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  1. WIP items of the Mirage F1 CE: Autopilot: o Implementation of R and G modes. o Fixing oscillations in some regimes. o Mode logic, failures and tests overhaul. Implementation of S530 F ‘supermatra’. o The S530 D used as a placeholder in some AI models will be replaced by the F variant. Full implementation of the intercom (will enable communication with JTAC). Adjust adverse yaw behaviour. Pedal toebrake and control stick animations will be added. Implementation of miscellaneous armament: o CC - 420 external cannons. o JL100. o Etc… Implementation of countermeasures and jamming pods: o BARAX. o PHIMAT. Radar: o BZ short range mode. o Different detection ranges and target visibility conditions in IC and HA modes. o Radar noise visual appearance in various modes. o Elevation control in V1 mode for 7 and 15 nm ranges. o Radar slaving of the IR missiles’ seekers. Optical Sight: o Radar related symbology logic - relative velocity, range, correct display sequence with the radar tracking a target. o Gun sight is not correctly fed by the radar measured target distance yet. RWR: o Addition of specific F1 RWR sounds. New pilot 3D model with new helmet, 3 variants. Improved external model textures. Cockpit panels texture overhaul (dark cockpit) due to game lighting. Option to adjust the speed of the fuel selection dial. The Flight Manual has to be completed. New missions will be added over time. Main known issues of the Mirage F1 CE: Wrong number of flares at mission start (14 instead of 15). Jettison of CLB4 bombs when infinite munitions are on does not stop bombs from respawning. R530 jettison should eject the pylon too. Clickable sounds for the shock-cones and high sensitivity nose wheel steering not audible. Control stick switches sounds not playing. First preset radio channel is tied in both radios in ME. Some liveries are inaccurate. AI flight model is underperforming. We are aware of other issues that we will solve over time.
    44 points
  2. Hi guys, Aerges did a great job making a nice and complete checklist. Some of use just want some a bit simpler. Once again I did one of my "Quick Checklist" for the Mirage F1. Available for download on the User Files Download Pager - Mirage F1 Quick Checklist. Any feedback is welcome. All the best, Sydy
    6 points
  3. Hello Virpils, Just want to share some useful things about F-14, which are not obvious after reading manual / guides, and could reduce learning time for new players: * Disable Jester auto switch from PD-STT to P-STT (this switch could produce STT lock lost!) * TWS targets filtering - RIO can assign MAND ATTK & NOT ATTK for selected track on TID using CAP also with Data Link enabled you can see 2 HAFU symbols on TID (upper for your own radar and lower for DL) but unfortunately WCS doesn't recognize Friendly targets from DL, so unless Jester or RIO marks a target track as Friendly, even if DL shows it as Friendly, TWS can add this target to priority list for shooting with AIM-54, so with small cluttered TID repeater display in pilot cockpit and in a harry to launch your missiles, you could overlook that a Friendly DL target is still marked as upper Unknown and shoot it! * ACM cover up - AIM-54 is launched active, thus NO tracking TWS & STT targets at long range!!! * TCS slaved to Radar - when TCS is in any AUTO mode, TCS lock will stay on the last locked target, until lock is lost due target leaving TCS gimbal limits or unlocked by RIO using HCU half action in TCS HCU mode, so in order for TCS to always point to the STT locked target - use TCS MANUAL mode (in this mode TCS won't lock a target, but always will point to STT locked target or ADL if no STT lock) * CMS Jester Flare Mode - PILOT: DLC button releases flare, NORMAL: DLC button releases chaff * Climb profile MIL power: just keep 5 units AOA * Climb profile AFB: climb with 0.9 IMN until 30kft, then level and accelerate to 1.4 IMN at 30kft, then climb with 1.4 IMN * Cruise: keep 8.5 units AOA * Radar/Visual FIX on ST (surface target) point will just update its coordinates without any changes to INS * Radar in Pulse Search mode can be used for ground mapping and looking for ships
    5 points
  4. Please, can you give us some news about ALT1 and ALT2 failures ? Because it's happening well outside of the manual's chart. If it isn't a bug we need more details about how to avoid it ?
    5 points
  5. These days we take the HOTAS concept for granted, but it wasn't always a thing. If I remember correctly, the first jet that really made use of it was the F-15. For its day the Mirage F1 designers and pilots probably thought the placement of that switch was a pretty good solution.
    5 points
  6. Please keep the feedback constructive, I would suggest you add a track replay showing an example, maybe the other F1 guys can give you some pointers.
    5 points
  7. Can I request the Mirage F1's radar be used to upgrade the F-5's? I mean, compared to the F-5's, this radar is gold.
    4 points
  8. Klasse Video zur Phantomausbildung der Luftwaffe:
    4 points
  9. Good Q. My 2 cents; depends. By all accounts the AIM-120D is matching/exceeding the AIM-54 in capability so that in itself prompts the big question: why do we need the Cat? A big factor was Dick Cheney's hatred for Grumman (earned or otherwise). Even if a peer threat to the fleet existed one suspects he'd have found even a tenuous reason to axe the Cat. (see AIM-120D....) Cost of keeping the Turkey fleet flying was a big needle in the Navy's budget so... But. The F-14Ds were certainly hugely capable and it took a while for the Super Hornet to get the systems necessary to fully replicate them (avionics and mission capability -wise). There wasn't a budget to upgrade any further A's or B's to D standard so I suspect the A's and B's would not have lasted much longer. The B's maybe 2-5 years beyond the actual 2006 decomm; the D's could have been useful for another 5-10 years maybe? Hey, we don't have an official Super hornet in game so you can easily make the hypothetical case that the Navy weren't completely happy with the performance or capabilities of the F/A-18E or F as offered in 1995 and asked Boeing to spend a few more years sorting it out (getting pylons that didn't double as airbrakes for a start....!) and ensuring that it matched the capabilities of the F-14D, and this obliged the Navy to hold on to F-14s a bit longer than 2006.
    4 points
  10. Kind of a double edged sword. The B was never intended to be anything but an interim step between the A and the D. The plan was for the entire fleet to be totally replaced with F-14Ds, be they newbuilt or older Tomcats remanufactured into the new standard. If the Communist Block had managed to stave off it's rapid decline in the late 80s and the tensions remained high, you might have seen some hypothetical with an all D, or partial D/B fleet equipped with AMRAAM and AIM-152. Then again maybe not. Noted asshole and enemy of the forum, Dick Cheney, hated the Cat As for when the F-14 is overmatched by the competition. For China, I dunno, we don't have a great representation of the PLA. How many PL-12s are you comfortable fighting? For Russia? REDFOR likes to complain DCS is unfair because there are no "contemporary competing aircraft". Sad fact of the matter is until about 2010, the Su-27S of 1980s Flanker we have in game was pretty much the best they had in serial production. After 2010 you start seeing fun things like upgraded 27s and 30s, and eventually the 35. Missile wise the Russians never bought into the R-77, really. It was all R-27s until the 77M and later R-77-1 appear in the mid to late 2010s.
    4 points
  11. It also retracts combat flaps if deployed So essentially, you have one command to arm/ deploy (depending on speed) and one command to disarm/ retract: both on the throttle. I agree it may looks complicated at first, but it's actually rather simple.
    4 points
  12. Welcome to the early 70's sir...
    4 points
  13. It's because it's conveniently located next to the pilot's hand resting on the throttle. Dogfight switch in the F-14 is in a similar location.
    4 points
  14. Razbam teasing Mudhen with Kandahar dirt: https://twitter.com/Metal2Mesh/status/1554291549034381312?t=Oqj1Jj2_0bGffa0N38CDMQ&s=19
    4 points
  15. Just thought I'd pull this point. Adverse yaw is not a result of the propulsion method and is not necessarily more prevalent in props than jets. It is caused by the downgoing aileron causing more drag as a result of the increased lift, and the upgoing aileron reducing drag and lift. This is why you will yaw outside the turn, rather than into it, and it is not a product of P-factor. It can be eliminated or reduced by various methods, such as differential ailerons (i.e. the downgoing moves less than the upgoing), spoiler deployment, or as I suspect is the cause of your confusion - a flight control (FBW, pilot gets a vote type) system as fitted to modern jets, which will automatically counter any adverse yaw and is why the effect is not generally witnessed in those aircraft. Apologies if you are already aware of this and I'm teaching you to suck eggs, but the wording of that sentence grabbed my attention.
    4 points
  16. Is this COAST mode planned to be added at some point?
    4 points
  17. So, I messaged @MAESTR0on this, and he sent me a very helpful reply. Said he would look into it today! Looks hopeful.
    4 points
  18. just because the problem can be ignored/avoided doesnt make it not a problem. Jet was designed to land at 135knots at 13 units AOA, manual says I should be able to land at 135knots at 13 units AOA, I want to be able to land at 135knots at 13 units AOA. This bug report is about more than just landing comfort. lift has to do with your stall speeds, your takeoff runs, your ability to dogfight, and your ability to get out of trouble, climb, and pull out of dives. landing is probably the least of these concerns but its the easiest metric to measure to show the issue.
    3 points
  19. Yea, and AESA radar to shoot down every enemy from - at LEAST - 100nm, 200nm preferably to be sure i'll never see any enemy. And laser canons, lots of JDAMs. Oh, and two Mach=8 internal mounted railguns instead of vulcan gun. And it's not ED, but HB.
    3 points
  20. RWC I have added dates but yeah if i have an update I can add a new date. You can see I also add the version. In most cases version 1.0.0 will be the first release but yeah i can do that. No worries. Sepp66 do you know if that model is available on the web? Also, keep in mind not many models out there have good detail but i will try to create as many as i can. Admiral Kasatonov Update. I'm conducting a weapons test now with the new class missile added. I added the 9M100 surface-to-air missile. She's coming along well so far. Still much work to do. All a WIP!!
    3 points
  21. Updating the soldier models and adding animations.
    3 points
  22. Indeed, Joey45. And when you consider the age of the Cyrano IV radar and the fact that France was a little bit behind the US at that time when it comes to more sophisticated radar thechnology I think France actually fitted the F1 with quite a capable package. The Cyrano can do a lot of things surprisingly well. That said, the Cyrano IV is actually quite decent in DCS and I have absolutely zero problems finding targets with it. Why? Because I know exactly what it can do and what it cannot do. I think, people need to understand that the F1 is no F16. Also, people need to understand that radar technology from the 60s or 70s has very severe limitations concerning its overall capabilities but once you know how to handle this technology it can actually perform very well in the right hands. And it does in DCS, too. If you fly on a certain Cold War server where everyone and his mother is flying treetop level just do not expect this radar to perform well. It just will not do that for you and this is totally realistic. Sure, AERGES still has some work to do on the Cyrano but this radar is absolutely usable and far from being crappy. And there is an old saying. Practice makes perfect, right?
    3 points
  23. Adverse yaw behaviour is being adjusted, amongst other things. See
    3 points
  24. Oh no dude, starting one in Liberation. Have to choose who’s on each side and what time frame there units will be. Check out Liberation if you haven’t already, it’s free @near_blind & @DD_Fenrir thanks for the detailed replies! I shall digest them after I’ve made the kiddy winks there dinner
    3 points
  25. Dear ED, currently the most up-to-date manuals are provided within the "docs" folder with a download/installation/update of DCS or the specific module. This is totally fine most of the time, but sometimes it would be nice to be able to study the manual on holidays or in general away from your personel machine. It would be nice, if ALL current manuals would be available online. If there are concerns with publication or copyrights, they may be provided behind a log-in wall or coupled to the user-profile. Thanks for considering!
    3 points
  26. Hi all, this thread is done, if you have evidence something is wrong why not help the team out with a track replay and any evidence you have. If you do have a bug report to make please do so in a new thread. thank you
    3 points
  27. the team with the most advanced (only VG) and intricate FM needs more FM people.... for cleanup work.... Yeah no. I am happy with the FM and any accuracy improvements will be welcome whenever they arrive.
    3 points
  28. Added: MF1 Caucasus - MiG-21 Ground Attack | Caucasus | 2022AUG02 MF1 Caucasus - MiG-21 Intercept | Caucasus | 2022AUG02
    3 points
  29. Please stop with the back and forth. Regarding the flight model, if you have evidence something is wrong bring it to the teams attention and add track replays I am sure they will look into them. thank you
    3 points
  30. This is what happens when people's confidence about a subject far exceeds their expertise, a.k.a. Dunning-Kruger effect. In Graphics Engines, particle effects are purely visual (e.g., light emitters, smoke, sprites), even if they use parts of the physics engine to make the movement of these particles behave in way that looks realistic (they can bounce off the floor). For performance, a particle system does not, can not, interact with game objects (aka 'actors', they model the world), it's purely eye candy. So a particle system will not be used to achieve "buildings, infantry being taken out, tires and windows blowing out, craters being formed in the terrain, etc". That's the job of game objects. Don't "imagine what we could do". For crying out loud, this is not 4chan. Particle effects can do exactly nothing to model an Mk-82's damage. It only can make it look prettier. That's why "Niagara's" full name is "Niagara Visual Effects" in UE's docs. This is not a secret. We don't have to imagine what it can do, we frigging know. It may be helpful if people actually invested some time into research before spouting off. Nobody wants that, you are not being persecuted. We just hope that people learn and stop spouting nonsense and uncritically regurgitate marketing blurbs. Ah. Well. Everyone seemingly has their motto.
    3 points
  31. hi very helpful as usual. You may want to add checking shock cone button is depressed, otherwise you can’t go over mach 1,4
    3 points
  32. Still unable to find sources about the F1's yaw characteristics. The F1 does use slats combined with ailerons: slats should produce proverse yaw and the ailerons, assuming frise or differential, should also reduce or eliminate adverse yaw. Yet we experience adverse yaw in flight regimes where none would be expected. So is it a unique characteristic of the F1, and if so caused by what? Or is it a developmental issue that will be later tuned like the F-14 was when it initially had too much adverse yaw?
    3 points
  33. Definitely had them removed on shore based aggressors too.
    3 points
  34. I dont have a cutoff on my physical throttle and it would be nice to have a toggle for cutoff/idle so that i can set my physical throttle range to cover idle to max AB instead of cutoff to max AB. That would allow for finer controls of RPM. I already got more precision in changing the axis to a slider and manually changing the axis so that more of the physical range is covering cutoff->MIL.
    2 points
  35. Expand existing Black Sea & Georgia to Western Black Sea coast and Turkish Straits
    2 points
  36. @Vibora tagging you since this bug report is somewhat buried and is a significant issue that wasn't mentioned in the update today. Sorry for the tag if you're already aware of it
    2 points
  37. Somebody in the above linked thread clarified it. The High-Lift-Devices switch has to be in the "normal" mode (default). You arm/activate the combat flaps (which is an automatic partial release of the "landing flaps" depending on speed and AoA) with the "combat flaps button", and disarm/deactivate them with the "combat flaps lever". The "combat"-flaps will only extend below 300 kts. When above 300 kts they will retract and the yellow light will blink. If I understood correctly, you should disable them with the lever above 300 kts to get rid of caution lights. @jojo was faster - nothing to add.
    2 points
  38. Not sure if I'm allowed to answer, as you're asking MAXsenna specifically , but here's my experience anyway: VAICOM works very well for the mentioned modules (Bug, Hog, Shark and Huey) and in fact as far as I'm aware, only doesn't work for the Apache right now. Installation is quite easy, although initially you might have to fiddle with all the options a little bit to get it to your likings. Once setup it really is a game changer. No more hassle with trying to find the F-keys or use your mouse to operate the radio whilst flying in VR. Especially ideal during AAR or CASE I-II-III procedures. As a non native English speaking person I was surprised how incredibly well VA recognizes my speech. I only did the recognition test once and it hears everything I say. I can even whisper and it still catches my orders (I sometimes need to be quiet, not to wake up my daughter ). I also use the kneeboard extension, which is ideal for JTAC ops and (again) CASE I, II and III landings. Only downsides I experienced: Troubles after DCS updates. It seems to be really important to first start up VA VAICOM after a DCS update, before you fire up DCS itself. (I had all kind of issues before, but since I do it this way, I can't say I've had any) Active support from the dev (or in fact lack off). But perhaps there's an explanation for this that we don't know yet (it's not a big company)
    2 points
  39. Hi Seaside, Is this what your looking for? This is how it looks in ME What you see. It is a MOD called FARP_Runway, for the life of me I cannot find it. I`ve tried searching the Forum but came up empty. It maybe part of a larger MOD and I just use this part. You have to place a FARP in place first, then place the runway over it to stop the runway sinking. The MOD is only 2.6MB so if you cannot find the original, I could attach it in a PM if you wish. I use it in a Khe Sanh mission, Either drop supplies or land the C130 MOD on it, full reverse and you can stop before the centre. Regards, Mike.
    2 points
  40. same for me. only had Magics at the wing tips, but master arm and all the armament buttons off. I think, radar was on, yes, being outside the critical zone, this shouldn't be a problem loadwise. Thanks for moving and marking as reported.
    2 points
  41. Are you ? I am open to ex pilots comments to tell me everything is OK with the current Flight Model.
    2 points
  42. Whoo, awsome! Great work, it will a great add for Kola's map!
    2 points
  43. +1 for disabling the automatic menu appearance
    2 points
  44. That's where I come into play, I pretend to be a pilot and "fly" that thing. Works great, give it a try.
    2 points
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