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Everything posted by jojo
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No, all close combat modes should lock at 10Nm.
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SVI has nothing nothing to do with decoy system. French just like fancy acronym for their equipments :lol: Head Up Display (HUD) = Viseur Tête Haute (VTH). In SVI mode, the radar antenne performs a spiraling scan pattern which grossely covers the HUD FoV. Hence the Spirale VIseur (SVI).
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For the decoy system : Système de Protection Infrarouge et RAdar par LEurrage For SVI spirale refers to the antenna scan pattern.:smilewink:
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STR is a bit too much below 200kt (it should bleed more energy). But yes, the Mirage 2000 fly very well at high altitude. Real life data is FL360 loaded with bombs and wing tanks. Empty wing tanks and 2000kg of remaining fuel FL500 (former Mirage IV/2000N/ 2000D WSO data) @ M0.95 So with AA load, you would have burned the fuselage bag fuel (1000kg) by reaching around FL360, and you would easily reach FL400. M53 was originally designed for high altitude/ high speed twin engines interceptor. Delta wing is good at transonic speed and give low wing loading, good for high altitude flights. But I would advise you to keep FBW on CHARGES mode up high, or you could easily bleed all your energy.
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I will be really interested in your HOTAS design :thumbup:
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Looks great, is there any example of one functional with DCS ?
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I don’t think it will be a game breaker for the campaign. Actually, if you mange to hit the trigger when release cure hit the FPM, you can put your bomb quite close to the target. I prefer to use the French acronym for bombing, because using English leads to false expectations. It doesn’t work as US fighters. The type of bomb determine the release profile and there is no way around it. CCRP = CCPL in French. CCIP = CCPI in French. The Mirage 2000C navigation system isn’t accurate enough to allow blind bombing on coordinates, excepted CCPL + PI, but it is performing a navigation update on PI designation and you’re releasing less than 2mn after. This kind of bombing is for area target, not pin point accuracy. On Mirage: Low drag bombs are used to avoid a direct over fly over the target = CCPL. You’re supposed to designate during the dive, and release during pull up. You can use full aft stick to get maximum release range, but it will be more difficult to control wings level. Dive between 10 to 30 degrees. The closer the better for accuracy but the more dangerous it is. Don’t try to designate from 10Nm and then fly level until release. This is nonsense. You can designate from medium/ high altitude dive, or after pop up. High drag bombs are meant to be released level low and fast (like 200ft & >500kt). Having waypoint or BAD on target is an help to find it, not mandatory to attack. You can visually attack anything at any time without PCN input. So the choice of release profile depends on tactical choices and determine the type of weapon. GBU-XX were late additions to the weapon system and kind of a hack = released like general purpose bombs. ——————————————————————————————————————————————— The Super Etendard used the same type of bombing system (CCPL/ CCPL + PI). During the 80 Super Etendard performed a retaliation strike against some kind of training camp in Lebanon, after bombing against French soldiers. The plan was low level ingress, pop up and CCPL. But low clouds on target would have prevented CCPL target designation. So they went for plan B. They turned back, and performed CCPL + PI attack. It was prepared before launching of course. So they performed designation on PI and pull up release a few Nm from target. Or you can use it to attack highly defended targets, it would minimise exposure time. But in the end, Mirage 2000C was meant to be Fox 1 Air Defence fighter. It isn’t the best tool to attack heavily defended ground targets.
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Yes, it's a bug :(
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I still have to try when pressing BAD. But for IP bombing you don't need to press BAD. In PCN, the DEST waypoint is Initial Point and BAD is the target. On PCA choose PI. Designate PI, when you over fly the PI, the system switch guidance to BAD. This does work in game, or used to do (last time I check). What doesn't work is release consent, bombs go right away. :(
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That’s what I feared :lol: Don’t waist your time messing with PCN for AA, this isn’t how it’s done. (That’s the purpose of DO buttons around VTB, but not used that much and only “N” is active in DCS). Select BE as DEST. You will be able to read YOUR position with the back of the double arrow on IDN and range counter. On VTB select BE with “N” key. You will read the BE coordinates of your TDC on lower left corner. Then use your your head (or IDN) to turn the aircraft into approximate direction of the contact of interest, then use TDC coordinates. You can start to assess by 90°. If you’re BE 120°, and : -bogey is 020°, then turn north -bogey is 310°, then turn north-east -bogey is 220°, then turn west ...and check if your TDC can match AWACS coordinates :smilewink: PS: go here and grab a French article I translated into English and added some graphical context (like maps). https://forums.eagle.ru/showpost.php?p=3899104&postcount=67 Reference of the book: https://forums.eagle.ru/showpost.php?p=3898693&postcount=65
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I will give it a try. :smilewink: Just to be sure...are you trying to use that for Air to Ground ?
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Oops, I missed that comment... From the HUD delivery sequence, you should see that the Mirage 2000N aren't targeting tanks. This is a fake airfield and they are a targeting fake runways... You can see that the bombs in the background explode on a kind of "runway", or at least a surface clear of any vegetation. Anyway, targeting tanks with free fall bombs isn't the smartest idea. CEP IRL for that generation of aircraft in this kind of release with radar telemetry is around 20m at best, being Mirage, F-16 or Hornet or whatever. Even Paveway II wouldn't guarantee you a direct hit, rather a "close enough". Paveway III is better suited for that.
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Ostfront nightmare :pilotfly: DSC_4189 by redskin83, sur Flickr
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You can adjust button light intensity with the “VOYANTS” knob on cockpit light control panel on the right side.
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:D In AA configuration (provided that central bag is empty or nearly) the Mirage is idiot proof. But heavily loaded that's another story. The more loaded it is, the more unstable it is :smilewink:
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First, in the real aircraft it isn't a switch. You just pull harder. There is a "wall", and you can override it. In AA you have 9G limit and 29° AoA limit. With the paddle you can override both limit and it will give roughly 11G (if you have the speed) or 31° AoA. In AG you have 6G limit, but the AoA limit enforced by the system is still the same 29°AoA. But heavy loads create aft balancing. So the pilot must stay below 20° manually. You may stall the aircraft badly with bombs on aft fuselage points or filled wing tanks. You may have auto pitch-up, and the control surfaces won't have enough nose down authority to counter it.
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You probably have the shadows set on "flat". Set at least to low and it will solve the "totally reflective" :smilewink:
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Chen looking down, the radar uses Doppler effect to detect targets against ground clutter. Closing contact will shift returning radar wave to higher frequency. Moving away contact will shift the returning radar wave to lower frequency. The ground doesn't move, so ground clutter will have a closing speed = own speed. Contact within this closing velocity will be filtered out by the radar. Of course this isn't one specific speed. This is +/-60kt. The defensive maneuver called "beaming" is going down and putting radar threat at 90° (3 or 9 o'clock), so the closing velocity will be the same as the ground, and the contact will be filtered out. It does work more or less on all DCS fighters. Shooting Fox 1, you need to keep the contact above horizon until impact so the radar doesn't use Doppler filter. And by the way: enemy are beaming, allies are notching...but this is the same thing. It's just to avoid confusion about who does what on the radio. PS: mistake in the video, with Fox 1 you beam/ notch the radar, not the missile. Against Fox 3 you do have to beam the missile.
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2: I just select manual mode before setting the frequency. But since they are coding a newer radio control panel I wouldn’t expect a bug fix on this one. 3: the plane warns you when you’re on ground and Trim isn’t neutral. Since you trim for landing, when you touch down the condition is triggered. Press and release AP SBY button reset the trim and you’re good. After a few ladings, you just do it without thinking. You should have this button mapped to your stick since it’s very handy and also used to trim the aircraft in flight. 5: are you aware of “beaming” defensive manoeuvre ? You need to maintain target in look up to counter that.
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DSC_9067 by redskin83, sur Flickr
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French Navy Rafale M display.
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Once out of the beam and hot aspect, I don't think that in game the closing speed will make any significant difference on detection range.
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IMHO, and based on some radar study I found on the web, DCS World is wrong with HFR detection on cold target. Like it should 1/2 of front aspect range and it's more like 1/4. ENT/ BFR doesn't make a significant difference in game. So I stay in HFR. You need to be aware of you vertical coverage. Lines / 20Nm/ 40Nm/ 80Nm 2/ 12700ft/ 25500ft/ 51000ft 4/ 16000ft/ 32000ft/ 64000ft. * computed values, but checked in game and good at +/- 1000ft. As you can see, below 20Nm, even in 4 lines scan, it's quite narrow, and the closer the worst. The best is to fly at least in pair, set at 80Nm to detect ASAP, one scan up, the other scan down. Between 30-40Nm perform target sorting. By 20Nm it's time to commit. You have to be very cautious to follow target vertical moves with your radar elevation. For instance it's really fast to drop 16 000ft, and it would exit you scan area if you don't take care.