DCS: F-4E Phantom Phorever!

No such thing as a fair fight :wink:

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Have you already tried the Flight Director for the ILS? That thing is so good.

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No, that’s just smart flying imho.

Unless a new module like the Phantom keeps me occupied I usually spent a considerable amount of time on the PO WWII Server, mostly in the Anton, and that thing is theoretically the underdog in any fight it gets into. However, if you fly smart or, as you put it, cowardly, the armament on that thing makes it an absolutely devastating opponent. I always say: when I fly the P-51 I expect not to die and maybe get one or two kills but when I fly the Anton I expect others to die, a lot :sweat_smile: A two ship of Antons that flies smart is a scary thing to come across as any hit from their 20mm cannons is usually devastating.

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Not yet I don’t think. I did one ILS at Anderson on a rainy night. Had issues chasing the localizer because it would shift any time I banked.

I think I can confirm…something…here.

I have 2 PC’s, one pretty old and one not so much.
Dev PC: 2016 vintage, I6700K, run it in 2D, all settings low, slow hard drive, CH FlightStick
Newish PC: 2021, AMD 5900, M.2, SSD’, VR, 3080Ti, WinnWing F-16EX

The FPS Old PC/2D/1080P = ~60
The FPS New PC/VR = ~70 (but I have locked this in, unlocked is higher but more inconsistent).

While flying the Dev PC in 2D (testing some code) a single ‘tap’ of pitch trim responds as I’m used to. However on the Newish PC one tap is always too much in the Phantom.

With AFCS Ptich ON is less noticeable but appears to still be an issue on the Newish PC.

Now, do the sticks make a difference? Don’t know. It should not as 1-click is one input I assume. But, this has made me wonder if that’s the issue; the WW sticks’ coolie hat has a long ‘throw’, not a single, distinct ‘click’. It’s not mapped as a axis (not sure you can). Maybe there’s a Repeat Rate in the WW software? I’ll be checking but it’s not a problem with any other module (F-18/16/15)

The Old PC in 2D 1080p gets about the same FPS as the new one in VR (Varjo Aero).

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Hmm. One way to test I suppose, would be to hold the pitch input either up or down, observe the trim indicator, and time how long it takes to travel from 0 to full deflection, or from one full deflection to the opposite direction. In fact we could all do this and report back here.

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Oh boy…

So, I opened SimAppPro just to look at the pitch input (in case there was a repeat rate or some such I wasn’t aware of)…Told me there was a firmware update so I ran as described and -

POOF!. Seems I’ve Bricked that stick. ARG!

3 hours later and a deep dive, to include disassembly, indicates the grip is getting a signal (blinking LED) but no joy.

I’ve heard some horror stories about WW support. Filed a ticket. Wish me luck :slight_smile:

Back to the old CH Fighter Stick. Sucker is 25 years old but minus a slight bit of noise and less precision, still works fine.

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It takes me about 10 seconds to trim from full up to full down on the cockpit gauge.

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Man good luck with all.

Ok, good old CH FS in use now - and SimShaker now supports the Phantom!!! - but I digress…

I didn’t time it but, in 2D (shouldn’t matter), it may be the fact I’ve not had AFCS engaged before (don’t ask :grin: ).

It is a little squirrelly with it OFF, but not as bad as before.

With the CH FStick it seems to be ‘normal’, or what I perceive to be ‘normal’.

Still think it’s the Phantom, or operator error perhaps on my part, though as with the WW F-16 grip (R.I.P) I’d never had an issue with ‘runaway trim’, if you will.

I find the details so mesmerizing.
You can even see the individual filaments of the taxi and landing lights:

The textures and the lighting…

and of course it looks so happy

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Apologies, I cannot reproduce the issue with my setup and perhaps also my level of skill.

I tried the trim in both VR (45 to 50 fps on the ingame frame counter) and in pancake with the same visual settings (~145 fps). In both instances I got six seconds from the neutral setting to full nosedown trim, and the same six seconds back from full nosedown to neutral trim.

There were small differences between how much one click of nose up or nose down trim moved the needle, but these averaged out when clicking back and forth so I think that’s more a case of my “clicks” not all being the same duration.

I test flew it on pancake and I had no issues setting trim at 450 kts or 250 kts, the plane is more difficult to get set on speed and altitude than the A-4 and I’d say it’s a little more difficult than the P-51 as well, I think because the speed can vary so much so quickly.

I also tried the test with a TM Warthog stick and base (normally I use a VPC stick grip adapter for my centre stick), and got the same results.

I wonder if either my framerate wasn’t high enough to trigger the issue, or if I’m simply not flying as accurately enough to notice the problem? The “click” not being the same discrete amount of trim movement every time could also be part of the issue?

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I should test ST vs MT. I read some rumblings about MT processing inputs on every single thread instead of just on one thread. But yesterday one thing I noticed is that the trim seems to behave more predictably after I’ve used AFCS/alt hold. If I don’t use the autopilot the trim is wonky for the duration of the flight.

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That’s worth looking at, FYI all my testing was done on the MT exe, using Win10 on an 11600K (6 core, 12 thread, no thread scheduling weirdness)

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Could the changes be attributed to the state of the plane?
I’ll explain, in the mission editor the player can choose the “wear and tear” and the “conditions” with which the plane was manufactured.

Maybe that also influences things like the trim speed?

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A thing I would suggest for troubleshooting is, re-bind the controls for trim on two random keys of the keyboard. If the behavior changes maybe something is a foul with the controls you’re currently using?

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I did try that in the same plane with two different controllers using different buttons on each controller, there was no difference. But it was the same aircraft (and same spawn in, so no change in condition).

Your supposition is plausible - but I do think it is likely there’s something going on with the multithreading aspect given the way the Phantom simulation is put together as a network of inputs and systems…

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Also, check specials tab for a box in a force feedback thingie.

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That’s also worth saying, I use a FFB joystick and there’s a bit of play around the center in pitch (about 8 on the DCS deadzone in the F4)

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