Iff you could have one thing in the next update it would be. (Archive)
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Just asked him 5min ago … and I am right.
There is no auto-trim (at all, even not in pitch in comparison to F-16 which is trimmed at 1G hands off) out of any AP mode.
Only case is when the AP is engaged in a mode called CWS (Control Wheel Steering) on commercial liners. Similar to the ATT mode on F-16, this mode is maintaining the commanded attitude when the palette is not pressed (if roll is <10°, AP put the wings level automatically just like in F-16). When pilot hold the palette depressed, AP is switched to standby and pilot has the full authority of a/c until he release it again. When palette is released briefly, a/c is then auto trimmed for the current attitude/speed.So … when a bomb is released asymmetrically:
If M2000 is out of any AP mode => unbalance exist, a/c is not trimmed automatically and will roll to the heavy wing.
If M2000 is under CWS mode with the palette depressed => AP is in STBY status a/c is not trimmed automatically and will roll to the heavy wing.
If M2000 is under CWS mode with the palette not pressed (hand off) => AP is in attitude mode active, a/c is will be almost instantaneously trimmed automatically for the current attitude and should maintain (or go back to) the commanded attitude.In practice, pilots keeps the palette pressed during bomb drop, and just after bomb release, briefly release the pressure on the palette to trim the a/c back in asymmetric configuration … or … use the trim hat (like we do in our simulated F-16) to trim it manually.
Conclusion. As I said … no build-in roll auto-trim in M2000’s FLCS like in F-16. But in M2000, when AP mode in engaged, auto-trim is permanently provided by the use of the CWS even after the CWS or AP has been switched off (which is not the case in F-16 which is not acting on trims but on regular flight commands output.)
yeah basically, a roll autotrim is just a ATT - AP in Roll ….so you can use it in F16 exactly the same if you dont want to mess with trim.
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What is really interesting indeed is that the M2000 sets your trim right when using the CWS, and then keeps it. That is the main difference between F-16 and M2000.
It makes a lot of sense too for an autotrim : in ATT mode, the AC wants to keep a given attitude and can deduce which trim to put easily, without being polluted by pilot inputs.
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If human leader, they will stay with Leader until ordered to split. So in that case, you just order them to RTB and they will do what is necessary to stay alive.
In any case, if you are away from your wingmen and that they are out of fuel and that they need AAR and you dont, etc etc…this means the mission went very bad, or at least not as planned. In that case, RTB is the right thing to do anyway
it’s interesting to me that you say this as that has not been my experience. On a recent mission I was in flight of 4 attacking an airfield. The flight was past the IP and almost about to roll in on the target. I heard Joker or Bingo calls(can’t remember which,and understand the two or not the same thing). I continued the roll in and attacked. My AI flight was already RTB’ing(without being commanded) and Debrief indicated none had dropped ordinance.
That was not an isolated occurrence. I have been focusing on Weasel missions lately. So, I’m trolling around for SAM sites and have noticed two things. First, the wingman seems sporadic in sticking with me, and in frequent missions does uncommanded RTB’s. Your “if you’re away from your wingman” statement caught my eye. How do you keep the wingman with you? I’m Lead, so why isn’t he/she following me? Is it that I am expanding a specific SEAD strike( after hitting the frag’d target) into a more roving Weasel mission? Obviously, we’re dealing with AI factors here. So, is following the “canned” mission more important then a wingman sticking to his Lead?
Being a good Flight Lead is something I want to learn more about. For me it’s an “immersion thing”, and I am moving toward Multiplayer . So, tips are appreciated. The only answer I’ve found to date is sacrificing ordinance for fuel. AI sticks around better then, I’m assuming it keeps them above whatever fuel value they’re programmed with. -
it’s interesting to me that you say this as that has not been my experience. On a recent mission I was in flight of 4 attacking an airfield. The flight was past the IP and almost about to roll in on the target. I heard Joker or Bingo calls(can’t remember which,and understand the two or not the same thing). I continued the roll in and attacked. My AI flight was already RTB’ing(without being commanded) and Debrief indicated none had dropped ordinance.
That was not an isolated occurrence. I have been focusing on Weasel missions lately. So, I’m trolling around for SAM sites and have noticed two things. First, the wingman seems sporadic in sticking with me, and in frequent missions does uncommanded RTB’s. Your “if you’re away from your wingman” statement caught my eye. How do you keep the wingman with you? I’m Lead, so why isn’t he/she following me? Is it that I am expanding a specific SEAD strike( after hitting the frag’d target) into a more roving Weasel mission? Obviously, we’re dealing with AI factors here. So, is following the “canned” mission more important then a wingman sticking to his Lead?
Being a good Flight Lead is something I want to learn more about. For me it’s an “immersion thing”, and I am moving toward Multiplayer . So, tips are appreciated. The only answer I’ve found to date is sacrificing ordinance for fuel. AI sticks around better then, I’m assuming it keeps them above whatever fuel value they’re programmed with.If its an immersion thing for you, you should probably already be sacrificing ordinance for fuel.
Its a rare charlie block F-16 that does an air to ground mission without wing tanks.
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drtbkj, read the post again.
Mav-jp quotes Dee-Jay’s post, which includes the line: “Note also that with the future version…”
Mav-jp’s response answers Dee-Jay’s question about the future version. That’s why this hasn’t been your experience
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I’m sure this has already been posted but I vote for IFF integration.
Also to implement more switches and make them usable just to add to the immersion of this already very realistic simulator.
I would also love to have an option to be able to have random switch positions when doing a ramp start so that there’s legitimate reason to read the entirety of the “Cockpit Checks” checklist.
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I’m sure this has already been posted but I vote for IFF integration.
Could you explain us how the IFF is working, how to operate it, what IFF is providing, when and how?
@All, I am asking Googles. By curiosity, I just want to know what is Google’s vision of IFF stuff.
I would also love to have an option to be able to have random switch positions when doing a ramp start so that there’s legitimate reason to read the entirety of the “Cockpit Checks” checklist.
… IRL there is ground crew who are supposed to set up the cockpit between each flights.
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I would also love to have an option to be able to have random switch positions when doing a ramp start so that there’s legitimate reason to read the entirety of the “Cockpit Checks” checklist.
build a real pit, then you have a valid reason . And no, the kids don’t especially want to play crew chief and set the switches before daddy goes flying with his mates
… IRL there is ground crew who are supposed to set up the cockpit between each flights.
that’s good service
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@Red Dog Don’t need to build a real pit to be able to do cockpit checks. I didn’t know cockpits were set-up by ground crew. If I had the time and money and live in a location where I can easily have access to parts I would otherwise love to though.
@Dee-Jay I have a basic understanding of how it works. Different modes respond in different ways to interrogations.
One mode might identify the aircaft or its mission. I believe mode 3/A is the same for military and civilian use; identify the aircraft’s position. Mode C states the altitude. To my knowledge this is mostly for IFR or when communicating with the ATC.
These modes probably aren’t very useful in a single-player environment. I find Mode 4 to be the most useful though as it grants more ways to identify aircraft in case of the absence of other assets.
Operation is done by using unique A and B codes that are probably changed daily. There’s also an option to zeroise if needed and you can choose to reply with either code or not to reply at all. You get some sort of warning if you’re responding to an interrogation as not friendly.
Presumably you can enter codes and choose the mode of operation by selecting the IFF button on the UFC.
I’m not sure how EMER can be implemented to be useful. OFF, STBY and NORM are pretty self-explanatory. Don’t know what LOW is for.
If Mode 4 can be properly implemented I believe it can be a very immersive feature to have in a multi-player environment.
It’s nice to test one’s knowledge from time to time. Hopefully I passed the test
Forgot about the IFF IDENT button as well on the left eyebrow. Don’t remember exactly what this is for though.
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Q - Iff you could have one thing in the next update it would be.
A - My curved screen projector setup finished.
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@Red Dog Don’t need to build a real pit to be able to do cockpit checks. I didn’t know cockpits were set-up by ground crew. If I had the time and money and live in a location where I can easily have access to parts I would otherwise love to though.
@Dee-Jay I have a basic understanding of how it works. Different modes respond in different ways to interrogations.
One mode might identify the aircaft or its mission. I believe mode 3/A is the same for military and civilian use; identify the aircraft’s position. Mode C states the altitude. To my knowledge this is mostly for IFR or when communicating with the ATC.
These modes probably aren’t very useful in a single-player environment. I find Mode 4 to be the most useful though as it grants more ways to identify aircraft in case of the absence of other assets.
Operation is done by using unique A and B codes that are probably changed daily. There’s also an option to zeroise if needed and you can choose to reply with either code or not to reply at all. You get some sort of warning if you’re responding to an interrogation as not friendly.
Presumably you can enter codes and choose the mode of operation by selecting the IFF button on the UFC.
I’m not sure how EMER can be implemented to be useful. OFF, STBY and NORM are pretty self-explanatory. Don’t know what LOW is for.
If Mode 4 can be properly implemented I believe it can be a very immersive feature to have in a multi-player environment.
It’s nice to test one’s knowledge from time to time. Hopefully I passed the test
Forgot about the IFF IDENT button as well on the left eyebrow. Don’t remember exactly what this is for though.
Oky. Not so bad. At least you understand that IFF is not allowing you to ID an enemy but only allow a positive ID on a friendly IF its is replying.
What would you propose as interaction with AIs in case on a non replying contact (friendly Fighters and/or SAMs) ? … On which the AIs should perform interrogation to obtain an valid ID: 1 , 2 , 1+2 , 4, 1+2+4 , 2+4 … only one? … Where to find and how to generate mode 1 ; 2 codes to enter in the box? … What if in case of IFF/Radio failures? … and since almost all radars in the world are able to interrogate all known modes which are not passive … should we (as IRL) make the AIs turning off IFF before passing the FLOT to re-activate it on EGRESS just before re-entering friendly airspace? … or keep it ON anytime and scrub radar discretion?
Hopefully I passed the test
Yep! Would almost think that you are using such device for your RL job
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Answering purely out of speculation, as these are a bit more advanced for me.
What would you propose as interaction with AIs in case on a non replying contact (friendly Fighters and/or SAMs) ? … On which the AIs should perform interrogation to obtain an valid ID: 1 , 2 , 1+2 , 4, 1+2+4 , 2+4 … only one?
I would assume they would interrogate only the lead in the flight. This is a vague answer from me since I’m not sure how long it takes or how convenient it is to have to interrogate multiple targets.Where to find and how to generate mode 1 ; 2 codes to enter in the box?
Mode 1 code possibly briefed before the mission or given by ATC. Mode 2 code is simply the tail number of the aircraft.What if in case of IFF/Radio failures?
Don’t know.And since almost all radars in the world are able to interrogate all known modes which are not passive … should we (as IRL) make the AIs turning off IFF before passing the FLOT to re-activate it on EGRESS just before re-entering friendly airspace? … or keep it ON anytime and scrub radar discretion?
Depends on your mission I guess. If you’re spearheading the attack then I would think there’s no need for IFF since you know there’s only hostile targets beyond the FLOT.
Perhaps if you’re flying escort you might need it depending on the ROE.Again, only speculating. Seems like there’s lots more to IFF than I previously thought. More interesting things to learn!
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Answering purely out of speculation, as these are a bit more advanced for me.
What would you propose as interaction with AIs in case on a non replying contact (friendly Fighters and/or SAMs) ? … On which the AIs should perform interrogation to obtain an valid ID: 1 , 2 , 1+2 , 4, 1+2+4 , 2+4 … only one?
I would assume they would interrogate only the lead in the flight. This is a vague answer from me since I’m not sure how long it takes or how convenient it is to have to interrogate multiple targets.At BVR relevant ranges, fighters might be a single contact or they might be multiple contacts, depending on their formation. The IFF interrogation would not be able to correlate the response (if one is even made) to a specific aircraft in the flight, anyway.
Where to find and how to generate mode 1 ; 2 codes to enter in the box?
Mode 1 code possibly briefed before the mission or given by ATC. Mode 2 code is simply the tail number of the aircraft.I was kinda under the impression that neither of those modes were in widespread usage anymore?
What if in case of IFF/Radio failures?
Don’t know.Dont think AI has them yet anyway? If in case of player failure, then presumably AI should treat it the same way as if the player does not respond.
And since almost all radars in the world are able to interrogate all known modes which are not passive … should we (as IRL) make the AIs turning off IFF before passing the FLOT to re-activate it on EGRESS just before re-entering friendly airspace? … or keep it ON anytime and scrub radar discretion?
Depends on your mission I guess. If you’re spearheading the attack then I would think there’s no need for IFF since you know there’s only hostile targets beyond the FLOT.
Perhaps if you’re flying escort you might need it depending on the ROE.Again, only speculating. Seems like there’s lots more to IFF than I previously thought. More interesting things to learn!
Id say keeping IFF switched off in the combat area would make the most sense. Would probably also require more effort on the part of the implementing coder(s).
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Id say keeping IFF switched off in the combat area would make the most sense. Would probably also require more effort on the part of the implementing coder(s).
Isn’t “strangling Parrot” a normal part of RL Fence In?
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One thing i want is simulate simple training flights (like the Real pilots) and not always combat flights, where you / you wingman / the enemys get shoot down.
I mean i want to create a TE Mission, fly in formation with my wingman , do a 2 vs 2 dogfight / BVR engagement against an enemy formation, and both of us return home (and not only me :).
An option is to use the invunerable option, but 1) that’s only for the Human Player 2) i want to die, if i crash (accidentally) on the ground (like in real life).
Don’t know if this technically possible, or possible without rewritting the whole code.
Perhaps an option ‘‘invunerable from missiles / guns’’ for all AI aircrafts + plus an option to ‘‘terminate’’ the engagement, after a success missile hit. -
Don’t know if this technically possible, or possible without rewritting the whole code
What you need is correct captive weapons, and I don’t mean blue stripe colors on models… Already possible with what we have and working great, last time I demonstrated the overall functionality to a fellow member he was astonished…
But I would say that approach is 90% good, if we could add another 10% effort in the code that would be a new era in bms a2a arena.
I do want to have hopes for the future, when time comes…
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…I still want buddy lasing.
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I would like a shared memory file containing informations of all the entities involved, so to create a real ATC and AWACS external programs.
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I want Falcon Weeks = Real Weeks.