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DD_Fenrir

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Posts posted by DD_Fenrir

  1. .... came in for a god awful landing which I aborted and tried again, got down and went all over the place, apart from scraped wing tips I got away with it.

     

    Sounds awfully familiar. Methinks the DangerDogz Quartermaster's going to need a healthy stock of 109 wing tips at this rate!

    • Like 1
  2. One word of advice for takeoff. Elevator nose heavy trim. And plenty of forward stick. Learnt - hard way. 

     

    She's a beastie. And nimble as ninja. The AI certainly gave me the right old run around as I went up against a 'Good' opponent offline in the Pony. 51s don't dogfight, I have discovered!

  3. Hello chaps!

     

    Bruited the idea abroad for another crack at this mission on TS t'other night and got a positive response, so here we go again! Would like to run it on the 07/12/14 co-op night if that's amenable to all.

     

    Min players required = 7

    Max players = 25

     

    If date and time is good for you then please state your preferred mount!

     

    NOTE; ALL PARTICIPANTS NEED TO BE ON HSFX 7.03  

     

    Skins to represent your allocated aircraft available here: http://dangerdogz.co...ining-skinszip/
    Please install all skins so you can see everyone elses from mission start.

     

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

     

    Right gents we are go-mission for Operation RENOVATE, aka JERICHO

     

    Mission briefing 07/12/14 2000 GMT (2000Z)

     

    Start Engines 2030 GMT (2030Z)

     

    Here are current allocations (TBC):

     

    Mosquito FB.VI

     

    487 Sqn; Callsign: DYPEG

    Red Section

     

    1.         EG-R -- DD_Painless (in a/c selection screen select 34 squadron EG-A, make your skin 487 EG-R)

    2.         EG-C -- DD_Sweper  (in a/c selection screen select 34 squadron EG-B, make your skin 487 EG-C)

    3.         EG-H -- DD-Pooka     (in a/c selection screen select 34 squadron EG-C, make your skin 487 EG-H)

     

    Yellow Section

     

    1.        EG-Q -- DD_Fenrir  (in a/c selection screen select 34 squadron EG-E, make your skin 487 EG-Q)

    2.        EG-J  -- Jabo          (in a/c selection screen select 34 squadron EG-F, make your skin 487 EG-J)

    3.        EG-T                       (in a/c selection screen select 34 squadron EG-G, make your skin 487 EG-T)

     

     

    464 Sqn; Callsign: CANON

    Red Section

     

    1.          EG-F -- DD_BluBear  (in a/c selection screen select 485 Squadron OU-A, make your skin 487 EG-F)

    2.          SB-T -- DD_Friar        (in a/c selection screen select 485 Squadron OU-B, make your skin 464 SB-T)

    3.          SB-U                           (in a/c selection screen select 485 Squadron OU-C, make your skin 464 SB-U)

     

    Yellow Section

     

    1.          SB-F --  DD_Sid     (in a/c selection screen select 485 Squadron OU-E, make your skin 464 SB-F)

    2.          SB-A --  DD_Artie   (in a/c selection screen select 485 Squadron OU-F, make your skin 464 SB-A)  

    3.          SB-V                       (in a/c selection screen select 485 Squadron OU-F, make your skin 464 SB-V) 

     

     

    Mosquito B.IV

     

    140 Wing PR Flight

     

    1.          140 Wing B.IV -O -- DD_FT

     

     

    Typhoon Mk.Ib (Late)

     

    174 Sqn; Callsign: CAJOLE

    Red Section

     

    1.            =VARP=Nage          Choose skin: "Typhoon-RAFpreoverlord-generic" with markings ON

    2.                                                            As above

    3.            =VARP=Hunter                        As above

    4.                                                            As above

     

    Yellow Section

     

    1.            DD_Ovy     Choose skin: "Typhoon-RAFpreoverlord-generic" with markings ON

    2.                                                            As above

    3.            =VARP=Thor                           As above

    4.                                                            As above

     

    Green Section

     

    1.            =VARP=Arg0n     choose skin: "Typhoon-RAFpreoverlord-generic" with markings ON

    2.                  As above

    3.                  As above

    4.                  As above
     
    Skins to represent your allocated aircraft available here: http://dangerdogz.co...ining-skinszip/
    Please install all skins so you can see everyone elses from mission start.
     
     
    Mission date: 18 February 1944
     
    Selected crews men of 487 squadron (RNZAF), 464 squadron (RAAF) and 21 Squadron are called to briefing at 0730 hours. These experienced Mosquito crews are bemused, since the near blizzard conditions outside must mean ops are off.... aren't they? As they file in towards the Briefing Room, the guards posted at the doors would seem to indicate otherwise....
     
     
    Group Captain Fenrir takes the stage...
     
    "Gentlemen! We have a mission of supreme importance today, probably the most crucial mission you will ever fly. Today we head to Amiens, and no, not the marshalling yard. Today we are to bomb the prison in an effort to breach the walls and liberate incarcerated French patriots & resistance fighters who are awaiting execution even as we speak.
     
    "Familiarise yourselves with these photos and I'll continue...
     
    TARGET:
     
    gallery_410_133_366379.jpg
     
    gallery_410_133_259922.jpg
     
    gallery_410_133_100179.jpg
     
    gallery_410_133_372023.jpg

     

     

    "As you can see the main prison building is roughly cruciform in shape - this is where the cells are located and we must avoid hitting this building at all costs. At the Eastern and Western extremities of this cross are guardhouses where the German guard forces are based.

     

    "We are dividing up into three waves. The first wave consisting two flights of three aircraft of 487 Sqn are to attack the walls. Red section will run in straight and attack the Easternmost wall, whilst Yellow section will break to the North and swing in to attack the North wall.

     

    "The 2nd wave comprises 2 sections of 3 a/c each of 464 Squadron and you will be attacking those outbuildings identified as guardhouses on the Eastern and Western extremities of the main prison building itself, with Red flight taking the Eastern, attack axis from the SouthEast and Yellow flight will attack the Western from the North.

     

    "This is to an ultra low-level attack profile. Your aircraft are to be armed with 4x 500lb bombs with 11 second low-level fuses. It is therefore absolutely critical that you time your attacks so that you only commence your run when you observe the bombs of the wave ahead of you detonating - I want no casualties on this trip from our own weapons chaps. It's a dangerous enough enterprise without throwing yourself over the target as the bombs of the chap ahead of you go off.

     

    "We have calculated that these bombs will be most effective to breach the walls and their concussive affects should blast open the door locks or knock them off their hinges and allow the fellows inside to escape.

     

    "487 you'll be attacking from 10-20ft altitude. This altitude will reduce the likelihood of your bombs skipping over the wall in the event that you drop them too early.

     

    "464 you'll be attacking from 20-30ft altitude. This will keep you clear of the walls but bear in mind you will have to be spot on with your drops to not overshoot the guard rooms or have your ordnance skip over them.

     

    "As for formations, I leave it to the flight leaders discretion; however I will recommend a vic or echelon for wall attack and close line astern for guard room.

     

    "And now for the hard part - our armoury boffin tells us that the casings on the semi-armour piercing bombs that we have for this raid will likely break up and render the weapons useless if dropped at low level at over 240mph - so you must keep at under 240mph indicated until drop. 

     

    "For you chaps in 487 it means releasing your weapons and firewalling the throttle to ensure that you clear the building as you pull up. It's going to take some split-second timing and quick reflexes.

     

    "The 140 Wing Photo-ship will also be accompanying us on the trip to film the results of the raid and allow bomb damage assessment. It will stay clear of the target until the first two waves have gone through and their bombs have detonated. Photo-ship pilot, we need at least two passes, however if you feel it is necessary and/or expedient then get as many filming passes as you deem fit.

     

    "Attach yourself to the rear of 464 yellow flight formation for ingress to target. 

     

    "Finally 21 Squadron will be reserve force. If for any reason the first two waves fail in their objectives they are to come in and flatten the entire prison. I personally will make the judgement on this matter and call them off - or in - as necessary. If the Third wave is to attack the call made on an open channel is "Green, Green, Green"; if the the first two waves achieve the desired results the call will be "Red, Red, Red". If by Zero +13 for whatever reason I have not made the call, the photo-ship pilot will have the best view of the results and will make the call instead.

     

    "Zero hour is 1200hours - we have good intel that at that point the majority of guards are in the guardhouses taking lunch. If we can catch the bulk of them there it will make the escapees odds that much better. We understand there will also be help on the ground from the local Resistance who will assist escapees providing we are successful in our objective.

     

    "I understand your reservations about this trip chaps - it's a first when we are asked to deliberately attack a building with friends inside, but if anyone is capable of pulling this off it's us; indeed with our knowledge of precision low level strikes, we in the Mosquito are the only force capable of realistically achieving this. If friendly casualties do result - and make no mistake, it is likely - then we can mollify ourselves thus: "We would rather die by British bombs than by German bullets." That message comes direct from the incarcerated souls in Amiens prison chaps. They are to be executed any day now. Let's get in there and at least try to repay them for all the risks and sacrifices they have made in helping our shot down comrades evade capture and the wealth of valuable intelligence that they and their kinfolk daily run the gauntlet to deliver safely to us."

     

     

    NAVIGATION:

     

    Here then is the overview of the route to target:

     

    gallery_410_133_591126.jpg

     

     

    Route Summary:

     

    NORTH WEALD - Takeoff

    HENLEY

    LITTLEHAMPTON

    TOCQUEVILLE

    SENARPONT

    BOURDON

    One mile south DOULLENS

    BOUZINCOURT (2 miles west south west Albert)

    Target

    ST SAVIEUR

    SENARPONT

    TOCQUEVILLE

    HASTINGS

    NORTH WEALD - land

     

    {content}

     

     

     

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    gallery_410_133_851919.jpg

     

    gallery_410_133_528308.jpg

     

    gallery_410_133_809535.jpg

     

    gallery_410_133_419281.jpg

     

    gallery_410_133_911142.jpg

     

    gallery_410_133_555339.jpg

     

    gallery_410_133_306539.jpg

     

    gallery_410_133_830307.jpg

     

    gallery_410_133_31988.jpg

     

    gallery_410_133_217279.jpg

     

    Note that Red sections will orbit base once at 220mph to allow yellow section to form up and waves to proceed in squadron formation. Turnpoint to Henley is from a point due West of the airfield to get accurate heading.

     

    Route is to be flown at treetop height THROUGHOUT to avoid detection by enemy radar. Over the Channel, height must not exceed 100ft; 50ft cruise altitude advised.

     

    Note that rendezvous point is LITTLEHAMPTON to pick up escorting Typhoon Squadron.

     

    This route is designed to avoid known flak batteries and also to mis-direct interception with the North Easterly feint. At the Bouzincourt turnpoint you should pick up the Amiens-Albert road, a long straight Roman road that will take you in to target.

     

    250mph IAS for cruise obtained at +5lb Boost (65% Power) and 2450 RPM (70% pitch). For attack run reduce Boost as necessary to achieve <240mph but bring RPM to 100% so that optimum thrust is available when required.

     

    In case of emergency or bad weather at North Weald diversion airfield is FORD (AK23-2).

     

    MET:

     

    It's a grotty day out there gents, but things are supposed to improve somewhat as mission hour approaches. What is for sure is that conditions get better as we head south and that the Channel and France the weather should lift appreciably.

     

    Cloud: 9/10ths to 10/10ths at 500-1000ft

     

    Winds: 11mph, gusting to 12-13mph from 040. This will affect your courses and also your bomb-runs so watch for drift as you approach your targets, particularly you chaps coming in from the North. What we can say is that you will experience little or no turbulence..

     

    INTEL:

     

    The route has been devised to avoid known flak positions, specifically at the coast, airfields and the larger towns, but also main rail or road bridges. However this cannot rule out recently relocated positions or mobile units so keep your collective fingers out, stay low, stay fast and if you should come under fire, try to put something solid like hills or buildings between you and the flak.

     

    Crossing the enemy coast it is important to note that your landfall point is quite critical - Jerry is gradually closing the gaps and leaving us fewer and fewer holes to slip through. This is one of the few remaining. Make sure you cross West of the river mouth - there are flak guns close by on the Western bank but also at the apex of the cliffs further West. If we can hit this point one-half to two thirds the way between them we'll get through without them getting a shot. Further West still is Dieppe and, well, I don't have to tell you chaps to give that place a respectably wide berth.

     

    The next point is near Albert. On the SW fringes is a BMW factory, amongst others, defended by light flak. It's pretty close to our Bouzincourt turnpoint so there's not a great deal of margin if you get off course or overrun the turn point - be careful.

     

    Coming into Amiens proper we will be forced into range of flak sites simply by proximity of the target. Note that ~2 miles due south of the prison is Amiens-Glissy airfield, the major marshalling yard to the West of the airfield, plus the station to it's Northwest and some major rail and road bridges. All will be heavily defended by flak guns of various calibres. At the prison proper there is no light flak, however in a park about 1 km West is an 88mm site. Most of you will pass close or over this on your egress route. Given your speed and altitude it's unlikely that these guns will get a chance to engage - at your attack altitude it's the 20mm and 37mm that will be the greatest threat but also be wary of small arms fire particularly in the vicinity of the prison where our intel suggests there may be a couple of fixed heavy machine gun positions covering the interior walls; there is a chance they could be able to fire at you.

     

    The egress route should be clear of any gun sites, but be alert with your nav when crossing out near the coast. if you should lose your position it might be tempting to fly up one of the rivers that are all on approximately the right heading, but be advised that any bridges on those rivers are likely to be defended and where the river hits the coast are generally fishing villages or small ports and Jerry loves sticking flak around these places. Ideally we get out the same place we got in at Tricqueville, in the flak gap. I don't have to remind you that there also many airfields North of the target, between it and the coast and I would strongly recommend you avoid courses anywhere near them for obvious reason.

     

    In the air, Luftwaffe resources are spread pretty thin; however elements of JG.26 are based at airfields not far from our route. Intel suggests these units will be equipped with latest versions of the Fw190. Our best defence is low-level high-speed flight to delay detection and the feint course to misdirect their attempts at interception. We will have escorts on this trip though given the nearness of one of their airfields. More of them momentarily.

     

    Given the weather we can expect both the Jagdwadffe and the Flak-arm to be at reduced readiness. However, the moment you are detected you can guarantee that all units in the area will be alerted so don't assume the Hun's cosying up next to his stove rather than at his weapon.

     

    We will rendezvous with our escorts off the English coast at our Littlehampton turn point at 1127 hours. RV should be below 100ft  to minimise the chance of radar detection. Typhoons from 3 squadrons are due to take part, one for each wave, weather notwithstanding. However if your escort squadron does not show, don't wait for them - your timetable is exact and you cannot wait. Push on without them.

     

    Callsigns are as follows:

     

    1st Attack:

    Bomber call sign: D Y P E G.

    Ground control call sign: A I L S O M E on 2 Group guard 1.

    Bomber leader may call escort direct in emergency on 11 Group guard 1.

    Fighter call sign: G A R L I C.

     

    2nd Attack: Bomber call sign: C A N O N.

    Ground control call sign: B E L L F I E L D on 2 Group guard 1.

    Bomber leader may call escort direct in emergency on 11 Group guard 1.

    Fighter call sign: C A J O L E.

     

    3rd Attack: Bomber call sign: B U C K S H O T.

    Ground control call sign: G R E E N S H I P on 2 Group guard 1.

    Bomber leader may call escort direct in emergency on 11 Group guard 1.

    Fighter call sign: D U N L O P.

     

    General: Emergency homing to FRISTON on 2 Group guard.\nA.S.R. on 2 Group guard.

    Special V.H.F. codeword: RENOVATE.

     

    Notes: (1) Following each attack sections of three aircraft of each formation are to endeavour to regain close company as soon as possible.

     

    Finally from me, these are the dispositions of your aircraft on the airfield:

     

    gallery_410_133_13600.jpg

     

    So 487 turn left onto taxiway to runway, all others turn right. 464 yellow, await red flight to pass in front before rolling out.

     

    In cockpits and engines starting at 1106hours. 

     

    "Any questions?

     

    Then, best of luck chaps. Godspeed."

     

     

    TYPHOONS, 174 SQUADRON;

     

    Good morning chaps. Today we are to escort a low level strike by Mosquitos of 140 Wing as they attack the prison at Amiens in an attempt to release captured French Resistance fighters currently held there and awaiting execution... yes, yes, come on, pipe-down, very unusual I know, however our job is the same as it always is on these shows; to keep Fritz off the Mossies. Their route takes them close to three Luftwaffe bases, most of which at one time or another have been home to our 'friends' in JG26. If Jerry shows up wanting to pick a fight then we're to make damn sure they pick on somebody their own size...

     

    First things first - we are to be in our aircraft a while before take-off; given the current state of the weather the mission could well be aborted before we even get off the ground so I want us ready in the aircraft at 1106 (mission spawn in). However we will wait 12 minutes i.e., until 1118 hours before commencing engine start and taxi to runway. 

     

    Here are our dispersal positions, takeoff/landing direction and wind - notice we have a lovely crosswind today so watch the swing as you power up and allow yourself a little breathing room as there will be no headwind component to help get you up:

     

    gallery_410_133_63278.jpg

     

    After takeoff leaders make a shallow right-hand orbit - and keep it low - at 250mph to allow all sections to catch up. Make a single orbit of the field, then turn onto 110 (wind corrected) degrees to Littlehampton where you will RV with the Mossies, who are due at 1127 hours - with any luck.  Stay below 100ft.

     

     

    gallery_410_133_55586.jpg

     

     

    Once with the bombers, array your sections around them as you see fit.

     

    Our Callsign for this mission is CAJOLE.

     

    This isn't a free-for-all trip chaps, so no free-lancing or targets of opportunity - our job is to watch those Mosquitos tails. Stay with them, and keep a beady eye out for the Hun.

     

    That is all.

     

    Jolly good luck gentleman.

  4. Glad to hear it Col, I am sure you will find the setup & acclimatisation niggles are well worth it. I know I - and in more recent days Painless and BluBear - had our share of frustrations getting started but both seem to be enjoying things now and those insalubrious moments of the early days are a dim and inconsequential memory, at least to me. 

     

    As always I'm happy to spare time on the forum or in server, ANY day of the week, not just flight nights, to all those who'd like some assistance advice or to pick my (admittedly small) brains on any aspect of the British fighters - just let me know via thread or PM and I'll endeavour to answer your questions directly on the forum, or we'll organise some time to chat in TS and I can dedicate my attention to your queries in game.

     

    One caveat - I will confess a weakness of knowledge on multi-engines or the Axis fighters but if you have questions on these let me know in advance and I'll do some genning up - after all, it would be equally to my advantage to get to know these aspects of the game as well!

     

    Look forward to seeing more of you in the CloD server Col.

  5. New, from the makers of Deluxe Sensual Fur Lined Joystick©, comes the ultimate in comfortable piloting hardware: Luxuriouo-pedal©. No more the incessant chafe of cold steel or harsh plastic against your instep as Luxurio-pedal©'s unique carpet-comfort© technology cushions your soles providing an unparalleled level of comfort and sensuous flight simming experience.

     

    Not a real product; originators claim no liability for allergic reactions, carpet burns, infestations of parasites or vacuum related injury/damage.

  6. Fear not my apprentice, you shall soon be wise in the ways of Rifle, Fox and Pickle!

     

    Happy to spend an eve talking you through the avionics mate, just book early to avoid disappointment!

    • Like 1
  7. Yes.

     

    The individual left/right brakes (which can be mapped to an axis btw) only apply to those aircraft with toebrakes, and currently that's just the Lufties (IIRC).

     

    The British system was a single lever on the control column that activated a pneumatic system and use air pressure to apply brakes. This was then combined with rudder input to determine bias of braking - i.e. rudder central equal brake force to both drums, rudder left more braking force to left drum.

     

    I believe it can be mapped to an axis but as I don't have a spare I use a keyboard input - trouble with that seems to be it's on or off!  0 or 100%. Given this I believe that to prevent regular nose overs in game the brakes may have been made a bit weaker.

     

    In a real Spit they were notorious for being a bit nose heavy on the gorund; anything but judicious use of brakes resulted in nose over. That said the brakes apparently weren't exactly fantastic but if they had been then the Spitfire as a breed would have spent most of it's time on it's nose or getting propellers (and shock loaded engines) replaced!

     

    The general opinion is that the Spitfire brakes were sufficient if nothing more seems to be the general consensus. Hurricane I cannot comment on as I have no sources.

     

    So given the above, it's probably about right IMHO.

  8. The latter GK. You'll set you guns convergence in the loadout screens, but when you spawn the gunsight is always set to max range, so for me for example, I always have to dial it down to 250 yards (as this is my guns convergence setting) and then adjust the wingspan bars to suit whatever I'm going up against (I generally choose 40ft as this works for 109s wingtip to wing tip, and all bombers if you use a point just outboard of each nacelle instead).

  9. Hey Fenrir

     

    Is there a PDF manual on procedures for the P51?  If there is one on our computer after we have the plane activated, I can't find it.  I know I saw a Youtube vid about the steps to start one but I would rather read about it than watch a vid over and over to get it right, etc.

     

    Don't know if it comes with but there's definitely a downloadable one, found here: https://www.digitalcombatsimulator.com/en/downloads/documentation/dcs-p-51d_flight_manual_en/

  10. Hi Goth,

     

    There's a Single Player 'Challenge Campaign' which basically pits your airmanship with the Pony with flight courses, bombing, strafing and dogfighting skills tests; whilst not a historically based campaign it is diverting if not fun but can be bloody frustrating! A series of 'Instant Action' missions are also available plus a variety of downloadable user created missions and some great multi-player servers dedicated to P-51/Fw-190 action, Dogs of War (DoW) coming instantly to mind.

     

    Be warned though; any skillz you had in Il-2 do not automatically translate across and you'll have plenty of new habits to learn and some old bad habits to try and un-do! 

     

    No other flight sim has kept me so absorbed and interested in just flying the damn airplane; for that alone it is worth every penny.

    • Like 1
  11. TF-51D = free with DCS World, full professional flight model,no guns, no gun sight, no ordinance carrying capability

    P-51D = payware add on module, full professional flight model, 6x .50inch heavy machine guns, K-14 gyro gun sight, and capability to carry 2x500lb bombs and/or 5" HVAR

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