v01.1 (pending release) Frequency preset cards go white if lock control mode is used - fixed Red Arrows 2021 livery minor alignment issues - fixed MASS clickspot logic improved Co-pilot camera view tweaked for VR users Outer sidewinders now fire...
How can I judge the perfect (45 degree ??) angle for dive bombing with my stuka in realistic mode. Should I line up the center of my gunsight in the middle of the target. My usual attempt is dive from 1500 ft,activate air brake, landing flaps, aim from cockpit view using gunsight, release bomb and pull out with air brake off. The bomb usually drops way behind where I intend to aim.
Not watched the vids so maybe covered in those but in the Stuka at least if you look to your right whilst in cockpit view you have dive angle lines - try and get the 80deg line matching the now near vertical horizon and job's a good un :)
Then it's wrong and quite a few people spell it wrong too :) You're looking in the wrong places. try
dictionary.com. The only time it can mean stop, is when you 'break the habit'. But not for vehicles.
Also see here... _brake_%28road_vehicle%29
@F1Racer Never Assume. I'd like to think this is called Air Break because you are Breaking through the Air. Not Braking! And AirBreaker sounds dumb. That's why I think it is correctly named. Your not using brakes in the air what so ever idn how you came to that lol.
I've got a major problem with this mod. It won't uninstall i removed it from the scripts menu and its still there. i even deleted the folder and did a fresh install on steam. It was still there somehow even though i didnt use openiv. I can't play online because of this mod i would appreciate a reply.
@IIIdefconIII The only way I seem to be able to in some way fix it is to use the mod manager and pull all the mods. It sees this mod messes with the script folder because whenever i try to add new mods anything that would have to use the script folder doesn't work. and airbrake returns. Also since with an xbox controller r button and a causes it to activate, its impossible to fly attack helicopters without triggering it. All in all this mod has seriously damaged my game and reinstalling has no effect.
I too have this mod without directly installing it and the F6 toggle conflicts with another mod I have. How do I find the mod as I search airbreak in my system and it returns no files. I wouldn't mind even just changing the of/off F6 setting.
To close the Airbrake Mode window, simply press F6 on your keyboard or press RB+A simultaneously on your controller. These buttons can be used to activate or deactivate the mode.Due to its nature, some people just accidentally open Airbrake Mode while playing the game. If that also was your case, you can disable Airbrake Mode entirely.
And replace it with this (remove Airbrake Function on controller).4. Save the file.Now, you can play GTA V without worrying about accidentally activate Airbrake Mode. Credit to Jonaq for providing this modification.
One last detail, when I made the mission I forget to change the command TAKEOFF to VTOL TAKEOFF and RETURN TO LAUNCH to VTOL LAND. The takeoff process was as VTOL, without issues, but the landing was a disaster.
Maybe can improve the Mission builder process, due to VTOL command only being enabled when the quadplane is connecting to MissionPlanner. So, if you work your mission in the office you cannot complete the takeoff and landing part.
I reviewed the GC before the flight, and have many years flying this model as fixWing. Having said that is true that the values of Servo#_trim are out of the range for the elevator, so this means that needs a manual hardware setup. But the issue was so dramatic so that maybe the problem was due to another reason. Tridge, a developer, like you, said me that he suspected of ESCs of my Quadmotor. He showed me some graphs where the amp consumption shows that the motors maybe never start in the landing stage. I was wondering if the parameter THR_SLEWRATE can affect the response in this stage. I used the value 55 in order to reduce the power request from the battery. Maybe It affects the airbraking, and final approach. It is another wire that open with this issue> Plane 4.1 stable - #190 by tridge
Since active aero is largely banned in racing, most of the advancements are happening on street cars. The first street car with active aero was way back in 1986, the exotic and unattainable Porsche 959. But just two years later you could get an active spoiler on a pedestrian Volkswagen Corrado.
And two years after that, the Mitsubishi 3000GT had active aero on both ends! A Russian magazine did some testing and reported that front lift reduced by half, and rear lift became actual downforce. This reduced top speed by 5 mph, which is an acceptable trade.
If you opt for the presets, you get three downforce levels: 10 mph, 50 mph, and 80 mph, plus the low drag and airbrake settings. If you buy the CPU version, you can program the wing to change angle at any three speeds you want.
For example, you might set the wing for low downforce at speeds up to 40 mph, to help the car rotate in slow corners, then transition to a maximum downforce setting up to your fastest corners, say 80 mph, and then start dropping wing angle at 100 mph, and go into full DRS mode at 120 mph.
To properly simulate active aero, you have to take into account not only drag reduction, but weight reduction. To do this required increasing mechanical grip of the low drag wing, such that it matched the exit speed of the high downforce wing. And then I had to determine the amount of time from corner exit to the braking zone between the active wing and the low drag wing. Good fucking god that was a lot of work!
And not to get too far ahead of myself, but the values were tiny, and difficult to see in the data. However, in doing these simulations, I found out something useful, which is that you can easily zoom in or out in OptimumLap. If you draw a rectangle on any of the charts starting in the top left and drag to the bottom right, it zooms in. Do the reverse and it zooms out.
Using this method, I was able to zoom into the time-distance graphs and get the exact amount of time it takes to cover any amount of distance on track. By subtracting starting and ending points, I then got the delta for how much faster the low-drag setting was. Ugh, tho.
Single element wings are efficient at producing downforce and do so with very little drag. In fact, a wing has about the same amount of drag as your two side mirrors combined. Thus, active aero on a single element wing is about as effective for drag reduction as if you moved one of your mirrors inside the car on the straights.
At Watkins Glen, the back straight is where drag reduction makes up the most time. From the exit of Turn 2 to the braking zone of the Inner Loop is about 3000 feet. Setting the wing into the low-drag position makes the car go 1.5 mph faster, and gains 0.17 seconds per lap over a fixed wing.
But a better way to visualize that is that DRS gains about 25 feet on the car with a fixed wing. So with two evenly matched cars racing close together on the back straight, the car with active aero should be able to pass the car with a fixed wing.
Wings are already designed for optimum performance and low drag. Reducing drag on what is already the most aerodynamic part of the car, is as silly as trying to lighten what is already made out of carbon fiber. Your hardtop, cooling system, mirrors, wheels, rear surfaces, and everything else on your car are better places to concentrate on drag reduction.
When the car is switched to track mode the rear wing should be lowered and as you drive it will raise and when braking it adjusts to assist braking and when switching to drift mode the rear wing should raise and stay raised for drifting.
I just did my controller setup using Chucks F18 guide, so my speed brake is on my Warhog Hotas throttle and shows as working when I click it in the DCS controller settings. However, if I engage it in the sim in the air the F18 doesn't slow down at all? I take it that the speed brake is used to slow you down while in the air, but it doesn't work for me? Am I missing something here? Any help would be really appreciated because it makes the sim unplayable for me with the speed brake working. Cheers!
Auto flap setting work according to Gs, AOA and speed and also controls speedbrakes. As KFTGB you would only use full/half settings when taking off/landing. There may be some emergency procedure detailing the use of non-auto setting, but for normal flying, keep it auto.
The singular point here is that it takes 3-4 seconds to fully extend the speedbrake and the switch must be held until the speed brake is fully extended . DCS models the airflow sound so you can hear when it is fully extended .
Are you using the TARGET software? Your problem might be that your key command is a "pulse" instead of "hold". You need to depress your button until the speed brake is deployed. A "pulse" would only press your button for a few milliseconds. You would not see the difference in the controller setup page in DCS, as even a pulse would just highlight it.
Great thanks for all the help. I have it working now. Didn't know the speed brake retracts when your gear is down though. Isn't that a bit silly because I always used to land the A10C with the speed brake deployed and the gear down. I felt having the speed brake deployed really helped with landing the A10C.
FA18C seems to be designed to keep autoflap On when taking off, since you're supposed to hit sustained speeds > 250 kts, 350kts for ferry and higher for altitude cruise, your pitch change is less in Auto than in - early - manual
Not flying like Airforce but like NAVY, you take shortcuts in the pattern which (often enough) means you correct your speed, when gears down, with additional holding of the speedbrake button, nothing wrong with that, the brake auto retract rather a safety design feature I'd guess, try landing fully loaded up (in a crosswind) and notice what happens with your speedbrake out when you cannot know your precise stall speed ..
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