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Robin_Hood

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Everything posted by Robin_Hood

  1. I find it quite disturbing that the DG mode only uses the A/A1 sight mode. This means that to use A/A2 for tracking shots against co-speed targets, you have to manually lock the bandit on the head-down radar display, right ? Not very easy to do in a fight.
  2. You can have a AI JTAC vehicule doing the lasing ; there is a script somewhere also that does that. For delivery parameters, I would say just use them as Mk-82, drop them high enough and they should guide alright. The thing is, even for Mk-82 and such, there is a bit of trouble with delivery procedures as of now (or so it would seem).
  3. However, 530Ds may help in preventing someone from running away from the fight
  4. Robin_Hood

    PCN modes

    Yes, it always display data for the PREP waypoint IIRC. Even time-to-destination is to the PREP waypoint, which may sound counter-intuitive (as DEST means "destination waypoint").
  5. Perhaps only one of I/J and U/V are used, to reduce ambiguity ?
  6. As I understand it, it is not a 2-position switch, that you can keep in ACTIVE while you shut down the ECM with the control in VEI, instead it is simply a toggle, and doesn't "remember" which state you commanded last, as myHellHumper said. In this case, if you were not emitting before switching in [], then you will not emit until after you choose to toggle it on (with option 1 and 2) Option 1 will need you to deactivate the jammer if you go back to [] from PCM, while option 2 would automatically deactivate (and you can then re-activate it). Personally, if no one can provide a clue as to how it should work IRL, I would say option 1 or 2. I think option 3, however, is both unsafe an illogical.
  7. No Wind, ground elevation should be 0 ft (around the Kerch Strait, where the map). About F2 speed, I just noticed I forgot to put it in TAS mode, so I have IAS instead. I will re-check in TAS (of course, @ 1500 ft it shouldn't be very different). I'm pretty sure that F2 now gives IAS or TAS and not GS, although I will make a quick test to make sure. EDIT: Confirmed, F2 gives True airspeed, independant of dive angle (it may be affected by wind, though, not sure about it, but no wind in the mission).
  8. Has anyone managed to use those charts ? I'm not having any luck. Let's take a look at a test I did. Parameters @ Release 1528 ft (from F2 view) - altimeter reads 1800 ft 424 KTAS (from F2 view) - cockpit reads 420 KIAS 19° dive (from F2 view and standby AI) - main AI reads 20° Configuration: 2xMk-82 - 16,000 lbs Sight setting computation Bomb tables, 1500 ft, 400 KTAS, 20° dive => 120 mils Linear correction for altitude deviation: +1 mil => 121 mils Linear correction for speed deviation: -9 mils => 112 mils Linear correction for pitch deviation: +5 mils => 117 mils AoA correction from chart: 37 + 10 - 35 = +12 mils => 129 mils Final sight setting: 129 mils Now let's take a look at what actually happened. Here is the sight picture at release (an external view and a wider cockpit view are attached for parameters reference). The aircraft was stable. The sight depression is set at 90 mils for reference. 129 mils would be hidden from view. And here is where the bombs actually hit. By using a reference picture with different depression settings, I measured that the bombs hit at an estimated 72 mils. That is quite a deviation from 129 mils. So, am I doing something terribly wrong in my calculations ? I also attached a track in case. Bombing.trk
  9. Sure, but they can tell you if they have found a suitable signal that they can track. Like Sidewinders.
  10. Zaelu, I think you are reading jojo wrong. What he said is that a picture would be needed to prove that the Mirage 2000C has the DDM (ie, he was agreeing with you). What he is saying (as he as said several times) is that the Mirage 2000C has, to his or (up to now) anyone's knowledge, never used the DDM ; also that it would require an update to do so (how big an update is anyone's guess). I think you are unfair, though, calling unrealistic or arcade-ey. I can see how it could be called a cheat, sure, but not "something unreal and arcade like". The DDM exists, it is not unreal or arcade-like in itself. What is probably unrealistic is its presence on the aircraft (it can always be justified by what-ifs and alternate history or near-future settings, but in a realistic and historical setting, it should not be there). What you might want to do instead, is start lobbying (I don't use that in a pejorative way) for the DDM to be deactivated from some serious multiplayer servers (IMO, a server set in the 80s or 90s should not use it). Of course, personally I don't really care since I do not play in public servers, or play PvP much. I understand the concern, though (both in terms of fairness - a word that I think is better suited than "balance", here - and of realism). Merry Christmas to you! PS: to me the issue is almost exactly the same as the NVGs: would require an not too big upgrade to have it available. Except in the case of the NVGs, the update has actually been done IRL (but not in DCS).
  11. Title says it all, this trigger doesn't seem to work properly. Here are sample missions with a UH-1H. The idea is to have a message saying 'collective low' when the collective is under 50%, and a 'collective high' when it is above. Now according to the mainpanel_init.lua, the collective is either arg 200 or 207 (both are defined exactly the same). The sample missions use 200 but I got the same thing with 207. Using the trigger X:COCKPIT ARGUMENT IN RANGE, it works fine Using the trigger UNIT'S ARGUMENT IN RANGE, it always display the low collective message (possibly it always sees 0 ? I have not tested that). Also, PLAYER'S UNIT ARGUMENT IN RANGE doesn't seem to work either, even with the unit set as PLAYER. Cockpit_argument.miz Player_argument.miz Unit_argument.miz
  12. You are right, sorry about that!
  13. The thing is, if you are willing or able to use the mouse or the keyboard for some things, then you should not have that many buttons to use on your HOTAS. Here are all that is used in the real Mirage 2000C, per the manual. I put them in decreasing order of necessity (my own opinion there): - Weapons release (1 button) - TDC (4-way hat) - Target lock-unlock (2 buttons) - Close Combat FWD/AFT (2 buttons) - Countermeasures (3 buttons) - Airbrake (2 buttons) - Weapons selection (3 buttons - A/G Designate/Magic slave (1 button) - Trim (4-way hat) - NWS/IFF (1 button) - Antenna elevation (2 buttons) - Magic Unlock (1 button) - Autopilot standby (1 button) - Autopilot disengage (1 button) - Mic switch (2 buttons) - Police light (1 button) Total: 31 buttons (including 2x4-way hats, not counting them you got 23) Now you may want to pass on some of them to assign Radar Range decrease/increase (2 buttons) and Countermeasure programs next/previous (2 buttons), depending on your preferences. Also, if you have access to your keyboard, it can be more efficient for some semi-urgent commands than the mouse (for example, operating the PCN, PCA or Radar settings).
  14. By the way, the french Wikipédia page says that the pilot can select in-flight one of two patterns (240x40m or 120x120m). If true, is that possible in the Mirage 2000C (as in, is there a switch for that, maybe the fuzing switch), or only on other more specialized aircraft ?
  15. Do you mean something like this?
  16. For all we know, the French Air Force could decide tomorrow to add the DDM to the Mirage 2000C, now that they do quite a bit of air-to-ground work. I heard that they have started to use NVG very recently (like this year, or something), so why not DDM ? However, I also think that if it is possible, having the option to have it or not would be great, with a possibility to force it off (if it's a pod, then you can forbid it with the supply system) to ensure historical scenarios. I want to say thank you Zeus and all of RAZBAM, for being so nice and understanding of requests and comments, you guys are great! Concerning the functionality of the DDM, have you looked at the similar system from the A-10C? The MLWS (Missile Launch Warning System) emits an audio warning if a missile launch is detected ; it cannot show a direction, though. I have no idea how different the two systems are, I am simply comparing with the only (?) other warning system there is in DCS.
  17. Personally, my choice is to use the keyboard to quickly operate the most used switches. Of course, it all depends on the setup ; I have the Throttle on the left, the Joystick on the Right, and the mouse + keyboard in the middle. That way, I can either use the mouse with my left hand, or engage the autopilot and grab the mouse with my right hand for more accuracy and velocity. I think the keyboard is a good way (custom pits notwithstanding) to replicate approximately the operation of cockpit switches. It takes a bit more time and attention than HOTAS mappings, but less than using the mouse. I use the mouse chiefly for start-up, and also some preparation switches (like fence checks). Weapons selection, etc... is on my keyboard (or on the HOTAS, depending on the aircraft). Of course, it also depends much on the aircraft. I fly mostly the M-2000C now, and I rarely need to use the mouse in flight, save for fence checks and weapons ripple and fuze settings. It wouldn't work on the A-10C, because there is much more combat switchology involved, especially with the MFDs.
  18. There is an error on your image, though. In the first case, you got the latitude degrees wrong (44° instead of 41°). You are right that if you already have coordinates in XX° XX.XXX', you should not divide by 60 but simply round the decimal part to get XX° XX.XX'. However, this can not set you off by this much if you do something wrong with the decimal part. One minute of arc is only approximately 1 nautical mile, so you shouldn't expect a greater difference that this. If the coordinates you get are in XX° XX' XX", however, then you divide the seconds by 60 and round it to 2 digits to get you coordinates.
  19. CCRP bombs consistently fall slightly short in the latest release, they are still working on that. You may want to designate just behind the target for now. I can't see how you may have trouble launching within parameters, though (I never have - maybe you are way too low). My advice: start around 12 000 ft, roll-in at around 4 miles from the target. Dive, designate, pull-up (2 to 3 Gs), your bombs should be released somewhere around 5 000 ft to 7 000 ft and probably at around -5° to -10° nose down. Train with a waypoint on target to get a feeling for the sight picture you must have.
  20. You missed a change apparently ;)
  21. TomCatMucDe: I did a few short tests in direct mode (simple CCRP), and my GBU-12s always fall long, and fall longer the more flat the release profile is (lower dive at release = longer bomb). This contrasts with the Mk-82 that always seem to fall slighly short. Not sure if this is a bug, or if this is intended (like using the same aerodynamics to calculate fall profile for the two bombs). Valium: Let me see if I can clarify this a bit for you: First of all, CCRP bombing with Mk-82 doesn't need GPS (which the Mirage hasn't anyway) or INS, or coordinates of any sort. Point at the target, designate it - the radar or radio altitude then determines the position of the target relative to you - and drop. As of now, at least, you can even drop Mk-82 bombs without even powering on the INS (note - this may or may not be a bug; it is possible that the system still needs some basic information from the INS to calculate the release cue). Secondly, GBU-12 behave exaclty as Mk-82 as far as release is concerned. After launch of course, aerodynamics may be different and the GBU-12 can obviously be guided by a laser, but the way they are released is absolutely the same. INS Update is a wholly different subject. In short, I think there are three ways to update the INS. The two 'normal' updates, using either the REC button on the PCN (for an overfly update) or the OBL mode (for a radar update), and the special 'PI' update, done at the start of an INS bombing run. That one is, in effect, an OBL update. Lastly, about what this topic is about. The INS bombing is a special CCRP mode very separate from the normal CCRP release. In this mode, you enter the target position* and the INS will guide you to release point. This mode requires the INS, and requires it to be as accurate as possible, because the target is not designated by you as in the CCRP method, it is a set of coordinates. Therefore, the system needs to know your own coordinates so that it can compute a correct firing solution. * Actually, you enter the coordinates of the IP and tells the system the position of the target relative to the IP, but it is effectively the same thing. I'd also like to add a few words about the INS. The INS is not here to tell you where your targets or waypoints are. These are fixed coordinates entered (or deduced). The purpose or the INS is to tell you where you are, what are your own coordinates (and heading, etc...). Then, knowing your coordinates, it can tell you where are other stuff relative to you. Here's hoping I didn't confuse you even more :book:
  22. If the IR signature is too weak, you will not have an seeker lock in the first place, even when slaved by radar. The radar slaving cannot make the seeker lock too weak an IR signature, it only points it in the right direction. If you have the tone for the seeker lock, you will not lose lock if you turn off your radar.
  23. I haven't seen anyone in this topic asking for unrealistic HUD symbology. People may be wondering why the cross marker is gone (because they didn't know the real aircraft doesn't have one), or why the real aircraft doesn't have one, but nothing more. Possibly elsewhere there are people asking for unreal capabilities, and maybe that's what you had in mind. As for using the Mirage 2000C mainly as an air-to-air fighter, remember that when it was released, it was effectively unusable in that role (not finished enough), and it took a while adding functionality and correcting bugs (especially radar-related stuff), so that while now it is rather usable (but still with issues, eg. the slow TDC), it has only been so for a rather "short" time.
  24. There is this one: AT Soldier Mod by Morkva_55 Adds three ATGM-equipped infantry units. Working in 1.5.5 for me, not tested in 2.0.3. Download link in the post below https://forums.eagle.ru/showthread.php?t=166007
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  25. What distance is the IP from its intended position ? Also, what method do you use, polar or North/East ?
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