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Everything posted by jaguara5
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You could also add, that the target's (heading) arrow length is proportional to his speed, and the ownship arrow to our speed
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Old thread, but do you (or anyone else) know why in this video (1:05 - 1:08 ) the magic circle is blinking and doesn't be replaced by the triangle ?
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My question was primarly, if a full stick input in the low speed regiment should always command a 29AoA maneuver, because i can hardly reach this limit (only in high pitch up maneuvers). A level / diving hard turn ends at about 27 or 28 AoA, as in the example above. It seems now that the 29 AoA is only the furthest limit, and the FBW sets a variable stricter limit within the flight envelope. And what about the 31AoA hard stop limit, does it perform the same way? So a full stick beyond the elastic stop will always command a 31 AoA (or 11g) or would it command 2 more AoA deg for a specific flight condition (in later case i don't see how it would fulfill the designed purpose)?
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I'm trying to understand the FBW logic. So far we have read that below 275 kts the plane is AoA limited and that the FBW programed AoA limit is 29 deg. (31 beyond elastic stop). Does this mean that below 275 kts a full aft stick input should always command a 29 AoA maneuver? If I make a 80 deg bank hard turn (full aft stick) with full AB at low altitude, the plane will reach a maximum of about 27 AoA, which limits further the minimum speed to about 160 - 170 kts. And the speed won't drop any further
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The FM update has increased my (or our?) appetite. Are there any news on the avionics front?
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Are modified to M53-P20
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Old thread, but I have some questions regarding the Tt7 temperature. Was practicing some IRCM tactics and have observed that the AB doesn't increase the temperature , which remains at the full mil power level. Is this normal? Is it correct that the Tt7 is not an outlet exhaust temperature and is measured before the AB section?
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My second post was a possible explanation for the first (quoted) post.
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It seems that this behavior is correlated with the '' low speed behavior to be more AOA controlled, previously was pitch rate controlled. '' . The aircraft reaches the FBW AoA limit and won't drop speed anymore.
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After more testing, indeed the low speed model is terribly wrong. With full AB 90' bank, full aft stick, I couldn't drop the speed below 163 kts. This was with 50 % internal fuel. With 100 % fuel under the same conditions, speed drops only to 159 kts If I perform the turn in a 20 deg. dive, the speed won't drop under 200kts! LastMissionTrack.trk
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Well, if you have access to real guys you should ask them how they feel about the FM (and share the infos with us). By the way, they told that the previous or that the current FM is incorrect? From my conversations with real M2K pilots they told me 1) the plane has excellent low speed flying characteristics, with no vibrations and the ability to be flown at 100 kts, which seems to be correct modeled Edit- well not, se later post - . 2) During landing the throttle is slowly retarded at 50 feet and 2 -3 small pitch up made to flare the aircraft, which seems also to be correct modeled. In the previous FM (provided that the approach has been flown at the correct AoA), this would smash the aircraft into the ground, due to excessive drag / speed drop. Correct throttle retard then was at 15- 20 feet. So this aspect, seems to be improved. 3) The airplane can, due the high instantaneous turn rate, outturn the F-16 (and so the F-15 which in our case has a PFM), at a speed cost of course . Valid tactic at low altitudes is a 1 circle fight + a magic kill after the head on pass (if the pilot can shoot before the Rmin). At higher altitudes the situation is different , and a sustained turn with 470kts is preferred (because the f-16 can in that regiment sustain the speed much better than the mirage). I'm waiting to evaluate the maneuverability against human players when the Just Dogfight server is compatible with 1.5.8., against AI's we are now unbeatable. From f-16 net: http://www.f-16.net/forum/viewtopic.php?f=23&t=411&sid=fcdf43b4ffb3156ab9db2397ca12fdf4 '' I've flown in the mirage 2000, and found it to have a good turn, but VERY poor sustainable energy and rate ''. Can't say that the sustainable energy is ''VERY poor'' now. With the new FM, a max g/ full stick deflection 180 deg. turn at 5.000 / 10.000 feet, performed with 400 kts initial speed, 100% fuel and no external stores, and he boresight cross placed at the horizon line (90' bank) ends up at 240kts (and ~400 feet lower). Here , the real guys must confirm the validity of the numbers. Edit- just tested the old FM in 2.1, the turn ended with 150 kts, which is obvious to low. Otherwise, the (already reported) ''gliding effect'' seems to my noob eye problematic (given also an IRCM advantage in head on engagements, since we can longer fly at idle thrust to reduce the ir signature without loosing much speed).
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Introducing the VKB-Sim ‘Modern Combat Grip’ (MCG)
jaguara5 replied to rrohde's topic in VKB-SIM Flight Gear
+1. Would like to know that as well. Thanks -
Is there a detailed documentation of how exactly the ir model / ir missile effectiveness is currently coded in DCS? Is it true that the ir signature is the same, regardless the exhaust temperature / aspect angle ? Are there any effective denial tactics for head on engagements? (As an example can I use cranked entry + throttle idle / low power to avoid or at least delay an ir lock close / inside the rmin and survive the head on pass ?).
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I really miss the JUST DOGFIGHT server in 1.5.8. Any clue when it will be available again? Can't wait to try the updated M2000C FM in the dogfight arena!
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Tacview, the ACMI for DCS World – Official Thread
jaguara5 replied to Vyrtuoz's topic in DCS Modding
Haven't tacview files in the latest 1.5.8 update (open beta). Is there a compatibility problem? -
Waiting also for the detailed post from Capt Smiley! From my limited knowledge, the M2k is designed to be flown with the autopilot engaged. In the front part of the stick is a trigger (autopilot standby on our keybindings) that is designed to be depressed everytime the pilot graps the stick to make a roll/ pitch input. This disengages temporarily the autopilot, after the stick input is made and the trigger is released, the autopilot reengages and the plane is automatically trimmed. So you have to map the above mentioned key to your Hotas, engage the AP, depress the standby AP button and make the desired input, release the button and voila! I was also frustrated at first, but now it's impressive! Capt. Smiley must now describe the design and operating limitations of the system, i don't know if it's used the entire flight, even during dogfights. Some others details, during landing, the throttle is moved to idle slowly at 50feet (combined with 2-3 short pitch up inputs to flare the aircraft), exactly as I have been told from real M2000 pilots. In the previous FM this would smash the airplane on the ground.
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I have to agree. It's very difficult to slow down even with idle thrust. Big pitch down tendency at slow speeds. The energy chevrons jumping up and down during the approach, even with very gentle stick/ throttle inputs, combined that with the pitch down tendency it's difficult to place them at the AoA brackets. I don't know ...
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I think he is referring to the missing Magic auto-scan specific feature , which should also added to the list
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Watch this video https://www.youtube.com/watch?v=5bYolM_6SJk , form 1:00 to 1:50 its a mirage 2000c hud tape during simulated dogfight against an F-18. Can't see any difference to the haf hud tapes. There is the dashed snake lane (for functionality see here https://forums.eagle.ru/showthread.php?p=3284508#post3284508), no DLZ, magic circle in guns mode. Altitute alert arrow blinking see this french mirage 2000(d) video (https://www.youtube.com/watch?v=TUPSCbeHjyY. And about the the W and M indications, indeed i don't know if the appear on the French version.
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RD/RDO / radar memory mode https://forums.eagle.ru/showthread.php?t=161206&highlight=yellow&page=59 S530 lock tone CCM boresight only locking once a target without selecting further a different mode - https://forums.eagle.ru/showthread.php?p=3178518#post3178518 HUD . Magic circle / triangle also in guns (and Nav mode?). Magic slave / seeker unlock working in guns mode. Dashed part of snake line. No DLZ in radar guns mode. Altitude alert arrow blinking (not steady). W (warning for radar electronic fault) and M (target memory mode) indications? - https://forums.eagle.ru/showthread.php?p=2903510&highlight=heck+memory#post2903510 Magic TIR tone? https://forums.eagle.ru/showpost.php?p=2872511&postcount=3052 I wish that all the missing staff posted in this thread will be implemented and not only the PCA logic, which is the only one ''promissed'' update.
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the most realistic A/G radar ever done for a game
jaguara5 replied to rweaves6's topic in DCS: F/A-18C
I'm wondering how often the air to ground radar modes are used IRL. Remember reading in the net (I think at hoggit) a post from a real f-16 pilot, that the A/G radar modes are not used and that the primary sensor for ground attacks is the TGP. Few months ago a had the opportunity to visit an air base for an air show , where usaf f-16's were present (from aviano AB). I got the same info from the pilot (Q: Do you use the a/g radar modes? A : No, we rely on the TGP). -
+1 A month ago Belsimtek posted this on reddit If you mean F-15C ASM then we can say that currently it is not on our plate. Currently we are helping ED with F/A-18C. And our current projects are F-4E, Mi-24 and NS-430.. If we will get back to F-15 later we will make community aware of that for sure. Fingers crossed...
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If the electrical system is coded in full depth, with all the buses and power sources (as it should be for a true high fidelity model), the only you have to do is ask Zeus for a detailed electrical diagram . Look also at p. 22 / 23 of the original M2000 (rdm) manual. One thing is for sure, the current diagram doesn't make sense without describing which systems are tied to each bus.