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About alexis99

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  1. Yes, when I have had two flights, I have usually had an Air to Air flight and an Air to Ground flight. I think that's why I hadn't noticed this before. Thanks for confirming this is normal. However, we're flying Eurofighter Typhoons, with Helmet Mounted Displays. We can look down and see through the cockpit. We can off-boresight target. We're carrying AMRAAMs. The DASS system protects against incoming missiles. Once the enemy is within AMRAAM range, first flight should launch, do a gradual turn away and then the second flight launches. 8 AMRAAMS; 8 dead Fulcrums. Now first flight is turning back to mop-up. Then onwards to the Ground targets.
  2. I was leading 8 Typhoons on a strike mission into Libya from Sicily. We were carrying Mavericks and a mix of Amraams and Asraams, and I had a couple of Paveways for the Main Target. On the way there, we encountered quite a large force of enemy aircraft. I selected a target for my wingman. locked one up myself, and ordered the rest to engage air. We whittled them down to nothing, and then continued to the Libyan coast. I started to clear a path with my Mavericks, gave my wingman a ground target, and ordered everyone to "engage ground". By the time I had got to the target and dropped the Paveways, there were only three of us left. Absolute disaster. What happened? I did a refly to see where we went wrong. And I am still shocked, because I have never seen the AI aircraft do this before. When I ordered them to "engage air", they dumped the tanks and all the mavericks. So after we had sorted the air attack, they had no ground weapons, but blithely followed my "engage ground" order by attacking Sam sites with bullets. In my experience, this is not normal behaviour. I have never noticed this before in any other aircraft. What am I missing?
  3. I notice the Typhoon Data.file has a Left ECM and Right ECM entry. The former is a noise Jammer, and the latter a Deceptive Jammer. The Noise Jammer is attached to the Left Wing, but the Deceptive Jammer is not attached to anything. Does it need to be attached to the Right Wing to work, or has it been detached because only one jammer system is allowed in an aircraft? I also noticed that one of the Canards has a StructuralFactor=1.5 entry, but the other does not. Is this intentional? I came across these problems because the aircraft doesn't fly smoothly level when the wing leveller is on - it rolls a bit, and without wing leveller, it tends to want to drift to port; so I was studying the data file to see if there was any asymmetry in the entries. Just wondering if anyone is still flying this aircraft and can offer advice.
  4. It's okay, I have now spotted the leading edge slats sticking. That may explain why at high speed the aircraft wants to nose down. So the response from Cliff7600 IS for this aircraft. But he accidentally mis-typed the Mirage2000C_Data.ini as Mirage2000C1_Data.ini. Thank you
  5. Thank you. And thanks for explaining that it may occur in aircraft not updated after the 2008 patch. That's interesting to know.
  6. What is the correct way to prevent the AI from flying around with the cockpit open?
  7. So are these corrections for the Mirage 2000C_SFP1_France by Kaiser1, whose Data file is Mirage2000C_Data.ini; or are they for the Mirage 2000C1 by Gepard, whose data file is Mirage2000C1_Data.ini? These corrections refer to the C1 data.ini, despite appearing in the C support page
  8. This is a feature that automates your flaps. The F/A-18 has it, and you mostly notice its effect when you come in to land on the carrier, and as your speed decreases, suddenly your flight-path pipper shoots up the screen, and your nose punches up. I was rather concerned about how fierce this effect is - I cannot imagine the flaps operate that quickly in the real plane? Anyway, I went into the Data file and found that the ControlRate is what determines the speed of flaps operation. The current setting was 2.0, so after a little experimentation, I found that if you lower the figure to around 0.5, it's a lot smoother transition. The entry looks like this, and you fix it for all Flaps [LeftFlap] SystemType=HIGHLIFT_DEVICE CLiftdc=0.215 CDdc=0.0123 Cmdc=0.01 DeltaStallAlpha=-2.83 AreaRatio=1.000 DeploymentMethod=AUTOMATIC_AERODYNAMIC_LOAD Setting[1].Angle=10.0 Setting[1].DeployValue=144.0 Setting[1].RetractValue=154.3 Setting[2].Angle=45.0 Setting[2].DeployValue=128 Setting[2].RetractValue=128 MaxDeflection=45.0 MinDeflection=0.0 ControlRate=2.0 .........................................................CHANGE TO 0.5 AnimationID=6 ModelNodeName=LeftFrontFlap I did the same for the F-35C, which had very similar entries, although I have no idea if the real F-35C has this feature Surprisingly these entries are also in the F-117. I Used to think the sudden pitch-up was the "Wobblin Goblin" effect, but it's actually auto-flaps kicking in. I was going to adjust these, but I read that the split full-span trailing-edge-flaps in the real F-117 do not act as flaps in landing, which is why the landing speed is often quite high at around 180 Kts. So to make things more realistic, I took out all four of the auto-aerodynamic-load entries completely. Now I land the F-117 at as low as 160Kts with an AOA of near enough to the specified 9.5, without flaps. It feels really good. Anyone has further knowledge about this stuff, or where to find it, please let me know.
  9. Thank you, Caesar. Mille Grazie. This works a treat. The FlightControl entry in the Data File shows MaxG=7.5 for the AI, so I put in 7.5 and 7.4. I did push the envelope a bit in my test and got a MaxG of 10.5 showing. But I was pulling back wildly and trying to force it. I believe that if I just tried to fly normally, I wouldn't reach that figure. Before, the slightest accidental pull too hard and I was at 23G. But yes, plenty to play with. So thank you, it will now be a pleasure putting this aircraft through its paces. And if Fubar came up with this originally, thanks to him too.
  10. I've been trying out the FA-18 and CF-18 aircraft - same thing actually as all the main files are identical - and I'm horrified to find that when I roll though 90 and pull hard away from the target, I can reach 23G without blinking. Which means I just died. Is there an adjustment to avionics, cockpit, data files etc that will enable me to put a max G of 9 for the aircraft?
  11. Just noticed a slight flaw: If your wingmen have the TVEOGB by default, they'll try and fire it. In the mission debrief, I got all three wingmen firing the TVEOGB once each... and naturally not hitting anything. Meaning they were not firing a real weapon and doing some damage. Best to make loadout read: Loadout[06].WeaponType=LGB Loadout[06].Quantity=1 Then you just have to add the TVEOGB for yourself for each mission.
  12. I abandoned the multi-FOV concept. But this is how you get a TV screen that you can call up after your last Bullpup has gone, based on the advice given above. I write all this stuff down so that if I need to do it again later, I have a script for it, and I figured that I might as well share it in case anyone else wants to do it. Any suggestions gratefully received. TVEOGB for A-6A INTRUDER 1. Make Fake Weapon and put in WeaponData.ini Activate with WeaponEditor in usual way. Data Stolen from LA-313 Optical Viewfinder [WeaponData253] TypeName=TVEOGB FullName=TVEOGB Optical Viewfinder ModelName= Mass=1.000000 Diameter=0.010000 Length=0.010000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=NATO,USAF,USN SpecificStationCode= NationName=USAF StartYear=1957 EndYear=1985 Availability=2 BaseQuantity=12 Exported=TRUE ExportStartYear=1957 ExportEndYear=1985 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName= DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=80 MaxTurnRate=3.000000 MaxLaunchG=4.000000 LockonChance=80 LaunchReliability=90 ArmingTime=4.000000 SeekerFOV=60.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=20.000000 SeekerRange=12000.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=6.000000 2. Add New TVEOGB weapon bay to A-6 Data.ini Data stolen from F-117A internal bay [TVEOGBStation] SystemType=WEAPON_STATION StationID=6 (Next number along) StationGroupID=4 (Next number along) StationType=INTERNAL AttachmentPosition=0.0,-1.2091,0.1200 (centralised) AttachmentAngles=0.0,0.0,0.0 LoadLimit=10 AllowedWeaponClass=LGB AttachmentType=NATO,USN,USAF NumWeapons=1 3. Add FLIR and DLIR to A-6 data.ini Data stolen from F-117A //Sensors--------------------------------------------------------- [DLIR] SystemType=LASER_DESIGNATOR CameraFOV=2.500000 SightTexture=AVQ26_lock.tga CameraPosition=0.700000,3.500000,-0.245 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 EODisplayFlags=268763136 MaxSeekerRange=27.000000 SeekerGimbleLimit=180.000000 DualFOV=TRUE SearchFOV=10.000000 SearchTexture=AVQ26_track.tga [FLIR] SystemType=EO_CAMERA ModelNodeName=TV CameraFOV=40.0 SightTexture=FLIR.tga CameraPosition=0.0,4.0,0.5 CameraYaw=0.000000 CameraPitch=-15.0 CameraRoll=0.000000 EODisplayFlags=268697600 MinExtentPosition=-0.124,7.331,-1.007 MaxExtentPosition=0.124,8.683,-0.721 4. Attach FLIR, DLIR and TVEOGB Weapon Bay to Fuselage in A-6 Data.ini [Fuselage] ....... SystemName[011]=FLIR SystemName[012]=DLIR SystemName[013]=TVEOGBStation 5. Make Weapon Bay active in A-6 loadout.ini ....... // Station 6 = TVEOGB Station ...... Loadout[06].WeaponType=TVEOGB Loadout[06].Quantity=1
  13. Well I've had some success. I stole the FLIR and DLIR from the F-117 and installed them in the A-6A Intruder Data File. I then created a new TVEOGB weapon pylon in the same Data file using the same details as the F-117 Internal pylon, but remembering to make the pylon numbers correct. I wasn't sure about how to make a specific weapon entry so I just made it an LGB pylon. Then I made an empty TVEOGB folder, and installed an entry for it in the weapons ini. Funny thing is that I couldn't get my TVEOGB weapon showing up, but I kept getting an LA-131 Optical sight installed on my new pylon. Well wow. That optical sight is great. It centers on your target. Then you flick to Bullpup and fire. After your last Bullpup, you flick back to the LA-131 and watch the Bullpup home in onto the target. The LA-131 field of view is quite tight - 30 degrees - but you could adjust it. Or!!!!! you could make another weapon - the LA-131W - with a wider field of view and attach that to another new internal pylon. Now you can flick between wide-angle and close-up. Like I said: WOW So thanks for for all the advice, particularly from yakarov79
  14. Thanks for all this. I shall experiment forthwith.
  15. It works really well, but I've put my RWR at lower right, just above the enemy text panel, and resized to make it the correct aspect ratio. Plus it is solid. My figures: [Display006] DisplayType=RWR PosX=0.87 PosY=0.65 Width=0.12 Height=0.19 Alpha=1.0 InitTime=2.0 I will experiment more. This has made my day.

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