Mirage 2000

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Neil Willis
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Posts: 2940
Joined: 27 May 2014, 14:44
Location: West Midlands

Re: Mirage 2000

Post by Neil Willis »

The updates have been made to the M-2000C, so it is improving. GBU12s are available.

What we really want is the AAR facility implemented.
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David Lindau

Re: Mirage 2000

Post by David Lindau »

http://forums.eagle.ru/showthread.php?t=157146

nice checklist, especially for rotation speeds

Teddy

Re: Mirage 2000

Post by Teddy »

Tried out the buddy lase last night with an AI JTAC and it worked great! Woo, I see lots of potential things to do with this.

Unfortunately there is a bug in which 50% of the time it crashes one to desktop when master arm is on and LGB selected on the PCA so its a little annoying.

David Lindau

Re: Mirage 2000

Post by David Lindau »

Teddy wrote:so its a little annoying.
:shock:

Teddy

Re: Mirage 2000

Post by Teddy »

David Lindau wrote:
Teddy wrote:so its a little annoying.
:shock:
Haha, I think I might have found a cure though. If you master arm ON, then select the gun, then magic, then fuel tanks then gun then magic (etc.) a few times then click on the LGB on the PCA it doesn't seem to do it so often (basically select a few different stores a few times before the LGB).

Teddy

Re: Mirage 2000

Post by Teddy »

DCS M-2000C by RAZBAM
◾Added radar antenna elevation axis.
◾Added network argument for pilot visor and internal AB glow
◾Added more dependencies for damage (gear box to inner wing, engine to fuselage, etc...)
◾Added random failure of stores modeling due to over-G using AA mode when you should be in Stores mode
◾Added engine RPM governing and afterburner random fluctuations due to engine damage
◾Added Afterburner malfunction if engine health less than 75%.
◾Modified default UnitPayloads to use Matra Missiles.
◾Modified Aero effects due to nose damage
◾Modified Aero effects due to damage not linear anymore (square root of damage)
◾Fixed controls indicator.
◾Fixed TDC axis not working.
◾Fixed TDC bug making it immobile when a target is locked.
◾Fixed TACAN mode switch to multi-position instead of axis.
◾Fixed strobe lights.
◾Fixed stick position logic in AP mode and correct engagement/disengagement threshold.
◾Fixed logic for aux intake doors.
◾Fix for engine thrust point from engine instead of from aircraft CG
◾Fix for bingo giving incorrect warning and default of 1200kg.
◾Tuning for negative G behavior of slow speed FBW mode.
◾Tuning for tolerance for engine flameout.
◾More aerodynamic tuning at extreme envelope
◾Gear and brake behavior tuning
◾Various performance tuning
◾Updated the user manual (radar section).
◾Updated Radar Screen
◾Gear using common rate limiter now
◾Improvements the braking moment to prevent loss of control down the runway
◾Initial parachute in external model
◾Initial parachute control and aerodynamic modeling
◾Parachute dynamic/random movement
◾Possible fix for damage elements regaining health during flight
◾Fix for fuel dump losing fuel in internal tank
◾Fix for fuel cutoff still allowing afterburner to work
◾Added parachute commands and clickable for lever
◾Add radar elevation and azimuth control
◾Add radar antenna stabilization
◾Add new type of engine shutdown button keybind
◾Update and rework ECS oxygen systems
◾Update autopilot pitch control dynamics
◾Fix FBW side acceleration terms
◾Fix roll/heading trim control in autopilot
◾Fix bug with default.lua slats keybinds
◾Fix minor FBW test lights bug
◾Fix autopilot using true MSL, not uses indicated altitude
◾Fix fuel dump incorrectly showing in fuel rate indicator
◾Fix (Caucus -> Caucasus...this is what happens around voting season) mission names
◾Fix radar contact movement in PPI mode
◾Fix minor bugfixes

Ben Dover

Re: Mirage 2000

Post by Ben Dover »

Took her up on the 1.5 server this evening and she was golden. And the brake para works. Might need some A10C help with marking the ground targets or buddy lasing though.

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Neil Willis
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Joined: 27 May 2014, 14:44
Location: West Midlands

Re: Mirage 2000

Post by Neil Willis »

Hi Ben,

I presume that was you accompanying us last night? We can certainly run a few missions with laser designation at their core soon. That should help until the ground radar package arrives.
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Ben Dover

Re: Mirage 2000

Post by Ben Dover »

Hi Neil,

Yes, I attempted to join in but my comms set up isn't great I'm afraid and my formation flying needs some polish ;)

As you said on the Squadron flights page, the new scenery makes spotting ground targets awfully difficult, it's even worse without optical sensors and if there had been no post attack smoke I doubt I would have had any success in finding the targets. Now a building or rail yard is a bit different..

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Neil Willis
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Posts: 2940
Joined: 27 May 2014, 14:44
Location: West Midlands

Re: Mirage 2000

Post by Neil Willis »

Did you notice I fired a couple of White Phosphorous rockets onto the targets too? The difference is the colour of the smoke - pale smoke = WP, dark smoke = destroyed target.
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