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Old 08-27-10, 10:58 AM   #211
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How about picking 1 day a week to do some basic stuff? Just some "shooting range" type missions, maybe bit of adversarial; might be fun creeping about and sniping each other with Vikhrs.

Just some practice, interactive training.
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Old 08-27-10, 11:02 AM   #212
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ArmA, Blackshark and TLD (in our case) spanned around one week. Gonna be a tough one.
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Old 08-27-10, 11:40 AM   #213
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And the Waffles, of course.
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Old 06-14-11, 05:29 AM   #214
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are there any other helo playable in Black Shark ?

I was wondering if the Hind was at all playable ? I remember a helo sim called Hind a while back, but since here there are so many helo models including the hind...

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Old 06-14-11, 05:44 AM   #215
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Quote:
Originally Posted by keltos01 View Post
are there any other helo playable in Black Shark ?

I was wondering if the Hind was at all playable ? I remember a helo sim called Hind a while back, but since here there are so many helo models including the hind...

keltos
Nope, each DCS game focuses only on a single platform, so Black Shark only has the Ka-50 and A-10C only has...well, the A-10C...
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Old 06-15-11, 12:09 AM   #216
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ok thanks

I might just try the black shark, though the A-10 is my favorite aircraft along with the SU-25....

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Old 06-15-11, 06:32 AM   #217
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Question: Is damage to the rudder NOT modelled in DCS:BS?

The reason I'm asking is because a quite large portion of my tail may or may
have not fallen off while I was flying and the only noticeable effect it had was
slight instability. Hammerhead, spinning in place, everything worked as if
major chunk of my tail wasn't a pile of junk metal laying on the runway.
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Old 06-15-11, 09:10 AM   #218
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Most of the force is generated by the twin-rotor discs.

Helos with 1 disc need a tail rotor to keep them from spinning right? Instead, Ka-50 uses a counter-rotating secondary rotor disc. They cancel each other out normally (almost, hence the need to trim rudder) but that force can be varied to spin the thing around.
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Old 06-15-11, 09:35 AM   #219
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Well, yeah, I get that. I just thought it would have had more impact to the
controls than that.

I shall continue my experiments.
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Old 06-15-11, 09:46 AM   #220
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Quote:
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a pile of junk metal laying on the runway.
You called
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Old 06-15-11, 10:54 AM   #221
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Old 06-15-11, 12:10 PM   #222
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See, this what I mean it being in pretty much the same control as without the tailfin:



Apart from the slight wobbliness, only other thing I noted was it's tendency to go nose down after a particularly tight turn (such as hammerhead).

Then I proceeded to mop the concrete with the Kamov, it started to show signs of caring when the whole tail section dropped off.
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Old 06-15-11, 01:31 PM   #223
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Er, looks fine to me. What was your max speed through that run? Don't think the tail rudder even does much untill 70-80KPH. Pretty sure not having to swing the mass of the tail around, and that vertical area not producing any drag as you do so, will actually make it easier to turn.
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Old 06-15-11, 02:00 PM   #224
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Umm... top speed was probably 140-150kph around the time I passed the tower in side-slip.

But this all begs the question: What the hell does the rudder input do? Well, apart from moving the rudder obviously.
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Old 06-15-11, 02:10 PM   #225
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Give a little extra authority, I guess. The tail is there primarily to stabilize flight. The faster you go, the stronger the forces. So at high speed the bit of extra force from the tail rudder comes in handy in deflecting the tail, even if only for trimming.
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