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Harpoon
Приєднався 16 чер 2007
DCS OH-58 Kiowa Warrior Autorotation Tutorial
DCS OH-58 Kiowa Warrior Autorotation Tutorial
Переглядів: 3 834
Відео
DCS Mi-24 Autorotation tests
Переглядів 1363 роки тому
A few autorotation tests at low/high mass and speed.
DCS P-47 vs Bf-109 Ace (VR)
Переглядів 1,1 тис.3 роки тому
Raw footage of my fight with Ace Bf-109. Sorry for all the shaking.
DCS F-18 Avionics failure during carrier practice
Переглядів 3535 років тому
So, I was practicing CASE I recovery when this happened. This the recording of a full flight. The avionics fail at 17:00 with only 1700 fuel left.
Cold Waters with internal sounds and crew voices
Переглядів 6 тис.7 років тому
This is just the result of me playing with sound editing, however game might sound similar once those features are implemented by developers.
Cold Waters - sinking Kirov
Переглядів 4 тис.7 років тому
Single mission - Beating the odds. Hard difficulty. sorry for low quality
Do you know how can I fix it?
I cannot landing at cross wind due to this.
how much your rrpm rises during the flare is very much dependent on how heavy the aircraft is. if we know we are gonna do autos in the real thing, we aim for a lighter load, or overspeeding the rotor is a real issue. if we know we have lots of fuel on board, or the flight instructor is a bit heavy on breakfast lol, usually we keep a lower rpm in the descent. In robinson piston helicopters the low rpm horn comes on at 97% percent, but the aircraft is perfectly flyable even at 90% (and sometimes when super light, solo pilot, light fuel load, you will struggle to extinguish the horn at all), so we keep a bit of buffer just for the flare. as you can tell from your last attempt, starting to lift collective too early to control rrpm will ruin your day, as you will not be able to properly cushion your touchdown. also, in a real emergency, nobody cares about the main rotor bearings, if you land it in one piece, it's gonna be stripped anyway, so even if you allow 115-120% but land with no fireball, everybody will love you anyway.
Im having the hardest time figuring this out
Great tutorial… I’ve done hundreds of full down autos in the R22 and you are spot on with all the steps. It’s really impressive how good the flight model is in this module including the G loading of the rotor and the need to control it with the collective.
so keep the main rotor disk spinning as close to 100% as much as possible, maintain 60'ish knots on the way down, and cash in all that rotor RPM at around 100' altitude with a nose above horizon approach when your airspeed starts to drop rapidly?
Correct. Just make sure you don't overspeed the rotor. It seems to be less effective above around 105%.
Pardon my ignorance (still learning), but how does the collective play a role in this if we're engine out? I thought the purpose of an autorotation was to get on the ground safely without power to the engine. If you have access to lift from the collective, why would you do an autorotation? Just trying to learn, not prove a point or sound smart.
Hi. The collective controls the pitch (angle) of rotor blades. In simplified terms, more pitch = more lift but also more drag. Normally, the engine (and the governor) keeps the rotor at a constant speed. Without it you need forward speed to basically windmill the rotor. The purpose of an autorotation is to descend to a safe spot while keeping a stable rotor RPM so that you can use it to arrest the descent and safely touch down.
@@PLHarpoon Great thanks! I didn't consider it changing the pitch of the blades. But knowing that, I can totally see how that would come into play. Cheers!
Nicely done! Very good techniques. We plan to refine the rotor behavior a bit further in subsequent patches. Try the autorotation with a 180 deg turn. You'll see the Nr climb significantly if you're not careful with the attitude in the turn. The climb in Nr is highly dependent on the attitude in the descent. You're sticking those landings with less than an aircraft length of ground-run. Perfect! Very good demonstration!
Is that only from the recording or does DCS always stutter like this on your PC?
Great❕ nice Autorotation landing, what can I expect for the next Tuto.. LTE after ETL, SCAS fail, FADEC fail, IIMC, Precision & Nonprecision Approach.. keep'em coming 🤗
Impressive !
How are you simulating the engine failure, probably dum question but want to practice the same way as you
I just rotate the throttle to idle (bound to my throttle's friction axis)
You can also shut down fuel from the engine (lever on the roof) but you'll have to restart it after each landing.
Good tip about keeping a close eye on rotor RPM. I've been spoiled by the heavier helis with much more rotor inertia.
Excellent tutorial, well done! Thanks. 👍
the animations you used to make still amaze me
That's a lot of crew comms at once! I'd love to see what could be done with a proper freelance VA team.
I've only played MechWarrior 2 and 5; and to be honest; i wish i could get back to playing 2 over 5; as much as 5's really the only "guilty mech pleasure" game i can have at the moment.
This makes me miss MW3 again. Great work!
are you doing animations again sometime? plz
Nah, I've moved on from doing animations to making video games, sorry.
@@PLHarpoon oh ok... :( , they were amazing!
@@PLHarpoon will you make more kerbal space program videos?
Very cool!!
This is pretty neat. MW3 had some features that should have made it into MW4, and then MW5 completely ignored everything that made both of those games so good.
it would be so cool if this was an actual game. but awesome job!
That was pretty _ OK _ ;) Nice one!
Dude, If your comfortable with Mech Animations, I'm up for negotiating for the footage you already have :)
My favorite chassis in Mechwarrior 4
Nice video man. Glad you were able to make it before running out of fuel XD. I assume random failures were on or you got shot before?
Mechwarrior belongs to Battletech franchise. It all started with a tabletop game. Search video "battletech catalog".
pretty decent, glad we got crew voices now, its one of my favorite parts of the game
Long live clan wolf
ahhhh mw3 sound effects. some of the best they had
And UA-cam final say in 2021. You like mechs so watch this
I love the MW3 sound effects.
I wonder if you could make textures to be charred by enemy fire. Check "Battletech fan" youtube channel, video about damage, for reference. I loved the animation. I loved the camera movement. The only great problem of this video is that it is too short.
Very good video. One question, I fly modern dcs and want to buy a first ww2 aircraft, visually I like a loot the p-47, much more than than the p-51. Which one would you recommend and why? Is it true that the p-47 for A2A is not very good? I was told that it is slow to turn? Have you flown the P-51? How do you compare them. Thanks you very much
TL;DR: No, I don't think the P-47 is worse at A2A than P-51. The main difference between them is: P-51 is easier to fly but P-47 is more versatile. In my experience, for A2A the Jug is a "jack-of-all-trades, master of none" type of plane. it turns ok (I think it turns better than P-51 but I'm not 100% certain) but not nearly as good as the Spit. It's also fast, but not as fast as the Mustang (I did some testing and the speed was comparable at sea level but the Jug was slower at 35k - 210mph CAS vs 220). On the other hand, the P-51 seems more of an energy fighter than the Jug, but to be honest, I have very limited experience with the plane - only used it during the "free period" of DCS. Also, P-47 has more firepower and is much more survivable than the P-51, but on the other hand, engine management requires more attention (you need to be very careful not to overboost the engine and not windmill the prop during dives the radial engine can die very quickly if you windmill the prop).
@@PLHarpoon Thank you very Much. Very complete answer
It's been 11 years, Harpoon. It's time.
AWESOME short.
1:19 Linux distro running
* insert intense podracing soundtrack from star wars *
the timber wolf model looks awesome!
Is there a way to play this game with a modern computer?
Sure, it's available on Gog. Joistick setup requires some fiddling but otherwise it works like a charm.
Your landing speed is way too fast. RTFM!
i do that and it's very interesting experience
I think radio effect would do better than echo
Is this a mod you are using? I recently got into the game, and I’m loving the crew voices and such that you have
Nah. That was before the official crew voices. I did it using commands from various sub sims, mostly "Fast Attack" and inserted them into a recording of gameplay.
PLHarpoon Nice Video.....I Like.....
Very nice, though the reverb is a tiny bit too much. I like it just maybe a bit less?
Are you setting depth and speed with your voice ?
No, as of now you can't set the speed or course in the game (the devs are working on it though). I just added it for nice effect.
FFS, can you explain exactly what is going on here?
What do you mean?
*Sigh*
@@janreznak881 trump
@@hallerd bot
@@hallerd obsessed lol
How did you not get helo'd to death? Everytime I try this I get swarmed...
First, a little luck - the mission started with at a good position. Secondly, a few times I raised ECM mast to check the general direction of helicopters. If I had a suspicion that they're near I'd wait a couple of minutes before the attack.
Usually the surface combattants send their helos direct to me. I can only assume this is due to simulated radio comms. In your case, they either got the range very wrong, or didn't even try.
They may have got the range wrong, as I was firing the torpedoes at such a distance that they didn't hear the launch sound and only acted once the torpedoes were already away from me.
Yeah that could be it. In other news, I noticed on Subsim that they have patch 1.04 notes up, and there's a reference to air assets being "too accurate". Sounds right to me LOL.
That one you can actually fix yourself. Find the config.txt file in game folder and change MAD range to something like 500 or 400 yards.
same...