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Bestandskraft

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  1. Pages 160-161 of the game manual describe emergency procedures in case of inadvertent opening of the jet nozzle or afterburner flameout during takeoff. Both procedures are basically identical in the sense that beyond refusal speed, the Full Throttle, Reheat (ФОРС. МАКС.) switch is supposed to be set to Full Throttle (МАКС.) in the hope of restoring engine parameters (meaning, most likely, getting the nozzle to close), and ejecting if this is not accomplished quickly. What I find interesting is that in the game, setting the switch to Full Throttle (МАКС.) never closes a malfunctioning nozzle, while the AUX 2-Pos Nozzle CTRL (АВАР. ВКЛ. 2xПОЗ. СОПЛА) does exactly that. This is presumably why using this switch to restore the correct nozzle position is the first step in the checklist when a nozzle failure occurs in flight (see page 168 of the manual). In this case, the Full Throttle, Reheat (ФОРС. МАКС.) switch is only used if the previous step was unsuccesful. The "MiG-21 Pilot's Operating Instructions", a .pdf of which can be found linked at http://forums.eagle.ru/showthread.php?t=138880, confirm that the game manual lists the correct procedures. Questions: 1) What exactly does the real-world ФОРС. МАКС. switch do? Does it at least sometimes cause a failed nozzle to close? If so, under which conditions? In the current game implementation it seems to be completely useless apart from disabling the afterburner, which can just as easily be done with the throttle alone. 2) If the ФОРС. МАКС. switch is functionally unable or less likely to close an open nozzle in the real jet, why would one rather eject during takeoff when using the AUX 2-Pos Nozzle CTRL (АВАР. ВКЛ. 2xПОЗ. СОПЛА) switch would close the nozzle and allow one to safely continue the takeoff (given runway length is sufficient for a Full Throttle takeoff), especially since this is done as the first step when a nozzle failure occurs in the air?
  2. These are the ones I'm aware of: Maximum crosswind for takeoff and landing with symmetric stores is 15 km/h. Maximum crosswind from the light side is 8 km/h when landing with an inboard stores asymmetry of up to 250 kg (outboard asymmetry or greater than 250 kg not cleared). Maximum crosswind for drag chute deployment is 10 km/h.
  3. 9) Page 31 of the game manual states that at M>0.8, the G limit is 7 at a fuel state of ≤800 liters. Conversely, page 19 of the MiG-21 manual states that the threshold is 850 liters. Which figure is correct?
  4. I have recently attempted to fly some flameout patterns/dead stick landings following the procedures outlined on pages 163-166 of the game manual. These are virtually identical to the real procedures found on pages 180-183 contained in the "MiG-21 Pilot's Operating Instructions", a .pdf of which can be found linked at http://forums.eagle.ru/showthread.php?t=138880. The problem is that regardless of whether I'm following the "check altitude" or the "check point" approach, and regardless of the initial altitude, I always (meaning in 7 out of 7 attempts) end up high on final, with the aircraft flight path consistently at least 1500-2500 m long of the runway threshold, whereas according to the manuals, the flight path should be 600-800 m short of the threshold until decreasing the angle of descent at 200-250 m and reducing the airspeed below the best glide speed of 480-500 km/h. Wind is zero at all altitudes, and I'm flying at ISA conditions. Three theories present themselves: 1) The outer beacons in the game are closer to the runway threshold than those real world outer beacons the manuals are referring to. 2) The simulated MiG-21 glides better than the real one. 3) My interpretation or execution of the procedures is wrong. If anyone is able to apply the real world procedures to bring the aircraft to a successful by-the-book dead stick landing, I would highly appreciate a track.
  5. Page 175 of the game manual describes the landing gear emergency extension procedure. It is explained that pulling the nose leg autonomous extension handle causes the nose leg to be released from its up-lock and the corresponding red light to extinguish. Pages 200-202 of the "MiG-21 Pilot's Operating Instructions", a .pdf of which can be found at http://forums.eagle.ru/showthread.php?t=138880, clarify that after actuating the nose leg release, the nose leg should extend and normally even get engaged by a down-lock, causing the corresponding green light to illuminate, irrespective of whether the main wheel emergency control valve is actuated. In the game, the main wheel emergency control valve causes all three legs to extend, but only if the nose leg release has previously been actuated. Actuating the nose leg release by itself has no effect. It would be nice to either have the game manual reflect the actual workings of the game, or even better, modify the simulated emergency gear extension to work as in the real world.
  6. Both excellent suggestions (didn't know mappingsupport.com), the problem is that real world maps do not precisely reflect the game content, i.e. a factory in the real world might not be included in the game, and an in-game factory might not be there in the real world. Even assuming the game coordinates and/or elevations match the corresponding real-world figures exactly, due to the first mentioned issue one could still not use a real-world 1:50.000 map for in-game attack planning (which is my intent behind trying to get a 1:50.000 map in the first place).
  7. Yup, unfortunately that's one of the 1:500.000 maps.
  8. As the topic says: 1) Has anyone created an offline, 1:50.000 scale, topographical map of the Black Sea theater including at least an MGRS grid? 2) If not, does anyone have any suggestions on how to create such a map in a more efficient way than making screenshots of the mission editor map when set to 1:50.000 and collating the pieces? In addition to the huge time requirement involved, this method would have the disadvantage that a blue MGRS square in the mission editor covers 10 km x 10 km in the virtual world but measures 19 cm x 19 cm with a ruler, which would in effect be a scale of 1:52632, which is not particularly helpful. I have found various 1:500.000 scale maps, but these do not suit my needs.
  9. As an additional piece of information, I have found that even if the gun is fully loaded, with an otherwise clean jet and zero wind, the jet exhibits a tendency to stabilize at around 1° of left bank. To test this, establish not more than 1° right bank. The aircraft will very slowly bank to the left, then stabilize at about 1° left bank. This is hardly noticeable unless using time acceleration and flying long straight legs. Setting the gun to 90% for compensation does not remedy the situation, since with 90% the aircraft will overcompensate the default left roll and stabilize at about 1° right bank.
  10. 30. Pages 100-106 of the MiG-21 manual imply that it is possible to set the RSBN-ARC switch to ARC while on a PRMG approach in order to have the pointer point to the outer or inner marker for monitoring approach accuracy while still receiving PRMG glide path and azimuth information. In the game this is not possible unless enabling Automatic SAU mode before switching to ARC. In this case, the aircraft remains on the glide path and localizer even though the azimuth and glide path indicators are incorrect. 31. Pages 100-102 also seem to imply that the Automatic SAU mode will not intercept a glide slope from below as aggressively as it does in the game. In the manual, the approach is described as the aircraft remaining level even though Automatic mode is already engaged, only intercepting the localizer, while the aircraft starts its descent only when intercepting the glide slope at 12 - 14 km. In the game, as soon as the glide slope is recognized by the aircraft, the aircraft will perform a hard pull-up to intercept the glide slope once engaging Automatic mode. The "by the book" approach of flying 600 m AGL, then enabling Auto mode and waiting for the aircraft to descend therefore does not work. 32. I'm not sure if this problem is limited to the MiG-21 module or affects all of DCS World, but the game does not seem to differentiate true altitude and barometric altitude. As an experiment, set the temperature to -50° C and fly level above the sea. When evaluating the flight in TacEdit (or by referencing the radar altimeter), it becomes clear that when flying at a barometric altitude of e.g. 450 m, your true altitude as indicated by the radar altimeter or via TacEdit is also exactly 450 m, even though at -50° C the altitude difference should be 135 m (see e.g. ICAO Doc 8168 Vol 1). While the fact that this is not simulated is not a bug per se, the problem is that the QFE reported by ATC does take non-standard temperatures into account. One can easily verify that the "QNH" you can set in the mission editor is not really QNH, but the actual pressure at sea level. The game then calculates QFE using the standard pressure reduction formula to arrive at the QFE reported by ATC. However, since this formula takes into account temperature, and the game's altimetry modelling does not, the QFE reported is correct only if the temperature is set to 15° C. Since it is probably not easy to introduce a true altitude modelling into the game, it would be nice if ATC did not pretend one was implemented, but always reported QFE assuming ISA. 33. Conversely, when setting Dynamic weather, QFE reports seem to be totally off, without any discernible logic (for example, in a random self-made mission with dynamic weather I tried, at 15° C and 180 m field elevation, ATC reports QFE 756.07 mm, to get the altimeter to indicate zero one has to set 729 mm (actual QFE), and to get field elevation one has to set 744 mm (QNH).
  11. I have noticed that independently of the wind issue, not having the gun fully loaded will cause an uncommanded roll to the right.
  12. 2) Pages 21 and 93 of the above manual as well as pages 32-33 of the game manual state that the BLC disengages at speeds above 360 km/h due to wind forces pushing the flaps up from the down position. While flap retraction due to wind is modelled in the game, my observation is that this does not cause the BLC to disengage at 360 km/h or at any higher speed.
  13. Hinsichtlich eines wahrhaft realistischen Fliegens von virtuellen Flugzeugen gibt es meines Erachtens zwei grundsätzliche Probleme: 1) Echte taktische Handbücher oder technische Anleitungen sind aus Gründen des Geheimschutzes (bei modernen Flugzeugen) oder aufgrund ihres Alters (bei älteren Flugzeugen) nicht ohne weiteres zugänglich, zumindest aktive Piloten zum Stillschweigen verpflichtet und frühere Piloten nicht mehr unbedingt auskunftsfähig, so dass selbst bei bestem Willen ein realistisches Fliegen nicht möglich ist. 2) 99 % der Community hat entweder nicht die Zeit, die Qualifikation oder die Lust, sich intensiv mit solchem Material oder solchen Informationen zu beschäftigen, selbst wenn sie zur Verfügung stehen (ich bitte dies nicht als moralische Anschuldigung zu verstehen). Dieses Problem zeigt sich z.B. in der BMS community, wo echte, relativ neue F-16 manuals der USAF und der HAF im Internet verfügbar sind, sie aber schlicht (praktisch) niemand liest, geschweige denn versteht.
  14. 27. According to pages 78-80 of the MiG-21 manual, various systems seem to require a warm-up time, neither of which is implemented in the game: Radio: 90 - 120 seconds SRZO: 2 - 3 minutes ATC Transponder: 2 - 3 minutes ARC/RSBN: 3 - 5 minutes 28. Page 77 of the game manual states that the NOZZLE OPEN (СОПЛО ОТКРЫТО) light goes out once the engine is started. In the game this does not happen. 29. Page 83 of the MiG-21 manual implies that vigorous stick movements cause a temporary main and booster hydraulic pressure drop. In the game, stick movements do not affect hydraulic pressure.
  15. I cannot answer your question directly, but I've faced the exact same problem when building my own Excel-based loadout/ops limits spreadsheet. Through some testing and logical deduction, I have found the following values are consistent with the numbers in the mission editor: A 490-l tank holds 388 kg of fuel, and an empty 490-l tank (including the rack) weighs 48 kg. A 800-l tank holds 639 kg of fuel, and an empty 800-l tank (including the rack) weighs 50 kg. See also http://forums.eagle.ru/showthread.php?t=139374 for some of the related efflux of my testing.
  16. Just found out that with the exact same weather settings (i.e. zero wind) and loadout, I get an uncommanded roll in certain missions, but not in others. I suspect missions created in older versions of the game are subject to this behavior. I created a new mission from scratch, and in that mission I do NOT have uncommanded rolls with zero wind. I have posted two tracks of that mission below. The "No wind" track has no wind, the "Wind" track has wind set to 30 km/h at all altitudes, direction 0°. You will see that in the "Wind" track, the aircraft will roll away from the wind, but will not roll when flying exactly into or away from the wind. Wind.trk No wind.trk
  17. You are right, let me rephrase: When flying DCS MiG-21Bis 1.2.15 (DCS World 1.2.16) on my computer, I experience reproducible uncommanded rolls caused by wind as described above. In zero-wind conditions, I do not experience any uncommanded/unexplained rolls.
  18. 19. In the game, it is impossible to jettison the drag chute or to drop chaff/flares if the respective button cap is closed, even with the appropriate keystrokes, but weapons and the SPRDs can be released without first manually opening the guard. It would be nice to have a consistent solution here, my preference being that first unguarding the switches is always necessary. 20. According to page 56 of the MiG-21 manual, the radar range gate is only controlled by the throttle grip in MSL-AUTO mode. In the game, it always moves when the throttle grip is turned. When Continuous anti-jam mode is selected, the throttle grip should change receiver sentitivity (see also page 153 of the MiG-21 manual). In the game, enabling Continuous mode just lets strobes disappear; adjusting sensitivity with the throttle grip is not possible. 21. In the game, the position of the throttle grip and thereby the range gate has an influence on whether a target can be successfully locked in fixed-beam mode, even though the range gate cannot be seen in this case. Neither the game manual nor the MiG-21 manual indicate that this is supposed to work that way. 22. Page 56 of the MiG-21 manual also states that the Lock-on/Damp button is used to change the radar to narrow search to attempt a lock and to dampen the reticle, and indicates that to unlock a target, the CANCEL button has to be pressed (e.g. page 157). Page 138 of the game manual confirms that to unlock a target, the CANCEL button is used. However, in the game, beside dampening the reticle, the Lock-on/Damp button is used to lock AND unlock a target. That's a major reason why performing gun and rocket attacks in the game does not work as described on page 64 and pages 168-172 of the MiG-21 manual. 23. According to page 158 of the MiG-21 manual, the 300-m fixed range gun mode is enabled by switching to GYRO-MAN and rotating the hand grip all the way backward. Page 146 of the game manual states that to enable 300-m fixed range mode, the correct setting is GYRO-AUTO. 24. Various statements on pp. 159-175 of the MiG-21 manual seem to indicate that in the real aircraft, switching on the power to external stations 1 - 2 switches on all rocket pods, also those on stations 3 and 4 (this is not true for bombs and missiles). In the game, the switch to power stations 3 and 4 has to be on in order to launch rockets from these stations. This might explain the discrepancy described in paragraph 13. 25. Pages 162-163 of the MiG-21 manual can be read to indicate that when carrying several missiles of one type (SARH/IR), with 1, 2, 3 or 4 selected, one does not necessarily have to manually select the next missile after firing the previous one, but that the system automatically selects the next missile to fire based on a preset logic. This does not work in the game. 26. Page 172 of the MiG-21 manual states that a gun stoppage is indicated by the gun failing to fire with the READY light on. Page 129 of the game manual states that the light is off when the gun is jammed. Assuming the real manual is correct, this would be consistent with page 170 of the MiG-21 manual, which states that the green light is illuminated even if a reload button has not been pressed, as described in paragraph 14. above.
  19. This is cross-posted at http://forums.eagle.ru/showthread.php?t=139846&page=2. I can confirm with 100% certainty that the cause of the uncommanded rolls in 1.2.15 is the wind. Very easily reproducible: Create any mission with zero wind at all altitudes. Provided your HOTAS is properly calibrated, the aircraft is symmetrically loaded and you do not accidentally apply any rudder, the aircraft will fly straight. Using the same mission, set wind e.g. to 180/50 (km/h), no turbulence. When flying headings 090° or 270°, the aircraft will roll away from the wind. When flying headings 180° or 360°, there will be no roll. The effect is more pronounced the higher the wind speed you set, and the higher the crosswind component. I have only tested this in MiG-21bis 1.2.15, not in any other aircraft or version of DCS. Based on my understanding of aerodynamics, this behaviour is not entirely realistic. While it is a well-known technique to apply "aileron-into-the-wind" during take-offs to counter the phenomenon that the upwind wing will experience more lift, thereby causing the aircraft to roll away from the wind during lift-off, once entirely in the air, the aircraft is moving with the air mass surrounding it, and steady wind should have no effect on aircraft roll, while wind GUSTS will of course have a temporary effect. See for example https://www.faa.gov/regulations_policies/handbooks_manuals/aircraft/airplane_handbook/media/faa-h-8083-3a-3of7.pdf, pp. 5-5 to 5-8. I'm not an aerospace engineer, so there might be an aerodynamic effect I'm not aware of that would cause roll effects due to steady winds after all. I have simply never heard anyone complain about having to trim the aircraft to counter steady enroute winds in a real-world context. If anyone can find something on this matter online I'd be very interested in seeing it.
  20. This is cross-posted at http://forums.eagle.ru/showthread.php?t=131191&page=3. I can confirm with 100% certainty that the cause of the uncommanded rolls in 1.2.15 is the wind. Very easily reproducible: Create any mission with zero wind at all altitudes. Provided your HOTAS is properly calibrated, the aircraft is symmetrically loaded and you do not accidentally apply any rudder, the aircraft will fly straight. Using the same mission, set wind e.g. to 180/50 (km/h), no turbulence. When flying headings 090° or 270°, the aircraft will roll away from the wind. When flying headings 180° or 360°, there will be no roll. The effect is more pronounced the higher the wind speed you set, and the higher the crosswind component. I have only tested this in MiG-21bis 1.2.15, not in any other aircraft or version of DCS. Based on my understanding of aerodynamics, this behaviour is not entirely realistic. While it is a well-known technique to apply "aileron-into-the-wind" during take-offs to counter the phenomenon that the upwind wing will experience more lift, thereby causing the aircraft to roll away from the wind during lift-off, once entirely in the air, the aircraft is moving with the air mass surrounding it, and steady wind should have no effect on aircraft roll, while wind GUSTS will of course have a temporary effect. See for example https://www.faa.gov/regulations_policies/handbooks_manuals/aircraft/airplane_handbook/media/faa-h-8083-3a-3of7.pdf, pp. 5-5 to 5-8. I'm not an aerospace engineer, so there might be an aerodynamic effect I'm not aware of that would cause roll effects due to steady winds after all. I have simply never heard anyone complain about having to trim the aircraft to counter steady enroute winds in a real-world context, at least in modern fighters or passenger jets. If anyone can find something on this matter online I'd be very interested in seeing it.
  21. In response to my own question number 7, page 71 of the DCS World manual states that a second class aerodrome has a runway length of 1800 - 2400 meters.
  22. 1) Page 93 of the "MiG-21 Pilot's Operating Instructions", a .pdf of which can be found linked at http://forums.eagle.ru/showthread.php?t=138880, states that the throttle BLC gate (below which the BLC is automatically disengaged) corresponds to an LP rotor RPM of 50-52%. In the game, the BLC disengages at approximately 56% LP.
  23. 15. It does not seem to be possible to perform a sight check as described on pp. 68-69 of the MiG-21 manual. Beside various actions described there not causing the expected result, for the sight to even work it seems to be necessary to switch on the ДА-200 Comb. Instr., Sig. of vert. gyro of HSI, AFCS, RDR, the Vert. gyro of HSI, AFCS, RDR, gyro hor. sig and the DC generator in addition to the battery, the AC generator and the No. 2 PO-750 inverter, which, according to page 68, in combination with external power are supposedly the only requirements for the sight to work. 16. Page 70 of the MiG-21 manual states that in order to check the SPO-10 RWR for serviceability, the pilot has to depress the test button on the SPO-10 equipment indicator, his own aircraft radar operating at this time. In the game, the check works even with the radar switched off. 17. Since in the game, pressing and holding CV50 causes the nose cone to extend, it is not possible to check the БОВ-21 unit as described on page 84 of the MiG-21 manual. Of course, since there is no ground technician in the game, one could not perform the check anyway, I'm just wondering how this check is performed in the real jet when doing so would cause a compressor stall. 18. According to page 161 of the MiG-21 manual, the air relight system automatically gets engaged for 6 seconds when launching missiles, indicated by the "Switch off ignition!" warning light. This does not seem to happen in-game.
  24. Most of the questions remain unresolved. Does anyone have any additional input? Also, another fuel-related issue came up: The fuel indicator overreads. Even though neither the in-game manual nor the MiG-21 manual explicitly mentions a certain amount of unusable fuel, the aircraft flames out at around 80 liters indicated. Is this realistic? If it is, does the real fuel indicator overread and is there actually zero fuel in the jet when the indicator indicates 80 liters, or is there zero USABLE fuel in the jet in that case? When answering, consider that if you set less than 3% internal fuel (68 kg/88 l) in the mission editor, you will get an instant flame-out when entering the game. EDIT: By directly adjusting the internal fuel mass in the mission editor, I have determined that the in-game MiG-21 has exactly 62 kg of unusable fuel. With a density of 0.775 kg/l this translates to 80 l as I had determined by guesstimation.
  25. In the course of this report, I will be referring to the book "MiG-21 Pilot's Operating Instructions", a .pdf of which can be found at http://forums.eagle.ru/showthread.php?t=138880. Page numbers referring to that manual always refer to the hardcopy page number, not the .pdf page number. 1. Page 50 of the game manual describes gauge 59 as the "Pilot's O2 pressure gauge", which is consistent which the MiG-21 manual, Fig. 33. However, IMHO the pressure gauge actually is element 39, erroneously described on page 49 of the game manual as "Pilot O2 level gauge", since this element is scaled in kg/cm2, which is not a measurement of quantity, but of pressure. On the other hand, during flight gauge 59 seems to behave like a cabin altimeter, not like a quantity indicator of anything. 2. Page 76 of the game manual states that when cold starting the aircraft, with only the battery and the two PO-750 converters on, all red lights are illuminated. In fact, 4 red lights are NOT illuminated (Marker, Fire, 450 l remaining and Switch off ignition). Also, the list of illuminated lights is not complete, since also the AC generator off warning light and the No 1/3 TK GP Pump lights are illuminated. 3. Page 72 of the MiG-21 manual implies that the fuel quantity is indicated on the fuel indicator even when electrical power has not yet been applied to the jet. In the game this is not the case. Instead, the fuel quantity is only indicated when switching on the battery. However, once the battery is switched off again, the fuel quantity remains indicated. 4. Page 76 of the MiG-21 manual states that when checking the wheel brakes, one should expect a brake pressure of 9-10 kgf/cm² both with the nosewheel brake engaged or disengaged. In the game, the indicated pressure is 11-12 kgf/cm². 5. Page 76 of the MiG-21 manual states that when performing a lamps test, the No. 1/3 TK GP empty (1/3 ГР. ВАКОВ) lights illuminate only with the No. 1/3 TK GP Pump circuit breakers turned on, and the No. 1-4 RKT Zero PSN (НУЛЬ. ПОЛОЖ. РС НО. 1-4) lights illuminate depending on the external loads carried (which implies that there are cases in which they do not illuminate when performing a lamps test). In the game, when performing a lamps test, both groups of lights illuminate regardless of the status of the No. 1/3 TK GP Pump circuit breakers and external loads carried. Is this a case of a bad translation of the manual or does the in-game behavior not correspond to the real jet? 6. Page 77 of the MiG-21 manual states that when the ДА-200 Comb. Instr., Sig. of vert. gyro of HSI, AFCS, RDR (ДА-200, СИГНАЛ. ГИРОД. КСИ, САУ, РЛС) switch is set to ON, both the gyro horizon indicator (ADI) warning light and the Caging of vert. gyros of HSI, AFCS, RDR (АРРЕТИР. ГИРОД. КСИ, САУ, РЛС) light are supposed to illuminate. It is implied they illuminate continuously until the Vert. gyro of HSI, AFCS, RDR, gyro hor. sig. (ГИРОД. КСИ, САУ, РЛС, СИГНАЛ. АГД) switch is set to ON, after which the warning lights extinguish within 15 seconds. However, in-game, only the Caging of vert. gyros of HSI, AFCS, RDR (АРРЕТИР. ГИРОД. КСИ, САУ, РЛС) illuminates, but extinguishes after about 2 seconds without the Vert. gyro of HSI, AFCS, RDR, gyro hor. sig. (ГИРОД. КСИ, САУ, РЛС, СИГНАЛ. АГД) switch being on. Once this switch is on, both warning lights illuminate, and extinguish within about 3 seconds. Also, the entire process only works when the engine is running and the DC generator is on, even though the MiG-21 manual implies that it should work without a running engine and only external power connected. 7. The RSBN/ARC check described on page 79 of the MiG-21 manual cannot be performed when the engine is not running and the DC generator is off in-game, even though the manual implies such a check is possible with only external power connected. 8. According to page 80 of the MiG-21 manual, pressing the IDENT button while the SOD transponder is set to LANDING, SINGLE should cause the SOD ATC RESP. lamp to illuminate. This does not seem to work in the game. 9. Page 82 of the MiG-21 manual describes the engine warm-up procedure. At an LP rotor speed of 88-90%, oil pressure should be 3.5-4.5 kgf/cm². When doing the test in-game, the oil pressure is about 5 kgf/cm². 10. Pages 148-149 of the MiG-21 manual describe the radar check. In the game, the check seems to be generally implemented, but it does not function exactly as described on these pages. Is the radar check supposed to be fully implemented and working as described in the MiG-21 manual? 11. Page 160 of the MiG-21 manual seems to imply that when performing turns, the sight reticle drifts to the side opposite the turn only in GYRO mode, since the manual specifically advises one to switch from MSL to GYRO mode temporarily to check this behavior. In the game I cannot see a difference in reticle movement between MSL and GYRO modes. 12. Page 163 of the MiG-21 manual seems to imply that for the ПОДВЕШЕН 1-4 ВНЕШН lights to illuminate, ground power has to be connected, the battery and DC generator as well as the MSL, RGM, CG Heat (ОБОГР. СС. РНС; ФКП), PWR to RKT pods 1-2 (ПИТАН 1-2 УБ; ПБД) and/or PWR to Ext. Stores 3-4 (ПИТАН ПОДВ 3-4) circuit breakers have to be on. In the game, the only requirement is that the battery switch be on. 13. Likewise, page 167 of the MiG-21 manual seems to imply that the MSL, RGM, RKT LCH (ПУСК СС. РС. РНС) and PWR to RKT pods 1-2 (ПИТАН 1-2 УБ; ПБД) circuit breakers must be on while external power is connected in order to check the ПОДВЕШЕН 1-4 ВНЕШН lights when rockets are carried. Again, in the game, the only requirement is that the battery switch be on. Related real-world question: Assuming the real plane works as described on page 167, why is it enough to switch on the PWR to RKT pods 1-2 (ПИТАН 1-2 УБ; ПБД) in order to see the No. 3 and 4 station lights illuminate with rockets carried, while for missiles one also has to switch on the PWR to Ext. Stores 3 – 4 (ПИТАН ПОДВ 3-4)? 14. Page 170 of the MiG-21 manual states that when ground power is connected, enabling the GUN switch is sufficient for the GUN READY light to illuminate. In the game, a RELOAD button additionally has to be pressed to get the green light. Is the manual or the in-game implementation wrong?
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