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jbearnolimits

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Posts posted by jbearnolimits

  1. Find a copy of "Fighter Combat" by Robert Shaw. It's the definitive work on ACM, and explains everything you'd ever want to know.

     

    Good Hunting!

     

    Alan :)

     

    EDIT: Fig. 2 in your 2nd Reply... If the bogey goes into the vertical, I'd break and gain both speed and separation, then go at him again. Speed and Separation is Life.

     

    At least, that's what I'd do. By the by... what are you fighting in?

     

    Until I get a gaming PC I am in vrchat test pilots. So just some prefab virtual reality jets. Best I have for now. Not totally realistic but beggar's cant be choosers.

     

    I've been just breaking as well when they do this. I think the issue is they are doing such a tight circle that the only way to get a good shot is to do a tighter one. Thus I slow too much and pull back too hard going into a stall. Otherwise they end up doing a tighter circle and end up behind me. I guess there isn't much to be done other than break and run?

  2. Sorry, yes I suppose correct terminology would help. I am able to do the High Yo-Yo maneuver fairly well.

    290px-High_Yo-Yo_with_instruction_diagram.PNG

    That's what I meant by the horizonal loop. The defender just makes a tight turn to the left or right thus the horizontal loop. As the attacker I'm able to perform the High Yo-Yo and defeat them.

     

    But lets say the defender simply pulls back on the stick instead. He doesn't make any moves left or right. In the picture below I am normally in the Lag position trying to follow.

    290px-Pursuit_curves_in_air_combat.PNG

    You would think I could just follow but somehow I keep either stalling or having him escape me and end up on my 6. I have yet to find a way to defeat this.

  3. Just thinking it would be good to have a thread for explaining dogfight maneuvers. Mainly because there is one in particular I could use some advice on. A horizontal loop where I am the attacker is simple enough. Instead of keeping up with the plane in front flying in circles I just pitch up, invert, and then come back down on him. It makes my turn tighter and keeps me from overshooting. But a vertical loop is different.

     

    If I'm the attacker what tends to happen is I am behind the defender who is flying vertical circles and eventually while I follow 1 of 2 things happen. 1. I stall trying to keep up. 2. He is able to somehow get behind me as I can't keep up.

     

    Assuming we are both in the same plane what can I do to avoid this as the attacker?

  4. For those who don't know it's a mission in fsx deluxe. I don't know about gold or acceleration. You start in a 737 when you discover a fuel leak. Engine 1 goes down and you choose between 2 airports. One is a short runway and the other is a farther distance. On your way to the airport of your choice (in my case the farthest one) engine 2 goes down.

     

    So without the ability to restart because of potential fire and no engine left it's a long glide.

  5. I suppose this mission involves a total engine loss situation?

     

    My theory:

    when climbing first, you're trading kinetic energy (speed) for potential energy (altitude). But the exchange isn't 100% due to aerodynamic drag.

    So the result is a shorter flight time and a lesser distance covered.

     

    Wim

     

    That's the theory I'm going with too. It's a good lesson in energy management. I imagine it would help to choose a course of action as far as choosing an airport.

     

    I think if you have multiple airports around you it may be good to climb since it would give more time in to adjust for traffic, wind, and so on.

     

    But if the closest one is far away you would want to trade time for speed to cover distance.

     

    Altitude equals time but not distance. And speed equals distance but not time.

  6. I was just doing the limited options mission in fsx and went for Maui. Normally when I try the mission I would ignore the direction to make a decent to 10,000. Instead I would pitch up to gain altitude and drop my speed to 190. My thinking was if I am at a higher altitude when I start the glide I'll be able to get farther.

     

    But today I went ahead and made a decent dropping about 700 per minute. This kept my speed up but my altitude drop. The thing I found odd was when I normally do it MY way I end up short of the runway. But in this case I found myself high on the approach!

     

    So I'm curious as to why dropping altitude made for a longer amount of flight time than higher altitude?

  7. Got the code for anyone that needs it. Just remember to have the switches turned off when starting the sim.

     

    // This example makes an on off toggle switch act like a joystick button. A quick pulse is sent rather than a continual pulse.

    //

    // NOTE: This sketch file is for use with Arduino Leonardo and

    // Arduino Micro only.

    //

    //

    //--------------------------------------------------------------------

     

    #include

     

    Joystick_ Joystick;

     

    void setup() {

    // Initialize Button Pins - Mine starts with pin D3 because the D2 pin was burned out.

    pinMode(3, INPUT_PULLUP);

    pinMode(4, INPUT_PULLUP);

    pinMode(5, INPUT_PULLUP);

    pinMode(6, INPUT_PULLUP);

    pinMode(7, INPUT_PULLUP);

    pinMode(8, INPUT_PULLUP);

    pinMode(9, INPUT_PULLUP);

    pinMode(10, INPUT_PULLUP);

    pinMode(11, INPUT_PULLUP);

    pinMode(12, INPUT_PULLUP);

    pinMode(13, INPUT_PULLUP);

     

    // Initialize Joystick Library

    Joystick.begin();

    }

     

    // Constant that maps the phyical pin to the joystick button. Again, I use pin 3.

    const int pinToButtonMap = 3;

     

    // Last state of the button

    int buttonState = HIGH ;

    int lastButtonState = LOW ;

    int index = 0 ;

    int buttonPushCounter = 0 ;

     

    void loop() {

    // read the pushbutton input pin: Again, I use pin 3.

     

    buttonState = digitalRead(3);

     

    // compare the buttonState to its previous state

    if (buttonState != lastButtonState) {

    // if the state has changed, increment the counter

    if (buttonState == HIGH) {

    // if the current state is HIGH then the button went from off to on:

     

    // "press" the joystick button for 10 milliseconds

     

    Joystick.setButton(0, HIGH);

    delay(50);

    Joystick.setButton(0, LOW);

     

     

    } else {

     

    // "press" the joystick button for 10 milliseconds

     

    Joystick.setButton(0, HIGH);

    delay(50);

    Joystick.setButton(0, LOW);

     

    }

     

    delay(50);

    }

     

    // NOTE: save the current state as the last state, for next time through the loop

    lastButtonState = buttonState;

    }

  8. I'm trying to code a switch panel for FSX. I'm using an arduino microcontroller. I have an on/off switch. Its wired to GND and D3. I can get it to turn the landing lights on by flipping the switch. But then the switch just stays on until I flip it off. At which point the computer recognizes the button is no longer pressed. BUT the landing lights stay on.

     

    Obviously, without another button being pressed to turn the lights off the simulator doesn't know I want that to happen.

     

    So, is there a way to code the switch so that when it goes from on to off the computer can recognize that it needs to basically hit the button again? I know I could probably just buy a momentary switch but that isn't really something I want to do because I already have this switch and if I can get it working then all the better.

  9. I have actually been trying to find scripts for it. But it seems like all I can find are scripts to light up an LED.

     

    What I need is a script for an on off switch and a 5 pin rotary encoder that will work for the Sim. Where can I find that kind of code? Because I have not been able to find it.

  10. After working on getting all of the soldering done and trying my hardest to write the code to upload into the microcontroller I've come to the conclusion that it would be better to do something easier. Is there a microcontroller board that I can just make the connections and plug it in? Something already coded so I don't have to write code?
  11. Thanks, I have to admit this project is intimidating. I've never done anything like this before and looking at the board with all the holes on the sides that apparently do different things is freaking me out lol.

     

    I've looked at a lot of tutorials but they all seem so technical that my head spins. Any advice on how to wire the board up to the switches?

     

    A lot of the tutorials say to connect one wire here and another over there, but why no just connect them side by side? Why all the complicated criss cross?

  12. I'll get you the name of the board a little later. But basically I am going to be using the switches for turning on and off the lights. When I got them I was just thinking of what I would need it to do in the real thing. Like flip to on to turn them on and leave them on until I flipped them off.

     

    But then I thought about how the sim works and started thinking maybe I was supposed to have a switch that when you flip it on it only sends 1 pulse and doesn't keep sending it. But I am not wanting the switch to spring back into the off position.

  13. I'm trying to build my first USB switch box. I have all the items needed but am curious about the switch type I can use. I have about 10 power on off switches. But I am concerned that I may need momentary switches instead. Would it be possible to use the type I have or do I need to get different ones? I imagine throwing a switch needs to only send a single pulse and not a continuous one?
  14. Yes, the period key should work for that. It's going to take a lot of time to learn the ropes. I have about a thousand hours and I still have things to learn. It's not like a game you can just jump into. There are a lot of things not in the training materials. So watch some YouTube videos and Google things about aviation.
  15. Thanks, I will read it. I had seen it before but felt the need to refresh my memory. So it sounds like you basically need to use rudder when you use aileron. So for example in a left turn you would turn the yoke left and use just as much left rudder at the same time. Then as the turn is established and you start to center the yoke you would also start to center the rudder.

     

    Am I somewhat correct in that? Basically when you use aileron you use rudder. You want to keep the rudder and aileron "coordinated" together?

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