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El Chapo

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Everything posted by El Chapo

  1. Hello, Would it be possible to improve slightly interactions with tankers in order to improve AAR experience? It would be great if we could ask the tanker for a given amount of fuel (e.g. I need 4klbs or I need a top off) before refueling. Indeed, some aircraft have no way to know the amount of fuel they have received (e.g. M2000 once internal fuel is full), and in any case nobody likes giving an eye inside the cockpit while refueling. The tanker could also give us the amount of fuel that has been given once we are ready to leave, so that we know how much fuel is on board precisely. E.g. if I'm refueling on the M2000 but I'm disconnecting before I'm full, I have no way to know my new fuel unless the tanker gives me the fuel. We could make a rough estimate by ourselves if we knew the approximate fuel flow of the tankers. Normal fuel flow is 2klbs/min I believe, but some aircraft accept only 1klbs/min. Asking for the correct fuel flow is sometimes done when refueling on a foreign tanker to avoid damages to the fuel system... Thank you!
  2. OK, I'll try again... Thanks
  3. True, thanks, too much F-18
  4. Hi, I can't hear any of the two alarm sounds (red and amber alarms). I checked that the "avertisseur sonore" is ON, I can hear the AP test, but I can't hear the alarm sounds, neither when I have a red or amber alarm, neither through the test switch on the alarm panel. No "bingo" sound either... Am I missing something? Thanks
  5. Hello, In flight, double tap on the "DIRAV" paddle should result into an AP off (AP "black"). This is not implemented at this time. Moreover, a 4th AP state exists: AP out of use = flashing amber AP light (different from AP off (black) and AP on disconnected (steady amber)). A single tap on the "DIRAV" brings you to this AP state, the second tap on the same paddle brings you to AP off. Thanks
  6. Hi, As a ground pounder and Tacview user, I am a bit frustrated by the fact that buildings are not exported in our favorite debriefing tool, and that their damages are not available. I would love to have a tool to see pre-strike and post-strike buildings state. We could also have a tool equivalent to JMEM (joint munitions effectiveness manual) to help use chose the best weapon depending on desired effects. Eventually, we could also have a tool to prepare target folders (i.e. briefing tool to get more details on target type, DMPIs, collateral damage, etc...) This would greatly improve the game in its air to ground part, now that we have plenty of air to ground weapons to play with! Thanks
  7. I heard that M2000-5 are just a Mirage2000-9 with downgraded softwares... T-Pods might then just be an option for those who have the money for an upgrade.
  8. By the ways, tactics with this kind of weapon should be an attack with a 30° to 45° angle from runway heading with a relatively short interval between bombs to make sure that at least a few of them are reaching the runway. Several aircraft attacking on several parts of the runway are needed to make it inoperable. When attacking parallel to the runway, you have a chance to have all of your salvo falling just next to the runway, thus resulting in few or no damage (wind, aiming error, etc). Same tactics are to be applied by anti-runway cruise missiles.
  9. Speedbrake can also help just before touchdown.
  10. True, you need to climb with AB but it's not a problem since it is the most efficient flight profile... As soon as you have to fly let's say over 120Nm to RTB, climbing with AB to FL450 and flying home at M0. 95 is more fuel efficient than any other profile. And it is sustainable with empty external wing tanks and Magic 2, or with S530 and centerline tank.
  11. This is the limit of the flight model. A M2000 can obviously sustain a FL400+ with external tanks and no afterburner... RTB FL495 is fairly usual on a high low high profile. But that's true that the margin is sometimes tiny.
  12. Interesting topic here... I believe that, as its name implies, speed sensation is a... sensation. You have all experienced before what happens when you drive at 50 km/h, then 130, than back to 50. Speed seems much lower when you return to 50 km/h than it was initially. It is a well known danger for young drivers. Same exists for airplanes. When you make a high/low profile, coming from 10000ft/450 kt to 500ft/450kt will give you a great impression of speed. Then go to 250ft/540kt for a while... And back to 500ft/450kt... You will feel like you're flying sooo slowly now. Speed feeling is at its best when you are close to the sea/ground and to the clouds. As a former high performance aircraft pilot flying DCS in VR, I will not complain about a lack of speed sensation. On the contrary. The other day I flew back to the boat at 50ft/540kt, it was much like in the real thing: a thrilling and enjoyable experience!
  13. Yep and a wingy with a softer hand on throttle would be nice as well... Mine are frequently ejecting while I'm still far away from my real bingo!
  14. And don't forget this is an 80's computer inside, with a low refresh rate (we don't talk about MHz or GHz...). A stable horizontal flight gives you a precise bombing solution, while a dive bombing gives you lot of errors. As mentioned, this is a question that has already been discussed with Razbam, please read former topics about high drag bombs for M2000. Jojo is definitely right, please consider that his video is the way to go.
  15. Hello, While doing some AAR tests today I noticed that tanker's AOB was very low compared to mine. KC-135 was in a continuous 7° AOB turn, and while stabilized behind it I had to keep a constant 30° AOB to stay in position. This is not normal, since with same flight parameters and same trajectory, we should have the same AOB whatever the airframe... Weirdly the math () give me an Alpha angle expected at around 15°, something in between the 2 airframes... Has anyone noticed it already? And if so, where is the glitch? Thanks!
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  16. Oh yeah and I'd like the tanker to tell me on which side he's expecting me. The other day I was alone on tanker, and came on right side, tried to enter the basket for 5 minutes, until I eventually understood I was expected on the other side. So a "cleared pre contact left" or "right" would be nice
  17. IRL you don't hear any sound in the cockpit when you touch the basket. But adding realism would be adding (more) turbulences, or random fuel leakage from the basket! Or it could be the option to request a given amount of fuel to the tanker (pls give me 4k) or a top off... Or the option to ask for a given fuel flow depending on your aircraft... Or the BDA (boom drogue adapter) (which gives you additional challenge: smaller basket, different position, etc...) Ex: Fuel leakage from the outside Fuel leakage from the inside BDA refueling:
  18. True but our aircraft allow us to play cold War style missions when anti runway was still relevant, old style (overfly).
  19. Truth is that indeed IRL when you enter the basket there is a slight speed drop for the receiver. If you have 1 or 2 kt closure speed it will disappear without doing anything. It is more certainly due to the fact that you have to push the hose which is hydraulically driven in order to absord the contact shock. On the contrary, on a centerline boom drogue adapter you have to reduce power to stop moving forward. So yes this type of effect would be realistic.
  20. Rotation speed is of course depending on your total weight. In a light configuration (slick) it can be as low as 120kt. With a central tank and full weapons, around 130kt. With 2 tanks, and magics, 145kt is OK. With 2 tanks, magics and 4 Mk82 take 150. Beware, maximum speed for nose wheel is 156kt. Your are close to the limit at maximum take off weight.
  21. Hi Would it be possible to make us some anti-runway weapons? Something like the Durandal or BAP-100? It would be nice for runway attacks... Thanks
  22. You have to make a difference between "peace time rules" and "real ops". At home (since most conflicts take place abroad nowadays) we strictly stick to local rules and regulations, even if they are not consistent with our training needs. In real operations, you choose the flight parameters that suit best to your given task. Eg: 420 kts for low level is nice, but when going for the real strike (Desert Storm) it was more like 540 kts. We used to say that on "D-day" there would be only one throttle position : full forward (let's say 98% to leave a 2% margin to the wingies). Regarding medium or high altitude, flying below Mach 1 is required peace time to avoid unbearable insurance fees... But once you are in for the fight don't expect anyone to push slower, unless if they are physically unable to (Tornadoes or anyone with big tanks or bombs). You have then 2 options: pushing at the slowest player's speed, or putting the slowest at the rear of the COMAO. Regarding 250kt rule below 10000', this is a general aviation IFR rule. Some countries have specific military rules, where these limitations do not exist. And eventually, some planes will avoid flying too slow to keep the opportunity to make emergency in flight start up. Eg: M2000 will avoid flying below 300kt in medium and high altitude, and below 400kt for this very reason.
  23. Geography has no problem. Maybe geopolitics has, but who cares?
  24. The thing would be to have a default preset of the 10 first waypoints, without having to enter them in mission editor. For example for a quick start mission, or in flight start.
  25. On the other hand, AI has virtually unlimited SA, while player is limited. E.g. AI never looses "tally" in dog fight, and that's a big difference. Therefore SA of the AI must be taken into account to avoid creating an unbeatable beast.
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