https://www.digitalcombatsimulator.com/en/files/3304428/?sphrase_id=18908171 by Arinc429 https://www.digitalcombatsimulator.com/en/files/3300643/ and https://www.digitalcombatsimulator.com/en/files/3302559/ by Sydy https://forums.eagle.ru/showthread.php?t=189564&highlight=armament and also several You Tube Channels tuts by the well known gurus of DCS. I suggest also the very useful Windows APP Kneeboard Builder by AlaskanGrizzly https://forums.eagle.ru/showthread.php?t=129341 especially if you want to resize the Kneeboard Disclaimer: This is a personal, self made, QRH that I am pleased to share with the entire community of DCS-WORLD F/A-18C enthusiasts, also to thank all the users that share their files with us all, and contents creators which I referred to when I made this document. I hope you’ll find it useful. Please, DO not use for real world OPS or training - Use this guide only for DCS - F/A-18C Enjoy. Cheers by Pokeraccio Changelog: V2.0 -NEW VERSION is here to celebrate the DCS 2.7; -New document, layout, colors, graphics, overall adjustments; -Clearer Resolution, quite ok also in VR; -AGM-88C HARM PreBriefed Mode/Code List added; Self Prot. - PullBack Sub Mode; -BDU 45/ 45B Training Bombs added; -AGM-84H SLAM-ER added (so we'll be ready); -added one page and revisited page numbers; -Correction of inaccuracies in general on the whole document; -updated system logic up to Open Beta 2.7.0.5659. V1.9 -GBU-24 Paveway III added; -added one page and revisited page numbers -Some layout adjustments -correction of inaccuracies in general on the whole document V1.8 -AGM-84E SLAM added; -some small system update (TGP), -ZIP Content: PDF Frame vers, PNG Frame and No Frame vers, glass and dust version removed as not so useful (If you liked I can provide it). V1.7b -Small Update, correction of inaccuracies in general on the whole document, added as a test a new page on DAY version (Limitations), graphics enhancements with ipad look, dust and finger prints, both version clean/dirt available in zip. V1.7 -General Update, corrected SMS settings for Unguided Bombs, pages/color, added 2 page (total of 7 pages) on LEP-List of Effective Pages= changed/new pages List since last update V1.6 -General Update, pages/color/order/dimensions, added 1 page (total of 5 pages), added AGM-62 Walleye II Pages updated record: P1/5 v1.3 P2/5 v1.5 P3/5 v1.0 P4/5 v1.3 P5/5 v1.2 The same for Night Vers. V1.5nv -Update pages 2/4 and 2/4 NV with MAVF/TGP Checklist V1.4nv -Update pages 1/4 and 1/4 NV with a TGP Checklist V1.3nvBis -Update Store Settings for CBUs Page 3/4 V1.3nv -added Night friendly version V.1.3 - Page Order - switched pages 2 and 3 - Harpoon Added on Page 2/4
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