+Eagle114th Posted June 9 Author Posted June 9 Here is screenshot of MiG-19R / 19S / 19SV and J-6 / 6C / 6III Cockpit WHen switching to air to ground mode, the gunisght is in smaller size and is depressed for rockets and bombs MiG-19P / 19PM / 19PT and J-6A / 6B NOTE: - As stated above, the cockpit's radar lock light is re-positioned to align with the radar texture. ------------------------------------------------ >>> GUNASIGHT - 50 MILS GYRO SIGHT <<< This situation worries me because the gyro range, among aircraft are different and can cause us to miss targets when using gyro sights. Therefore, I started tweaking the Gyro sight based on 50 MILs. As stated, there is no dynamic expanding / shrinking gunsight for early cold aircraft, so all gyro sight is fixed as 50 MILs. First, I want to tell you what I learned about MILs size: MILs stands for milliradians. It is an angular measurement. 1 MILs = 1/1000th of the distance to the target. Simple formula for math: Size (in meters) = (Distance in meters × MILs) / 1000 With 50 MIls sight, at 100 meters distance (100 x 50) / 1000 = 5 Meters target size 50 MILs sight, 1000 Meters distance (1000 x 50) / 1000 = 50 Meters size However, there are various aircraft with different wingspan sizes. So it all comes down to what is most common targets that each aircraft faces or most likely. For example, F-86s, the most common target would be MiG-15, not Tu-95. Same with MIG-15, the most common or likely target would be F-86 rather than B-29. That is how I find the practical range for gyro sight based on aircraft and common / most likely target. Here is an example: for F-86's Mark 18 / A-1 / A-4 gunsight at 50 MILs and the wingspan of MiG-15 being 10 meters. Formula: Range = (wingspan of target x 1000) / MILs size Range = (10 m x 1000 m) / 50 = 200 m Therefore, the F-86F's 50 MILs gunsight would have default range of 200 meters. And for MiG-15's ASP-1N / 3N gunsight: NOTE: F-86F's wingspan is 11 M Range = (11 x 1000) / 50 = 220 meter Finally, there are three codes to look at from cockpit.ini: (For rangefinder / radar based gunsight) MinLeadRange= MaxLeadRange= (For non-rangefinder / radar or not using radar) DefaultLeadRange= After the projects with MIGs / Js are completed, I plan on re-visiting all of another aircraft's gyro range based on the data and flight manual. 3 Quote
+Eagle114th Posted June 9 Author Posted June 9 >>> VIEW / CAMERA SYSTEM OVERHAUL <<< The works on AIRCRAFTOBJECT.INI allows me to edit the view / camera to give you more realistic feelings of flying aircraft. Based on the work of Warbirds's Realistic Head Movement base, modified it so the head movement is not as dramatic. Since in the early cold war aircraft to modern, the pilots are tightly melted on the chair, as well have Gs suits. Spent a lot of time testing and tweaking it. Quote //------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------ [Views] DefaultCockpit=A-4B_cockpit.ini // ORIGINAL | MOD (Warbirds - Realistic Head Movement) | Eagle114th's verson // Adjusts the forward/backward position of the pilot's head in the cockpit (0.04 = closer to default view). CockpitOffsetDist=0.07 //0.07 | 0.04 | 0.07 // Sets the vertical position of the pilot's head for looking around (0.00 = no vertical offset). LookAroundHeight=0.00 //0.08 | 0.00 | 0.00 // Controls how much the head moves due to G-forces/acceleration (1.00 = full response to acceleration). HeadAccelFactor=1.00 //0.07 | 1.00 | 1.00 // Determines the head's roll (tilt) during maneuvers (0.0125 = moderate roll effect). HeadRollFactor=0.025 //0.0015 | 0.050 | 0.025 // Defines the "springiness" or responsiveness of head movement (40.0 = snappier response compared to 20.0). HeadSpringFactor=70.0 //20.0 | 20.0 | 70.0 // Controls how quickly head movements settle (2.8 = moderate damping for smoother motion). HeadDampingFactor=3.0 //1.0 | 2.8 | 3.0 // Sets the maximum distance the head can move from its center position (0.50 = larger movement range). HeadMoveLimit=0.50 //0.05 | 0.50 | 0.50 //------------------------------------------------ [HeadShake] // ORIGINAL | MOD (Warbirds - Realistic Head Movement) | Eagle114th's verson // Sets the intensity of random head shake (0.5 = moderate shake effect). BaseAmount=0.75 //0.1 | 0.5 | 0.75 // Controls the frequency of head shake (1.0 = consistent shake speed, unchanged). BaseFrequency=1.0 //1.0 | 1.0 | 1.0 //------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------ AIRCRAFTOBJECT.INIIf you don't have the file, here is the file. To install it, drop the file in Objects folder. Cheers! 3 Quote
+Eagle114th Posted June 9 Author Posted June 9 I forgot to add, here is the updated information I have from researches on the MIGs and Js: (Thank you Stavka5 and Michaelk, and everyone for helping me with the information and data!) Eagle114th 2 Quote
+sophocles Posted June 10 Posted June 10 On 9/6/2025 at 2:50 PM, Eagle114th said: >>> VIEW / CAMERA SYSTEM OVERHAUL <<< The works on AIRCRAFTOBJECT.INI allows me to edit the view / camera to give you more realistic feelings of flying aircraft. Based on the work of Warbirds's Realistic Head Movement base, modified it so the head movement is not as dramatic. Since in the early cold war aircraft to modern, the pilots are tightly melted on the chair, as well have Gs suits. Spent a lot of time testing and tweaking it. AIRCRAFTOBJECT.INIIf you don't have the file, here is the file. To install it, drop the file in Objects folder. Cheers! Man, this is fantastic!! .. "feels" like a new sim! Well done Sir! 2 1 Quote
+daddyairplanes Posted June 11 Posted June 11 she's old, but its us modders that keep her lookin young! 1 Quote
+Eagle114th Posted June 16 Author Posted June 16 (edited) Hello everyone! I have been working a lot on adjusting the minimum and maximum effective range of various guns for aircraft I have worked on so far in SF - CAP. Here is table I created as reference to help me figuring out the minimum and maximum effective range, as well the default range. NOTE: As stated before, the default range is usually 200 meters, unless the minimum effective range is above that, then that is used instead fo 200 meters. I wish that Thirdwire would have added dynamic gunsight (expanding / shrinking) because there is P-51 /F-51, as well F-100 and other that would have used it. Since SF2 does not have that, I choose 50 MILs as default size for these type of sights. Now that is completed, I am able to t move on to next aircraf.t I am currently working on Mirage III series. There are still more work to do. Here is CFS Type 97K sights: FIXED SIGHT GYRO SIGHT ROLL TAB (WINGS) HEADING SCALE SF2 screenshot (WIP - still have more to work on.) Eagle114th Edited June 16 by Eagle114th 4 Quote
+dtmdragon Posted June 16 Posted June 16 8 hours ago, Eagle114th said: Hello everyone! I have been working a lot on adjusting the minimum and maximum effective range of various guns for aircraft I have worked on so far in SF - CAP. Here is table I created as reference to help me figuring out the minimum and maximum effective range, as well the default range. NOTE: As stated before, the default range is usually 200 meters, unless the minimum effective range is above that, then that is used instead fo 200 meters. I wish that Thirdwire would have added dynamic gunsight (expanding / shrinking) because there is P-51 /F-51, as well F-100 and other that would have used it. Since SF2 does not have that, I choose 50 MILs as default size for these type of sights. Now that is completed, I am able to t move on to next aircraf.t I am currently working on Mirage III series. There are still more work to do. Here is CFS Type 97K sights: FIXED SIGHT GYRO SIGHT ROLL TAB (WINGS) HEADING SCALE SF2 screenshot (WIP - still have more to work on.) Eagle114th Have a look at this for the Mirage TW has it wrong 1 Quote
+dtmdragon Posted June 16 Posted June 16 No horizon line that I can tell either: Nesher: Israeli Mirage III: RAAF mirage: 1 Quote
+Eagle114th Posted June 17 Author Posted June 17 (edited) @dtmdragon Great information! I also have the information I would like to hsare with you too: I need the information for Israel Mirage IIICJ "Shahak" and IAI Nesher. they are great help for the projects! From what I have learned, it appear that Cyrano I bis and Cyrano II have some difference with the optical sight layout. It looks like Cyrano II have horizontal line (wings) which is used as roll tabs, linked to gyro sight, along with the closure speed scale. Cyrano I bis, in other hand, only have gyro sight, fixed sight, and hheading scale which also act as range scale. (As always, feel free to correct me if I am incorrect on any information). By the way, the optical sight I am working on is based on Mirage IIID and E, based on the information from Mirage IIIO - D flight manual. Here is information from the manual. If you want this manual, I can send it to you by PM. Edited June 17 by Eagle114th 2 Quote
+Eagle114th Posted June 17 Author Posted June 17 I forgot to add one more notes about the color of opitcal sight. A freind of mine helped me researching and found a great video. Screenshot from video: (The optical sight cxan be seen from 11:00) 1 Quote
+Eagle114th Posted June 17 Author Posted June 17 Found two fo very important pages for optical sight layout. I am re-working on the optical sight layout: Thank you Dtmdragon, while studying the sight you did for IAI Nesher, I noticed that the gyro sight is above the fixed sight, got me going through the manual again, then found these two pages! Just like I said, your files are a great help! Cheers! 3 Quote
+Eagle114th Posted June 17 Author Posted June 17 (edited) Hello everyone, After gong through manual and I realized that, the nature of CFS Type 97K is very dynamic with the gyro sight, moving veritcally depending on the mode and air to air combat situations. Unfortuantely, in SF2, it does not have dynamic sight mechanically. Therefore, I have no choice but to remain at 0 depression for gun. However, I moved the layout around to match the manual at zero depression for air to air. NOTE: This optical sight is for Mirage IIID / E / O with Cyrano II radar. The most interesting part about AG mode is that, according ot manual, for bomb attack, the gyro sight is depressed at 111.5 MILs. I tested it, turns out it does match the manual layout. However, for the rocket attack, it is depressed at 45 and it aligns with the rockets: And the reasons why I set it to 45 MILs depression, here ione page that talks about "EVELATION AND GRAVITY COIL": While the diagram in previous posts about G / R / M mode (Gun / Rockets / Missiles) set at zero depression, it stil have the capable of depressing from -5 to + 45 MILs., thherefore I set gyro sight to 45 maximum for rockets, which aligns with rockets as shown in screenshot. By the way, I am still workiong on adding the clourse speed for AA mode. However, I am still researching to see if I could add scale version. I posted the questions at this link: I plan on wokrong on earlier Cyrano I bis version for early Mirage III series, including Mirage III CJ "Shahak" series. Eagle114th Edited June 17 by Eagle114th 2 Quote
+Stratos Posted June 17 Posted June 17 I suppose is not possible without working with the exe, but have you tried to add "slewable" radar cursors to the player? Quote
+Eagle114th Posted June 18 Author Posted June 18 11 hours ago, Stratos said: I suppose is not possible without working with the exe, but have you tried to add "slewable" radar cursors to the player? Hello Stratos! It is great to see you here! I am not sure if you remember me, I posted at our forum we used to chill long, long time ago. It was C5 forum, along with Dave, Falc and other members. It is a great memories! So seeing you here brings me great joys! By the way, to answer your questions; I have not yet figured out how to edit the .dll nor .exe files of SF2 yet. I am still puzzled by it. From time to time, I take a look at the files using Ghidra. By the way, I planon sending you PM. Eagle114th 1 Quote
+Eagle114th Posted June 18 Author Posted June 18 Hello everyone! @dtmdragon I finally found information on the early Cyrano I Bis gunisght, it was quite challenging to find, it is from Mirage IIIB manual (Plates) and I finally understanda bout the horonzital line. You are right, there is no horizontal line during dogfight. For examlpe, with Cyrano II's version of CFS Type 97K gunsight, the wing (Horzintal line) appear only if it is beyond 1.1 MN, and less than that, it disappear. I Now with more information on both Cyrano I Bis and Cyrano II gunsight, There will be three modes: NAV, AA, and AG. I usually use NAV to 'turn off sight" for pre-HUD era aircraft. This time, Mirage III have unique and many uses of gunisght, therefore, for NAV, the gyro + fixed sight will be fixed with horizontal line. for AA and AG, tehre is no horizontal lines. However, here is pictures from Mirage IIIB manual (Plates): Eagle114th 1 Quote
+dtmdragon Posted June 18 Posted June 18 It is a far more advanced sighting system than I realized with the wings serving as steering cues among other things depending on the mode etc. It's a shame SF2 can't replicate these kind of avionics 1 1 Quote
+Eagle114th Posted June 18 Author Posted June 18 2 hours ago, dtmdragon said: It is a far more advanced sighting system than I realized with the wings serving as steering cues among other things depending on the mode etc. It's a shame SF2 can't replicate these kind of avionics I agree! It is quite frustrating that TK does not realize the amazing potiental of SF2 earlier. However, at least, we grow more knowledge with the hobbies we have here. Prehaps someday when new sims that are like SF2 comes out, we can bring all of our hobbies over there too! I hope someday. For now, in meanwhile, we do what we can do with SF2. Cheers! Quote
+Eagle114th Posted June 18 Author Posted June 18 Hello everyone! The optical sight for Cyrano I Bis radar are now completed. Please note that, this Mirage III is unique with many advanced features for optical sights. So this time, for NAV, instead of having 'turned off" optical sights, the horizontal bar, linked to gyro sight is used for navigating. AA and AG mode does not feature that. By the way, here is screenshot of Cyrano I Bis radar optical sight (Mirage Cs and Shahak series): NAV MODE: AA MODE: AG MODE - GUN and ROCKET: NOTE: I didn't realize that the 2 vertical small symbols below the gunsight aligns with the rocket. AG MODE - BOMB (Depressed sight) For Cyrano II optical sight, it have been re-done, so the horizontal bar will only appear in NAV mode while further fixing and polishing the optical sight systems for AA and AG. NOTE: for AA mode, the clourse speed is included. Unfortunately I do not know the way to add scale version of clourse speed, so we have dynamic speed for now. NAV MODE: AA MODE: AG MODE - GUN and ROCKET: AG MODE - BOMB (Depressed sight) The radars are being worked on for Mirage IIIs, Shahak, and Mirage IIIS are work in progress now. Eagle114th 3 1 Quote
+Eagle114th Posted June 23 Author Posted June 23 Hello everyone! It have been a while, It have been busy days for me. Got a chance to further work on the Mirage IIIs series. This time, I got to work on the excellent work of Wrench and The Mirage Factory. The following features of SF - CAP are implemented in Wrench / TMF Mirage III series: - Fixed the weapon loading, so certain ordinances no longer overlay with each other. For example, for outer wing, you can only select IRM or rocket pod / drop tank with rocket pod. - Implemented the CSF Type 97 sights for Mirage IIICs and IIIEs. - For Mirage IIIE that have RWR, the texture have been re-done in 512 x 512. Here is screenshot of Mirage IIIC (Wrench / TMF) Mirage IIIE (Wrench / TMF) NOTE: For every texture radar scope is made, there is always TW style too. I try to keep screenshot few as possible when posting here. There are so many of Mirage III add-on out there, I am gong through them and add the options for various author of Mirage III series mods, so you can enjoy SF - CAP in the Mirage IIIs. Eagle114th 6 Quote
+Eagle114th Posted June 25 Author Posted June 25 (edited) Hello everyone! I have another reports; Aircraft designation and Israel Shahak series. I began working on excellent Shahak mod pack by Yakarvok79, implementing the new optical sight, radar, and fixed the recon camera for recon version of Shahak. Here is screenshot of Shahak Moshel (Mirage IIICJ) with recon camera system: I want to talk about the designation system, it is one of favorite topic because there have been misunderstood. For example, before and after September 18, 1962, US Navy / US Marine Corps had a whole different designation system. Same thing with US Navy / Marine Corps and US Air Force designation for AAMs before and after June 27, 1963. One fine example is AIM-9B, it wasn't until 1963 when they were known as AIM-9B Sidewinder. Prior to that, US Navy / Marine Corp, the AIM-9B was known as AAM-N-7 (NOTE: AAM means air to air missile, N stands for "Navy"). And the US Air Force's AIM-9B was known as GAR-8. However, this time, while working on export variants of Mirage IIIC and E, I learned that Spain had locally different designation for them, as well Israel for various imported aircraft. So from on, there are new naming format for nations that have local designation as well technical aircraft where they come from, therefore giving more immersive experiences when flying them in SF2: LOCAL DESIGNATION (TECHNICAL AIRCRAFT), YEAR Here is an example: For Mirage IIIEE, Spain designation is C.11, therefore, the name would appear as: Quote C.11 (Mirage IIIEE), 1970 I am going through all Israel aircraft to have correct names for each aircraft historically: By the way, the notes is included in the mod pack about the various version of Shahak field modification and the purposes, so we can use them best way in SF2: Eagle114th Edited June 25 by Eagle114th 2 Quote
+Eagle114th Posted June 29 Author Posted June 29 Hello everyone! I have more to share about the progress with Mirage III series avionics overhaul: I am quite surprised how many mirage are out there, there are vast of them like F-4 Phantom II series mods! Here is the following Mirages III series: Quote ------------------ Mirage IIIB Series ------------------ Mirage IIIB, 1962 Mirage IIIB-2 (RV), 1962 [IFR] Mirage IIIBE, 1971 Mirage IIIBL, 1968 Mirage IIIBS, 1966 Mirage IIIBZ, 1969 (CAMO) Mirage IIIBZ, 1962 (SILVER) Shahak (Mirage IIIBJ), 1966 Shahak (Mirage IIIBJ), 1971 ------------------ Mirage IIIC Series ------------------ Mirage IIIC, 1961 Mirage IIIC, 1963 [SEPR] Mirage IIICZ, 1963 Shahak (Mirage IIICJ), 1962 Shahak (Mirage IIICJ), 1969 [NO RADAR] Shahak (Mirage IIICJ), 1971 Shahak (Mirage IIICJ), 1971 [NO RADAR] Shahak Moshel (Mirage IIICJ), 1973 Shahak Tarmil (Mirage IIICJ), 1964 Shahak Tsniut (Mirage IIICJ), 1973 ------------------ Mirage IIID Series ------------------ CE.11 (Mirage IIIDE), 1970 F-103D (Mirage IIIDBR), 1972 F-103D (Mirage IIIDBR-2), 1992 Mirage IIIDA, 1973 Mirage IIIDA, 1986 Mirage IIIDP, 1968 Mirage IIIDP, 1999 [ROSE] Mirage IIIDS, 1988 Mirage IIIDZ, 1969 Mirage IIID2Z, 1974 ------------------ Mirage IIIE Series ------------------ C.11 (Mirage IIIEE), 1970 F-103E (Mirage IIIEBR), 1972 F-103E (Mirage IIIEBR), 1987 F-103E (Mirage IIIEBR), 1990 [Probe] Mirage IIIE, 1964 Mirage IIIEA, 1973 Mirage IIIEL, 1968 Mirage IIIEV, 1973 Mirage IIIEZ, 1965 ------------------ Mirage IIIO Series ------------------ Mirage IIIO(A), 1967 Mirage IIIO(F), 1965 Mirage IIIO(F/A), 1969 ------------------ Mirage IIIR Series ------------------ Mirage IIIRS, 1968 Mirage IIIRS, 1989 Mirage IIIRZ, 1968 Mirage IIIR2Z, 1974 Shahak Tashbetz (Mirage IIIRJ), 1964 Shahak Tashbetz (Mirage IIIRJ), 1971 ------------------ Mirage IIIS Series ------------------ Mirage IIIS, 1964 Mirage IIIS, 1988 I noticed that some mods have same duplicated codes by accident, some allowed weapons on certain hardpoint that doesn't make sense, typo, etc.. They are fixed. For example, I see "LGB" for 1960s Mirage IIIRZ?! That is removed, so they only carry what they could historically carry. However, please note, I only do light editing of data.ini, because I am very focused on the avionics overhaul. I fix what needs fixing, such as overlapping hardpoint, allowedeweapon, etc... And if you see any inaccurate of certain aircraft loadout / weapon load or issues, please let me know and I will fix them in each release of SF - CAP beta. Same thing with effects, I used to do a lot of effect work for SFCE (Strike Fighter Community Expansion) years ago, this time, as stated, I am focused on avionics overhaul. Maybe somedady I could go back to effect work, no promises. Anyway, back to work in progress reports: There is certain Pakistan Mirage IIIDP, pre and post ROSE upgrade. This one was quite interesting challenge! This is what allows me to learn how the modder uses 'Fakepilot" method to replace certain 3D part! SO this time, for early (Pre ROSE upgrade), I am able to replace the post ROSE front fuselage / nose with pre ROSE (no fuel probe, advanced equipment), then did some re-texturing, came out great! Here is screenshot of pre ROSE (EARLY) Mirage IIIDP Post ROSE Mirage IIIDP (NOTE: the HUD color annd HUD glass color have been overhauled, along with re-made gunsights (AA / AG mode). The rest of HUD, #D models, and everything is done by great work of Denissolivera and Combatace community.) Next, with permission, the excellent The Mirage Factory's Mirage IIIC and E are being implemented into various IIIC / E / R series. (NOTE: the IIIRs uses IIICs cockpit.) Here is screen shot of Mirage IIIRZ / R2Z with TMF's cockpit: Still have more to do, and I look forward working on Mirage V (Mirage 5) series! Eagle114th 2 Quote
+Eagle114th Posted July 1 Author Posted July 1 Hello everyone! The Mirage IIIS is the whole different aircraft compared to the Mirage IIIs series. This aircraft is so interesting and unique with many of customizations, including the technologies of Mirage III and Hughes radar for HM-55 (AIM-26B). It have been journey connecting the dots and matching the puzzles. By analog, it is like discovering the fossil pieces and you try to put it together, some of it match one dinosaur while some belong to other dinosaur. Same thing with Mirage IIIS various pictures I found. What I realized is that Mirage IIIS have gone through upgrade during 1988. So Pre 1988, the cockpit of Mirage IIIS did not show RWR and it have more simple navigation moving map scope below the radar scope. And I noticed how the radar scope look a lot like MA-1 of F-106. Then I learned that Hughes TARAN 18 based on F-106's MA-1 FCS. Interesting! The radar (Mirage IIIS Early) Cockpit of Post 1988 upgrade Mirage IIIS: NOTE: Notice the different scope for navigation moving map and the RWR right side of radar scope. And there is light gray bar on front right part of the scope. Radar (Mirage IIIS Late) NBOTE: I want to comment that, It is quite challenging to find the actual picture of post 1988 upgrade radar scope. This is the best one I can find. This was a 'hit and miss" when I found the Mirage IIIS mod for flight simulation. There are picture of radar scope. ere is screenshot of Mirage IIIS (Early) TW Style version: Mirage IIIS (Late) TW Style version: I am currently learning about modding Avionics70.DLL. I would like to share the notes I found from researches: Quote The Hughes TARAN-18, also known as the AN/APQ-101, was a fire control radar ystem used in the Swiss Mirage IIIS fighter jets. It was a pulse-Doppler radar, and a key feature was its “look-down/shoot-down” capability, allowing it to rack and engage targets below the aircraft. It also featured track-while-scan capability, meaning it could track multiple targets simultaneously. ---------------------------------- Radar Type: The Hughes TARAN-18 was a pulse-Doppler radar, which allowed it to distinguish between targets at different altitudes, even when flying at lower altitudes. Key Capabilities: Look-down/shoot-down: This was a crucial feature for intercepting enemy aircraft, especially at lower altitudes, where radar coverage was often limited. Track-while-scan: The radar could track multiple targets at once, allowing the pilot to engage multiple threats simultaneously. Integration: The TARAN-18 was integrated into the Mirage IIIS as part of a broader upgrade that included other US avionics and weapons systems. Eagle114th 5 2 Quote
+Eagle114th Posted July 4 Author Posted July 4 Hello everyone! I happen to find this very rare document, which is enriched information about Hughes TARAN 18 FCS / RADAR! And this is from that document: By using two AI to translate this pages for me, here is what it states on the page: Quote Section 1: Suchen (Search Mode) a = Schreibstrahl → Writing beam (scanning line) b = Löschstrahl → Erasing beam c = Antennen-Elevationsmarke → Antenna elevation mark d = Künstlicher Horizont → Artificial horizon e = Kursfehler → Course deviation marker This shows a wide scanning beam, used in search mode. It indicates the radar scanning pattern and where the aircraft is looking. Section 2: Schmaler Abtastbereich (Narrow Scan Sector) a = Auslenkbreite → Deflection width (±10° sector, center moves within 40°) b = Löschgitter → Erasing grid c = Antennen-Elevationsmarke → Antenna elevation mark d = Künstlicher Horizont → Artificial horizon e = Kursfehler → Course deviation marker Narrow scan mode — probably when the radar is locked into a tighter area for higher-resolution tracking. Section 3: Handsteuerung (Manual Control) a = Schreibstrahl → Writing beam b = Löschgitter → Erasing grid c = Antennen-Elevationsmarke → Antenna elevation mark d = Künstlicher Horizont → Artificial horizon e = Kursfehler → Course error marker f = Distanztor → Range gate (distance gate) Manual steering mode — used for manually placing the range gate on a target echo. Section 4: Verfolgen (Track Mode) a = Schreibstrahl → Writing beam b = Löschgitter → Erasing grid c = Distanzkreis → Distance circle (range indicator) d = Künstlicher Horizont → Artificial horizon e = Differenzgeschwindigkeits-Marke (Lücke) → Closing speed marker (gap) f = Distanztor auf Zielecho angehängt → Range gate attached to target echo g = Steuerkreis → Steering circle h = Steuerpunkt → Steering point This is tracking mode, used when a target is locked. The radar shows position, closure rate, and where to steer. Section 5: Feuern (Fire) a = Schreibstrahl → Writing beam b = Löschgitter → Erasing grid c = Feuersignal (x) → Fire signal (cross symbol) d = Künstlicher Horizont → Artificial horizon e = Distanztor auf Zielecho angehängt → Range gate on target f = Steuerpunkt → Steering point Fire mode — shows when the weapon is authorized to fire. The “x” indicates fire permission. Section 6: Bei Sturziel-Verfolgung (During Dive Target Tracking) a = Schreibstrahl → Writing beam b = Löschgitter → Erasing grid c = Steuerkreis → Steering circle d = Künstlicher Horizont → Artificial horizon e = Steuerpunkt → Steering point This is for dive attack targeting, where radar symbology helps line up a diving attack, possibly for ground attack or steep-angle intercepts. Then this video was also found! It shows the radar scope in action! (To see the radar scope, it starts from 14:00) By using Avionics70.dll, I am able to customize the radar better, while adding TWS mode. " Here is screenshot of radar (WIP): (SEARCH MODEL) (TRACK MODE) NOTE: IRM have one circle whilhe SAHM have two. And when AAM have a lock on, msall 'X" symbol will appear as Shoot cue. (GROUND MAPPING MODE) Eagle114th 5 Quote
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