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  1. In UPT we got exposed to no-go pills (ambian if I remember right) to see how well it worked on us, and if there were any side effects. In the MAF we were not authorized for go pills (amphetamine if I remember right), but guys in the CAF could be -- I assume they went through a similar exposure trial under the direction of a flight doc. Sent from my Pixel 3 XL using Tapatalk
  2. Gavagai, that may work against a lot of people in DCS, but it is a BFM error for a few reasons, and opens you up to a big WEZ. The counter to your 2 circle vertical spiral from an aircraft with less power would not be to follow you up, but to barber pole up, putting their lift vector half way between you and the horizon. As you come back down at the next merge, the bandit has conserved energy for a lead turn, and gains angles on you (and has God's G for a slice back while you are fighting that G), and a hornet may gain enough angles to enter the CZ. Against a hornet who follows you up 1:1.... Yeah, that could work. But again, it's a BFM error because you aren't maneuvering in relation to the bandit, and if that bandit has a sidewinder (which you would assume) you've now opened yourself up to a big WEZ. I know a lot of guys here fight "guns only" though... Just know you won't see any real world gameplans for guns only fighting. You have to assume the bandit has a heater. But you should test it out and see what happens ..... Have a buddy fly that climbing spiral, then you only follow up half way. I bet you'll have a big advantage after the 2nd merge. Sent from my Pixel 3 XL using Tapatalk
  3. Nice work Rybo! It's a great tool. Sent from my Pixel 3 XL using Tapatalk
  4. Yup.... You don't need to revert to that sustained turn plan until your turn circles are aligned and you are on the floor. Once there.... You will probably lose to a DCS hornet because they have slightly better rate ability. So.... If you have a fox-2, this is where you pull nose on to threaten them and make them respect it with an IRMD, or die ..... Doesn't work guns only, lol. Sent from my Pixel 3 XL using Tapatalk
  5. Darkman, The Korean 3-3 is a lot more updated that Shaw's text. It is fairly close to the current (not publically available) USAF viper 3-3, and in some ways more detailed. The Korean one, from 2005, doesn't get into gameplans to defeat highoff boresight missile shots nor does it explain BVR well, but otherwise they are very close. I would recommend that to anyone trying to learn to fly and fight in the viper. There is also a Norwegian one out there with some subtle differences. I like that one for defensive bfm gameplans. Good luck. Sent from my Pixel 3 XL using Tapatalk
  6. Google Korean air Force f-16 basic employment manual 3-3. Good luck. Sent from my Pixel 3 XL using Tapatalk
  7. Darkman.... The turn circle shrink gameplan to exploit your 9G capability for 3-4 seconds at each merge. That's your ticket, not a sustained rate fight. Look at the Korean 3-3 on turn circle shrink. I tried to explain it above. Cheers, Dances V65th AGRS Sent from my Pixel 3 XL using Tapatalk
  8. The hornet seems to be able to out rate the viper in a sustained rate fight. But, the viper can hit 9Gs briefly, where the hornet is limited to 7.5 Gs. So.... A good gameplan would be to try and gain angles at each merge with a lead turn, while fighting 2 circle (taking advantage of turn circle shrink) and gaining energy with an unloaded acceleration between merges. Don't do what growling sidewinder did in his video... That was a lot of wasted time -- the guy really has a very basic understanding of this stuff. Instead, start at .82 mach, perform a limiter pull at TCE to gain angles (you can hit 9Gs and the hornet can only hit 7.5.). Your turn circles will shrink as you slow down. Viper should slow about 100-125 knots in that lead turn. But, you now have to drive to the next merge. Unload with the bandit at 1 or 2 clock positions above your nose. Get back to 400-450 knots, and do it again. 2 or 3 of those and you will be in the control zone -- then you just need to be aware of the hornet's defensive ditch gameplan and not fall for the bait. For reference, look at the Korean 3-3 for the viper and check out the turn circle shrink section in the BFM chapter. Caveat, this doesn't work against a 9X capable bandit.... You need another gameplan for that. If you guys do this with 9Xs, you end up with a simultaneous death at the 2nd merge. Dances V65th AGRS Sent from my Pixel 3 XL using Tapatalk
  9. Interesting to note, that by default the 3 way position (desired functionality) works fine on the ground from a hot start. You can sit there and flip the auto pilot from ALT, ATT, or Off with a 3 way switch. But, once you take off, it no longer works as desired. Sent from my Pixel 3 XL using Tapatalk
  10. Zergburger, No integration on the FCR for missile status, and no dynamic maneuver cue. We could also use cursor bullseye. Sent from my Pixel 3 XL using Tapatalk
  11. The Dynamic Maneuver Cue tells you how many degrees of heading change it would take for the bandit to change your shot from a high probability of impact, to a nominal probably of impact. This can be useful for determining shot doctrine on a banzai flow. It should also display an M and a number before you shoot which is not seconds until medium PRF, but miles to PRF. That can help you know how far the bandit will be behind you as you turn around to go out after achieving MPRF, and that info helps you decide on your follow on plan in case the bandit survives the shot, or there was someone un-targeted in that group. I don't remember exactly what to Google for, but there are "tape guides" for the viper out there on various avionics upgrades. They describe what all this stuff looks like and how it functions, but not how to use that information tactically. Sent from my Pixel 3 XL using Tapatalk
  12. Littlewing.... We can only hope. All those descriptions of the tapes are out there with illustrations. If they intend to make a true to form representation of the viper, then I hope we will get those things. Sure would make planning more interesting. Sent from my Pixel 3 XL using Tapatalk
  13. Pre launch cues like DMC, and Ropt, and NM to MFRF? I'd like to see better post launch cues like the FCR indications for a missile on a contact reaching HPRF and MPRF. I don't believe HPRF is simulated at all in DCS (or it is only HPRF simulated and not MPRF). Loss indications would be great too. There's a long way to go with the HUD / FCR symbology and simulation for AMRAAM employment. As far as tutorials go, there is a ton of stuff out there for gamer 1v1 options. Almost nothing for 4vX missionized tactics. Sent from my Pixel 3 XL using Tapatalk
  14. Panther, Set it to the off position, and the problem should go away. I don't think the DCS code uses WOW, in DCS, of the switch is on, then in 30 min on the ground it will fail your electrical system. This is the one on the back left of the cockpit. We used to get this failure all the time until we went to the procedure of turning it off in preflight. Sent from my Pixel 3 XL using Tapatalk
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