Jump to content

tflash

Members
  • Posts

    2898
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by tflash

  1. tflash

    LGB / JTAC works!

    Mission In attach! FT BIG Russian Assault TakeTown Mirage.miz
  2. Nice, since the latest patch you can talk to the JTAC and drop an LGB on target! Very cool and very simple. I tried it in a simple off-line mission in the ME (labels on and easy comms, just to try). The speed of the Mirage brings some new dimension to the table here! I do get a game crash when I would select the LGB while talking to the JTAC, but if I select the weapon first than there is no problem. FT Mirage Laser kill.trk
  3. Looks like a very promising feature to me!
  4. A side question is whether any pilot can "easily sustain" 9+ G's. Won't be for long anyway. An F-16 pilot can pull a 9G turn, but that doesn't mean he will be circling around at 9G.
  5. Well, as long as your radar locks the target (and in the case of the SU-27 it almost never breaks lock), it is not a radar problem. The issue is with the seeker of the SAHR missile, that tracks the radar return and seems to see a bigger return from all directions except for the target when there is a chaff cloud in the air. I think advanced and powerful radars such as the one in the SU-27 have a tracking beam that is narrow enough to generate a significantly bigger return from the actual target painted than from the chaff in the surroundings. Here it seems to be the converse. You can clearly see in tacview that the missiles favor the chaffcloud over the painted target even when they are pointed more in the direction of the target at launch than towards the offset chaffcloud. To me that makes no sense. These are radiating chaffclouds, not just reflecting ones.
  6. I do not know if it is possible to model the SARH missile in such a way that it rejects chaff in the sidelobes more easily than at the center of where the radar is pointing at? When I do a 1 vs 2, SU-27 vs Mig head-on offline, I notice that since both AI Migs start chaffing, there is of course a huge chaff cloud head-on that attracts all R-27-ER's, also thsoe shot subsequently. The tracked bandit dives away to my right, I still have track on the radar and shoot, and my missile veeres off to the left to this big original chaff cloud. I find that a little odd, since the bandit has released first of all newer chaff closer by, and second I am now at an angle and distance where chaff shouldn't fool the missile any more. I wonder if this has to do with the boost fase trajectory of the R-27-ER, burning its big motor in a rather straight course first before adjusting?
  7. I thought it was established beyond doubt already for long that the R-27ER in game is absolutely worthless. The best is when you do a simple 2x2 with SU-27 and Mig-21 at altitude in single player. I usually quickly dispense my R-27ER's to save some weight, since it always ends visual with R-73. No BVR whatsoever possible. The best it to look at the Tacview afterwards. Incredible where those R-27ER seem to fly. Often they still chase the first chaff released while both target and shooter have already angled off almost 90 degrees. It's a kind of sidelobe bonanza. It is indeed beyond imagination that one of the nicest aircraft in game is crippled in such an ashaming way. Anyway I would qualify these R-27ER's as combat-shy, to say the least. They most certainly don't want to get involved, so much is clear.
  8. Talon Hate pod on F-15: http://www.dailymail.co.uk/sciencetech/article-3380442/First-glimpse-mysterious-supersensor-pod-codenamed-HATE-F-15-Eagle-fighter-jet-new-brain.html
  9. I find the Mirage to fly well at any altitude. Don't forget the ADLA long flew it as its premier air superiority fighter, and at the hands of Greek pilots it flies tough BFM over the aegean sees for decades. Yes the higher you fly the better its gets, and like in any delta fighter you need to think energy, because it bleeds it off very quicky. But realism in air combat is for me not whether a button or two are correctly modelled, but is to adapt to the fight, to maximize one's own strenghts and exploit the weaknesses of the opponent. So first thing I learned is not to shoot my missiles from too far since the Magic looses speed very rapidly, and not to turn circles but to make sharp, short turns like in a race car. And yes trying to engage an F-15 is not easy but he, we risk nothing behind the keyboard, it is so fun that we can try endlessly until we succeed!
  10. I'm having an incredible blast with this Mirage! What a plane! It'all about speed. Flying planes like this is really what I'm looking for in flight sims.
  11. I agree we do not need to look further, it's the drag.
  12. tflash

    S530 Range

    Well I must say I have similar experience in single player: I play the same mission, first with 2 * Mirage against 2* Mig-21, then with 2* SU-27 against 2* Mig-21. I played both missions several times, then looked at them in TacView. The results: very strange, but on average I have a better score with the Mirage than with the SU-27 (I mean, I need more missiles with the SU-27 and the fight takes longer). 1/ I can shoot from farther using SU-27, but the Migs 90% of the time manage to chaff away my R-27ER. 2/ The AI Migs start dropping chaff earlier when painted by SU-27 then when painted by Mirage, which gives me more time to close in with the Mirage for a perfect Super 530 kill head-on at quite a close range, often 3-4 miles, on the first bandit. 3/ The migs do engage me (too late) with their R-3S when I fly the Mirage, and I can very easily chaff this away. 4/ I get painted by the Mig earlier in the SU-27: larger RCS ? which forces me to manoevre more 5/ In the ensuing dogfight with the second Mig (since my AI wingman is useless as usual) I really see no big differences between Magic and R-73, in all cases I fire them from very close in the bandit's six, a place where you get in no time both with SU-27 as well as Mirage. I even have a higher tally with Magic then with R-73 thus far. But then again, all in single player. In multiplayer this should be dramatically different, since a.o.: 1/ you do not know who the bandits are in the Mirage and where they come from; 2/ the human bandits can be surprised with a medium range IR shot, while the AI will always release perfectly timed flares since they have omniscient SA. My guess is that in multiplayer you will more often fire an IR missile from longer range, say 3-4 miles or so?
  13. An insight in the resp. engine burn time would clarify a lot I guess.
  14. But is the deceleration in the graph caused by drag or because motor just flames out ? I have the impression first (short) part of flight is not draggy?
  15. I'm not disputing this, I guess the rapid deceleration that you show in the graph is caused by the motor not burning long enough? On the other hand I do not believe Magic 2 is same generation as AIM-9M, it might actually have shorter legs but who knows, and probably not as short as it shows to be in your graph. Hopefully they can adjust that.
  16. From what range do you fire? I have no problems at all with the magic, they seem to "bite" quite good, but I shoot in a dogfight, from close range, from about 1 - 1,5 km, in pursuit. I'm not sure the real missile has so much longer legs as in game, but it could. Any improvement is always welcome, but at least off-line against AI it does the job for me right now.
  17. So, to sum up, the facts are: 1/ the source is not Dassault. 2/ the tables are for 15k, not SL. 3/ the charts are for Mirage 2000-5, not Mirage 2000-C. I have no time for this, I'm going to fly the Mirage :=)
  18. The Mirage is already a very good dogfighter I find! There is nothing wrong with the Magic 2 missiles, just go close enough to the bandit. Also, the Mirage can turn very sharp but is not that good in sustained turn, so you have to calculate your manoevre carefully and not keep circling around. You'll find it to be powerful and fast. For the moment I find it the ideal sparring partner for the Mig-21.
  19. tflash

    DCS M2000C ILS

    Very nice ILS implementation indeed!!! The synth runway is great!
  20. tflash

    DCS M2000C ILS

    There is this table with ILS freqs and runways, there are more recent ones also I believe: http://www.digitalcombatsimulator.com/en/files/600867/
  21. tflash

    Radar IFF

    Just put labels on then, problem solved :=) No just joking, I understand you need it in MP.
  22. tflash

    Radar IFF

    I'm a bit puzzled by this question: how can Razbam implement IFF since it is not supported in the DCS game? You need two to play that game, how can Razbam modify all the other aircraft so that they respond (or not) to an IFF query? According to what protocol ? People seem to be mistaking a game element from Lockon that still lives on in former Lockon aircraft with a credible IFF implementation. Of course IFF would be a very interesting addition to DCS, but it doesn't seem to me up to Razbam on their own to solve this issue. ED should provide an IFF framework, which is far from evident. Maybe they did it in the mean time and I'm not aware of it? See older threads such as http://forums.eagle.ru/showthread.php?t=89801
  23. I'm very happy with the Mirage, it has everything I like: speed, manoevrability, good looks, rockets (big fan of those), cannon, a couple of heaters ... what do you want more? Very nice skins also! The Super 530 is also a nice missile, very cool addition to the game, it needs practice to get the perfect shot.
  24. In the DCS updater page there is some explanation on how the syntax allows you to move from an Openbeta version to a release version: http://forums.eagle.ru/showthread.php?t=114030
  25. Do not try to shoot from too far, the 530 is not the most modern missile, I fire at less than 4 miles head on, let's say even 3 miles, tail on I only shoot from about 2.5 miles or so. But the Mirage has all that it takes to get close to the bandit, which makes it all the more fun!
×
×
  • Create New...