

El Chapo
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Everything posted by El Chapo
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Hi, In the real plane, waypoints 1 to 10 and their BAD are stored in the INS, so that you don't have to reload them at every flight, and they are the same for all aircraft for a given squadron so that there is no difference whatever aircraft number you take. Would it be possible to do the same in DCS? We could have a given set of waypoints for 1 to 10 (e.g. : main runways on a theatre). It just implies that waypoints in mission preparation have to be loaded with a +10 offset... It is all the more interesting that manually inserting waypoints is time consuming in the M2000. What do people think about it?
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Hi Ed! We need a heavy bomber in our flyable plane list.. B1-B, Tu-160, B-52, Tu-95... Make your choice but it would be so great!!!
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Spotting aircraft is the most difficult thing to do IRL as well. You should know some math to be able to look at the right place in the sky: altitude difference / range gives you a vertical angle, and bearing gives you the horizontal angle. Then you have to know your cockpit to know where is 5°, 10°, etc... up or down, and left or right. Some manuals give you this kind of description of the cockpit. Knowing when you are an easy spot or not is part of your tactics choice as well. If the sky is cloudless, being slightly below the bandit will place him above the horizon, and it will be easier to spot. If the sky is overcast, being much higher will give you an easy spot, like a fly on the milk... Coming with the sun in your back will make you almost invisible, even to IR seekers. Flying with contrails will remove all surprise. Etc... But I quite agree with some comments: planes have become somewhat easy to spot, sometimes far above 10Nm, which is impossible IRL.
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Hi guys, Very interesting topic. I have to admit I skipped the thread around page 3 or 4 to come to the end. My input, if it has not already been said: - automated AAR is a thing that already exists IRL - it has been developed on various platforms, essentially to prepare UAV's ability to go for AAR. Regarding in game experience : - I have an experience of several hundreds of AARs IRL on high performance aircraft. But until recently , I never managed to stay in the hose to get my fuel in the game. It was one of the most frustrating thing I experienced in that game! I fully understand why some people might want to overcome that undue frustration. Therefore automated or simplified AAR in the game is understandable. - In order to overcome my inability to refuel, I read advices on how to do in game from other people (all were relevant, and stick to reality). I thought about changing my HOTAS for a more modern one (I have an old Cougar from the 20th century). But none of it was necessary. - What made THE difference was going from 2D with my old screen to 3D with VR. I instantly managed to go AAR once in VR, while I never did it once before. Therefore, for those who are still looking for a tip : if you have tried and tried and tried again and spent hours on it, maybe going VR will be your chance as well! And I recommend everyone to spend time for AAR experience in game, it is close from reality : looking for the tanker, working on geometry to join it, having stress due to low fuel, being tensed while refueling, down to your toes, looking at the beautiful view with a light heart from reform position while your buddies are refuelling themselves... All this is included in game, and it is great!!! So thank you ED for such an immersive and realistic game.
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Nice, thanks! Have you heard of the "left hook" by any chance??
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Hi, After testing GBU-24 with the F-18, I have the feeling that the release range is quite short, comparable to what a Paveway II bomb would do. By design, Paveway III LGBs are much more efficient than the previous generation, gliding a lot more, and thus giving us the ability to shoot for longer distances. The TOF is therefore quite short as well: a 40'' TOF from 20k feet seems quite normal for a Paveway II, but it's very short for a Paveway III at the same altitude. Could we have someone looking at this? For example, FAS.org gives us an idea of these ranges. Thanks!
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We already discussed it. It is an IRL user's feedback. Open source pictures attached to support my saying. Other discrepancies below: - Upper line on the repeater is for UHF, while lower is for V/UHF. It is logical, since it reproduces the location of the radio boxes. - The repeater's line is flashing when radio is emitting, to make sure you use the correct frequency when speaking. - A green light is "on" when receiving on an active frequency (cf. pictures attached: the small green line on top of the upper repeater's line means the UHF box is currently receiving). - Before the frequency you have a reminder of the radio mode (same, cf. picture): FF for fixed frequency, HQ for have quick mode (other modes exist but they are not even implemented on the plane, therefore never in use). On that M2000C cockpit picture you can see that V/UHF box is on preset frequency 016 (FF P 016). If you were on 123.450 MHz it would be written FF 123.45 (6th digit is implied, step between frequencies is 0.025 MHz so 123.47 is for 123.475 MHz). And as you can see on the upper line, the repeater is a 8 digit screen per line (you can see 8 *, because the box is off or in self-test). There would be plenty more details that could be developped regarding the radio, but fixing these few points would bring a great added-value to the radio, since I find them quite far from the real plane's ones, and thus sometimes difficult to use. Thanks
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Please at least correct the digits available in mode 1 and 3 (from 0 to 5 and from 1 to 7). It is an ICAO standard, nothing related to the M2000C. I understand it is not implemented in game, but it is a basic realism feature.
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Hello, Here are some improvements for the IFF box: - valid mode 1 digits are between 0 and 5 only - valid mode 3 digits are between 0 and 7 only - the master ON/OFF switch is not operating = you can not turn on the IFF (the 4 mode buttons are for individual operation of the different modes 1, 2, 3A and C). - the IFF flag (that ugly orange thing at the bottom) is used to show a malfunction of the IFF box. If present it means there is a failure. The round display should be all black when operating normally. The real color of the flag is white, not orange. Thanks
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Hello, It would be nice to improve radios use by correcting these items: - repeater : they repeat the preset channel when on preset, or the full frequency if manually entered. Therefore you can only have presets displayed on red box. - CLR button: first push clears last digit entered. Second push clears all the field. - There is a bug if you enter a 6th digit on manual frequency. Nothing should happen until you push VLD. - XFR button should send you back to the previous validated frequency. E.g. if you enter 123.450 then VLD then 10 then VLD then XFR, you come back to 123.450. Thanks
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BINGO Amber alarm is not associated with any sound, neither its specific "glou-glou" sound nor the Amber alarm sound (which comes after 30" without acknowledgement of the Amber repetition light). Sad because audio warning is quite important in this case. I know this issue has already been raised, but at least we could have the Amber alarm sound. Thanks
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OK true for firing radars but false for EW and tracking radars. The philosophy of self-protection is "avoid getting shot" trough 3 stages: 1 - being unseen (by being too far or too low - > Intel and appropriate routing) 2 - if seen, not being shot at (by staying out of missile range, or defeating tracking radar, eg: beam - > Intel and RWR) 3 - if shot at, not being hit (by evading the firing radar or the missile itself - > manoeuvre and jamming and decoying) Reaching step 3 means that you are fighting for your survival. You jettisoned your bombs and tanks. Mission is a (at least partial) failure. Therefore you should consider that you are not protected against old generation SAM systems that use EW and tracking radars that are out of RWR or jammer's band, since you might take a shot out of the blue and never be able to react against it. For some systems, even firing radar is out of band. Anyways it doesn't answer the "why" of the technical difficulties regarding DCS and its coding possibilities, but it still gives you a good look at why it is quite in accordance with actual plane performances.
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Hint: compare SAM frequency band and SERVAL frequency band, and you'll understand why some systems might be "missing".
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Take off trim for M2K is neutral. Touching it on the ground will result in a red DECOL alarm.
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In the plane you often go from AP amber to AP green just to get a nicely trimmed aircraft. The only case where it is not sufficiently precise is just before AAR. You disconnect the AP and then go for a slight light trim action. In some circumstances AP connection is not possible because you have too much effort on the stick. In that case you have to trim roughly to decrease the efforts, then you can go AP on, and come back with a nicely trimmed aircraft. In some circumstances, like close formation, it is however delicate to use the AP to get a good trim since you can not afford an unwanted AP action (like around 10° AOB).
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Keep in mind this is a fly by wire aircraft, efforts in the stick are 100% artificial. The aircraft is trimmed for a given set of airspeed / altitude / G load. When you use AP you are usually below 2G, and therefore when you disconnect the AP your aircraft is perfectly trimmed for whatever attitude you had at the given Z/Vi set. It's only when you start pulling Gs that you will feel an effort in the stick. There is absolutely no difference in terms of effort in the stick between a level flight and a 45° climb... The sim is somewhat weird in this regard compared to the real plane, this is an a new habit to be taken.
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Hence my comment... IRL the airplane is trimmed for a given speed & altitude when you release the AP and you have no effort at all on the stick at this moment, whatever your attitude. This is a discrepancy with real FBW behaviour
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He said "the autopilot leaves trim in an extreme position". This is never the case, the trim is normally left by the AP in a perfect neutral position...
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A good sim upgrade could be done here. IRL going AP on (green) and then AP off or sby (Amber) leaves the plane trimmed for the current flight conditions (at the time of AP disengagement). This is very often used to do a "quick trim" instead of using the trim hat on the stick.
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Rework of the Mirage 2000 audio warning , RAZBAM read this please
El Chapo replied to ThirtykayDEC's topic in M-2000
Definitely not the Amber sound attached, sorry -
Wow this is harsh... Some of us used to do it for a living and took their time to give you detailed and justified technical arguments to explain you the how and why, and you sum it up by a condiscending "Forgive them, Father, for they know not what they do." This is a pretty effective way to take people of goodwill out of Razbam's threads... What a pity.
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[PENDING FUTURE UPDATE] HUD bugs / inaccuracies
El Chapo replied to jaguara5's topic in Resolved Bugs
Mirage 2000 D and N have no gun, and no training A/A gun mode. This should answer most of your concerns regarding the accuracy zf these videos. 2/5 Sqn videos should not need any further discussion either. It leaves us with the M2000EG questions. Are these more 2000C or 2000-5 airframes? As long as you are with Magic II and gun modes, there is no difference. So you might consider taking it as it is : a fairly accurate and nicely documented input. And thanks for these videos, they are interesting! -
Nobody will give you a proof of the absence of something. The reason is, since it does not exist, there is no proof. If you say something exist, you have to produce the evidence. This is a well known logical truth. So when we tell you FAF and Dassault never published anything regarding CCIP dive bombing with high drag bombs, we can not prove it, because we pretend it has not been published. I love this plane and the module you built, but hey, dealing with Razbam's representatives is a pain in the a**.
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I guarantee you 100% from first hand experience that Dassault's manual and FAF tactical guides never consider using high drag bombs in a dive. Therefore official DCS's M2000 guide is wrong on that aspect. Among other considerations, vertical position error is one of the main factor of final precision error. When you are in a dive, vertical position uncertainty increases largely due to Vz, thus badly impacting overall precision.
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The kind of video Jojo is talking about : https://dai.ly/xfpcsf