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In Progress Let's Play the DCS:P-51D Beta

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ScottishMartialArts

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Despite not being a full WWII simulation, the beta P-51D module for DCS is quite a bit of fun. Although it won't fulfill your B-17 escort fantasies, DCS Mustang is by far the most detailed simulation of a P-51 ever produced. Every switch and gauge is fully modeled, supported by a great flight model and a detailed model of the aircraft's innerworkings, i.e. electrical systems, the engine, etc. In my never ending quest to get you fags interested in flight simulation, I decided to LP the included challenge campaign, which is essentially a series of game-like challenges that test your proficiency in and mastery of the P-51. Towards that end, lets run through the first mission, a simple start-up and taxi exercise.

Here is the inside of the P-51D cockpit:

dcs2012-06-1316-31-09-72.jpg


The left side of the cockpit:

dcs2012-06-1316-31-13-43.jpg


The right side:

dcs2012-06-1316-31-19-96.jpg


Now to get this thing started. First, I turn on the battery disconnect and the generator disconnect switches. The former will allow the aircraft to draw power from the battery, and the latter will allow the aircraft to draw power from the generator once the engine is running.

dcs2012-06-1316-31-28-06.jpg


Now that I have battery power I can turn on the VHF radio (the thing with the 5 red push buttons) and radio the control tower for startup clearance:

dcs2012-06-1316-31-39-58.jpg


Now that I have start-up clearance, it's time to make a sweep of the cockpit, from left to right, turning on the appropriate systems and configuring the aircraft for startup. First, I place the flaps in the up position (yellow handle), although the flaps won't retract up until the hydraulic system has pressure from the engine, and then open the carburetor ram air port (the two other handles):

dcs2012-06-1316-33-12-18.jpg


dcs2012-06-1316-33-15-00.jpg


Up next, I set the radiator and oil radiator flaps to automatic, so that they will open and close according to the temperature of the engine:

dcs2012-06-1316-33-21-41.jpg


dcs2012-06-1316-33-24-03.jpg


Up next, I set the prop pitch to fine (black handle with a P label), the throttle (big grey handle) to half-inch open, and confirm that the mixture control lever (red handle with M label) is at off/extra lean:

dcs2012-06-1316-33-37-00.jpg


Now I turn the fuel boost pumps on:

dcs2012-06-1316-33-44-89.jpg


I turn on both magnetos:

dcs2012-06-1316-33-49-56.jpg


I open the fuel shutoff valve (red vertical handle):

dcs2012-06-1316-33-52-77.jpg


Now, I set the parking brake for engine start:

dcs2012-06-1316-34-01-97.jpg


Tail and wingtip lights on:

dcs2012-06-1316-34-19-40.jpg


Rear Warning Receiver (a small rear facing radar that alerts me if there is something on my tail) on:

dcs2012-06-1316-34-24-97.jpg


IFF Receiver/Transmitter on (not currently modeled in the sim but you can still turn it on so why not?):

dcs2012-06-1316-34-34-05.jpg


Priming the engine with fuel for start-up:

dcs2012-06-1316-34-48-01.jpg


Finally to start the engine, I hold the starter until the engine fires evenly. Then, I quickly set the mixture control level to Run/Automatic, so that the engine receives a proper fuel mixture:

dcs2012-06-1316-34-58-96.jpg


And the engine is running:

dcs2012-06-1316-35-07-00.jpg


Now that suction powered instruments are operating normally, I can uncage the artificial horizon:

dcs2012-06-1316-35-15-03.jpg


Finally, I turn on the gunsight:

dcs2012-06-1316-35-56-06.jpg


And I'm all set to taxi to runway. Taxiing in the P-51 is a bit of a pain in the ass for a couple of reasons. First, as a tail dragger, your forward visibility out of the aircraft is pretty much nil, so you have to yaw the aircraft back and forth to get any visibility. Furthermore, the power of the Packard V-1650-7 engine makes it really easy to lose control of the aircraft on the ground due to torque and excessive acceleration. Finally, the tailwheel has to be locked to maintain control of the aircrafts turns, which means that the ground turning radius is quite large. So as far as taxiing goes, the P-51 is by far the hardest DCS aircraft to taxi.

dcs2012-06-1316-35-59-61.jpg


And I'm at the runway, waiting for take-off clearance. Actually getting in the air will have to wait for the next update, as this mission ends here.

dcs2012-06-1316-37-04-99.jpg


Hope you enjoyed the start of this LP. More updates to come, probably with some video in addition to screenshots.
 
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ScottishMartialArts

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Mission 2: Take-Off and Climb to 1000ft AGL

In this mission, the aircraft starts on the runway with the engine running.

dcs2012-06-1319-56-57-33.jpg


dcs2012-06-1319-57-02-69.jpg


First I set rudder trim to 5 degrees starboard. The torque of the engine is such that the aircraft will drift left unless rudder is applied. What setting the trim does is reset the neutral position of the rudder. This was I can keep a straight line course down the runway without having to fight the rudder the whole time.

dcs2012-06-1319-57-15-15.jpg


Next up I check to ensure that Pitot Tube heating and Gun port heating are both on. Although not strictly necessary for such a short mission, pitot and gunport heating are necessary to prevent the two from icing over when you reach altitude. The pitot tube is a tube that extends from one of the wings and through the magic of SCIENCE is able to determine the air speed of the aircraft. Now if the Pitot Tube ices over it will cease to give accurate readings of your airspeed. Conversely, turning the pitot heating on before take-off can lead to the tube overheating, always a bad thing. The same applies for the gun ports -- if they ice over good luck with accurate gunnery.

dcs2012-06-1319-57-22-50.jpg


Now that I'm ready to take off, I hold down the toebrakes while I advance the throttle to 30 inches Manifold Pressure. Once 30 inches is achieved, I can release the toebrakes and start the take off roll:

dcs2012-06-1319-57-44-71.jpg


Airborne:

dcs2012-06-1319-58-28-68.jpg


Now that I'm in the air I can retract landing gear and begin my climb:

dcs2012-06-1319-58-35-86.jpg


dcs2012-06-1319-58-41-31.jpg


The airfield at 1000ft AGL:

dcs2012-06-1319-59-14-80.jpg
 

Wyrmlord

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How much time does it take to even understand how such a game is played?
 

Fens

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here... have a bonus mustang:
1LQWo.jpg


also... this is what you have to do to your 'kill marks' if you want to fly your plane at german airshows :lol:
HuqXa.jpg


and now back to your scheduled programme
 
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ScottishMartialArts

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How much time does it take to even understand how such a game is played?

Not long. The P-51D is a very simple aircraft compared to a modern fighter jet. The tutorials only take about an hour to get through. To read through the manual takes another two hours, although doing so isn't strictly necessary to enjoy the game.

Crash into a building, plz?

I'll eventually do some strafing, rocket and bomb runs, so there will be explosions, don't worry. Depending on how long my interest in this LP lasts, you'll even see some dogfights and actual combat missions as well.

It's beautiful. But..

Where are your legs? ;)

Pilot model is off by default, but it can be turned on with a key press.
 

Renegen

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How much time does it take to even understand how such a game is played?
The hardest game I ever played was Microsoft Combat Flight Simulator 2. It's one thing to take off, another to successfully win a dogfight or survive a large battle, or take part in squadrons or even to reach your objective when you don't have a GPS.
 
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ScottishMartialArts

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even to reach your objective when you don't have a GPS.

It helps to know a little bit about navigation for that. Over water it's all dead reckoning -- using your compass, clock, and knowledge of your cruising speed. I got pretty good at it in Pacific Fighters, able to lead a flight over 200nm over open ocean to an objective and back again.
 
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ScottishMartialArts

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Mission 4: Landing

To land the aircraft I first need to enter what's called a traffic pattern -- a standard pattern of turns which align the aircraft with the runway and get it at the proper altitude and speed for landing. The standard overhead traffic pattern consists of five parts. 1) The upwind leg, in which you pass over the runway in the direction you'll be landing at a couple thousand feet. 2) The crosswind leg, in which you execute a ninety degree left turn and travel perpendicular to the runway. 3) The downwind leg, in which you execute another 90 degree left turn, aligning yourself parallel to the runway and traveling opposite to the direction you will land. During the downwind leg, having bled off speed in two 90 degree turns, you drop your landing gear and partial flaps. 4) The base leg, in which another 90 degree turn is executed lining you up perpendicular to the runway, bleeding off speed so that you are at standard approach speed. 5) Final approach, where you execute one final 90 degree left turn, aligning you with the runway, allowing you to glide down for a landing. Here's a diagram:

pattern1.jpg


In this mission, we start in the air on the upwind leg:

dcs2012-06-1509-53-23-85-1.jpg


I set manifold pressure to 30 inches in order to maintain 200mph. Not the green hoop in the background -- this mission has a series of hoops to guide you in, but I'll largely be ignoring them. And don't worry, real combat missions don't have traffic pattern hoops. :P

dcs2012-06-1509-54-22-35.jpg


Turning onto crosswind leg:

dcs2012-06-1509-54-42-37.jpg


On the downwind leg. Not that I have idled the engine and have slowed down to about 170mph. I'll be dropping my landing gear and flaps momentarily and if you are traveling at too high a speed, you can sheer the landing gear right off and jam your flaps:

dcs2012-06-1509-55-17-51.jpg


Lowering landing gear:

dcs2012-06-1509-55-23-04.jpg


dcs2012-06-1509-55-25-90.jpg


Now that the landing gear are down, I lower the flaps 20 degrees:

dcs2012-06-1509-55-31-70.jpg


I execute my turn onto the base leg, and am now ready to turn onto final approach. Enjoy the show:

 
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ScottishMartialArts

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How does this compare to Ilyushin games?

Much more realistic in terms of the model of the aircraft, but far far less content. Right now the P-51D is the only WWII era object in the game -- although I guess the ZU-23 is from the Korean era -- so there's a limit to what sort of scenarios mission makers can come up. Furthermore, the only included content, aside from the comprehensive tutorials, is the 25 mission challenge campaign I'm LPing. So basically if you want a full WWII game, IL-2 is the better choice, but if what you really want is a simulation of the Mustang, then this is it.
 

GarfunkeL

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Looks nice indeed. Makes me wish I had a proper desktop with all the bells and whistles for this. I tried playing Falcon 4 on a laptop and it didn't really work out.
 

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