Bert_Foster Posted September 5 Posted September 5 Ok I see the control unit, but of what use is it to me in game ? I see it tunes to the start location on spawning. However it does not seem to be a unit selectable or tunable to the in game pilot. Without any directional capabilities it seems its only good for comms reception in the Kc bands but thats about it.
Bert_Foster Posted September 5 Posted September 5 Is there a different Gunsight meant to be available ? Whether I select or deselect the K14C gunsight I get the same (K14) sight every time.
YoYo Posted September 5 Posted September 5 1 hour ago, Bert_Foster said: Is there a different Gunsight meant to be available ? Whether I select or deselect the K14C gunsight I get the same (K14) sight every time. There are two types of gunsights, which can be seen not only in their shape and an additional knob, but also in the displayed sight (the K-14, for example, has only the lower part of the circle on the reflex glass). Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only (Meta Quest Pro).
Valis Posted September 5 Posted September 5 6 hours ago, Bert_Foster said: Is there a different Gunsight meant to be available ? Whether I select or deselect the K14C gunsight I get the same (K14) sight every time. Are you hitting 'Assign' after you've selected it?
AEthelraedUnraed Posted September 5 Posted September 5 17 hours ago, Bert_Foster said: Ok I see the control unit, but of what use is it to me in game ? I see it tunes to the start location on spawning. However it does not seem to be a unit selectable or tunable to the in game pilot. Without any directional capabilities it seems its only good for comms reception in the Kc bands but thats about it. It is tunable. Again, please read the in-game Cockpit Layout pages; they tell you all you need to know.
FuriousMeow Posted September 6 Posted September 6 (edited) Should the inner gear doors and flaps slowly drop when the pressure accumulator hits 0%? On the ground after engine shutdown of course. I read at one point that would happen, and I thought it happened in GB although it didn't yesterday in testing, but looking into it it seems one camp thinks it happens others don't. And at some point in late D blocks a lock may have been added that was retroactively fitted to the inner gear doors? Couldn't really get conclusive answers. Edited September 6 by FuriousMeow
BlitzPig_EL Posted September 6 Posted September 6 On real P51s the flaps will indeed drop as pressure in the system bleeds off after engine shut down. I have seen this at numerous air shows.
hschuit Posted September 18 Posted September 18 Why does the technical message say “Tailwheel steerable” when i have it locked (stick pulled fully back) ? The stick neutral to unlock tailwheel message is correct (“Tailwheel unlocked”). -
BlitzPig_EL Posted September 18 Posted September 18 (edited) When the tail wheel is unlocked it is free to caster. When the stick is pulled all the way back it is connected to the rudder pedals and is steerable if the pedals are moved off their center position. Edited September 18 by BlitzPig_EL 2
ALLO0899 Posted September 27 Posted September 27 (edited) I just cannot finish the route flight exam on this aircraft. It seems impossible to reach the airfield in time while shaving enough speed for even a rough landing. Might be in the 50+ attempts now. Is this a skill problem, or is this genuinely difficult? Edited September 27 by ALLO0899 1
YoYo Posted September 27 Posted September 27 1 hour ago, ALLO0899 said: I just cannot finish the route flight exam on this aircraft. It seems impossible to reach the airfield in time while shaving enough speed for even a rough landing. Might be in the 50+ attempts now. Is this a skill problem, or is this genuinely difficult? This has already been reported. These exams are a joke. If you want to do something by the book - forget it. They seem to have followed the *War Thunder* route 🤪. We'll see what patch 1.004 brings. 1 2 Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only (Meta Quest Pro).
Bane Posted September 27 Posted September 27 (edited) When we take the external tanks we should be able to reduce the main internal ones Edited September 27 by Bane
OreoBird_147 Posted September 27 Posted September 27 Is there a reason the 150 octane fuel modification doesn't seem to do anything in the F-51D? Behaves the exact same as the normal fuel, without the modification. From my understanding the USAF didn't really use 150 octane fuel for their Mustangs in Korea anyway, so either the modification (and text in the F-51D's manual) should be removed, or the option should be properly implemented like in the P-51D-15 in IL-2 GB... Also known as: Ghostrider 147 CPU: i5-13600k // GPU: RTX 4070 // MoBo: B760-PLUS // RAM: 32GB DDR5-6000 // Stick: VKB Gunfighter Mk. III with SCG grip // Throttle: VKB STECS Mini // Pedals: VKB T-Rudder Mk. V
kev2go Posted September 27 Posted September 27 (edited) 4 hours ago, OreoBird_147 said: Is there a reason the 150 octane fuel modification doesn't seem to do anything in the F-51D? Behaves the exact same as the normal fuel, without the modification. From my understanding the USAF didn't really use 150 octane fuel for their Mustangs in Korea anyway, so either the modification (and text in the F-51D's manual) should be removed, or the option should be properly implemented like in the P-51D-15 in IL-2 GB... The 150 octane fuel is disabled in career mode. I guess its just a ahistorical "what if" option for multiplayer if a mission designer allows the modifcation? Although as pointed out atm 150 octane doesnt actually boost the engine performance making the mod irrelevant. Edited September 27 by kev2go
Leifr Posted September 27 Posted September 27 58 minutes ago, kev2go said: The 150 octane fuel is disabled in career mode. I guess its just a ahistorical "what if" option for multiplayer if a mission designer allows the modifcation? Although as pointed out atm 150 octane doesnt actually boost the engine performance making the mod irrelevant. It doesn't work online either, the mod literally does nothing. 1
kev2go Posted September 27 Posted September 27 (edited) 2 hours ago, Leifr said: It doesn't work online either, the mod literally does nothing. Yes i know. thats what i stated. Even if it did something, ITs flat out locked out in career mode. you cannot select it. So even if the modification was functional and did improve engine performance it would still be restricted from the campaign anyways for historical reasons and thus only available for multiplayer if a mission designer allowed it. Combat box had the modification unlocked but of course it does nothing right now. Edited September 27 by kev2go 1
1C Game Studios LukeFF Posted September 29 1C Game Studios Posted September 29 For those using the manual fuel controls implemented in version 1.004, this is the recommended usage of the fuel tank controls per the January 1954 version of the USAF F-51D manual: 1
Valis Posted September 29 Posted September 29 1 hour ago, LukeFF said: For those using the manual fuel controls implemented in version 1.004, this is the recommended usage of the fuel tank controls per the January 1954 version of the USAF F-51D manual: I cannot find any controls for the fuel tank selector switch. 1
Art-J Posted September 29 Posted September 29 ^ @LukeFF Are you sure about that? I recall Gavrick's post from a month or two ago or so, in which he wrote the Mustang was modelled in configuration with carb vapor return line running to aft fuselage tank (1950's modification) rather than left wing one (typical WWII config). If that's the case, it would require starting and running the engine first on fuselage tank to make some space for the return - as described on page 22 of AAF 51-127-5 manual (the earlier one, with "Hap" Arnold's portrait). I wonder which return line config is actually simulated then and thus which usage one should follow from 1.004 onwards. 1
BlitzPig_EL Posted September 29 Posted September 29 How are the tanks selected? I have searched up and down in the Key mappings and radial menu and nothing there.
1C Game Studios LukeFF Posted September 29 1C Game Studios Posted September 29 10 minutes ago, BlitzPig_EL said: How are the tanks selected? I have searched up and down in the Key mappings and radial menu and nothing there. With the instrument selection commands. 36 minutes ago, Art-J said: ^ @LukeFF Are you sure about that? I recall Gavrick's post from a month or two ago or so, in which he wrote the Mustang was modelled in configuration with carb vapor return line running to aft fuselage tank (1950's modification) rather than left wing one (typical WWII config). If that's the case, it would require starting and running the engine first on fuselage tank to make some space for the return - as described on page 22 of AAF 51-127-5 manual (the earlier one, with "Hap" Arnold's portrait). I wonder which return line config is actually simulated then and thus which usage one should follow from 1.004 onwards. I've asked him to comment on this, but for now, the automated system will choose the left-wing tank first at engine startup.
Valis Posted September 29 Posted September 29 7 minutes ago, LukeFF said: With the instrument selection commands. It's not there. The closest thing to it is the fuel cock (labeled 'Fire valve' in-game) Also, hopefully we get dedicated controls for this - the method of cycling through instruments followed by cycling through selector positions is going to get old very fast. 1
1C Game Studios LukeFF Posted September 29 1C Game Studios Posted September 29 10 minutes ago, Valis said: It's not there. The closest thing to it is the fuel cock (labeled 'Fire valve' in-game) They are there. You will see the fuel shut off valve move, and then from there choose the subsystem for the tanks and then booster pumps. 1 hour ago, Art-J said: ^ @LukeFF Are you sure about that? I recall Gavrick's post from a month or two ago or so, in which he wrote the Mustang was modelled in configuration with carb vapor return line running to aft fuselage tank (1950's modification) rather than left wing one (typical WWII config). If that's the case, it would require starting and running the engine first on fuselage tank to make some space for the return - as described on page 22 of AAF 51-127-5 manual (the earlier one, with "Hap" Arnold's portrait). I wonder which return line config is actually simulated then and thus which usage one should follow from 1.004 onwards. Yes, I've just confirmed that it's the fuselage tank where fuel vapors return. Apparently not all Mustangs got that change in reality. 🙂 1
Valis Posted September 29 Posted September 29 11 minutes ago, LukeFF said: They are there. You will see the fuel shut off valve move, and then from there choose the subsystem for the tanks and then booster pumps. Got it, thanks (never knew there were sub-systems!). But please let there be a 'normal' way of using these controls in future. Also, there's a glitch with the selector handle pointing the wrong directions. 1
OreoBird_147 Posted September 29 Posted September 29 45 minutes ago, Valis said: Also, hopefully we get dedicated controls for this - the method of cycling through instruments followed by cycling through selector positions is going to get old very fast. This! I love how we now have manual control over the fuel systems, but some simple keybinds to bind to a HOTAS or something would be much, much more intuitive! Some keybinds like ''select next/previous tank'' and ''toggle booster pump'' would go a long way! 1 2 Also known as: Ghostrider 147 CPU: i5-13600k // GPU: RTX 4070 // MoBo: B760-PLUS // RAM: 32GB DDR5-6000 // Stick: VKB Gunfighter Mk. III with SCG grip // Throttle: VKB STECS Mini // Pedals: VKB T-Rudder Mk. V
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