The PPA (Poste de Preparation Armement : Weapons Preparation Panel) - ED Forums
 


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Old 05-13-2016, 10:38 PM   #1
Zeus67
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Default The PPA (Poste de Preparation Armement : Weapons Preparation Panel)

This is a panel that you will learn to love/hate. Since it controls and limits how the weapons loaded in the aircraft work.

The PPA is located to the right of the radar display and below the HIS. It is used to configure selected weapons options, like bomb fuse type, cooling the Magic II seeker, etc.


1. Missile Pylon Selector

Three position switch that is used to control from which side to fire the first missile. The values are G (Left) – AUTO – D (Right). Default value is AUTO meaning that the PCA selects the firing sequence (usually left then right).

The switch is important to keep aircraft balance when mixing missile fire, e.g.: firing a Super 530D followed by a MAGIC. In this scenario the PCA will fire both missiles from the left wing, creating an unbalanced load. By using this switch you override the PCA and can keep the aircraft balanced.

2. Super 530D Preparation
This button is used to trigger On or Off all Super 530D missiles Preparation (BIT) and thus allowing/preventing their use. The preparation is triggered by either powering up the aircraft, clicking on the button or by selecting the missile related-mode on the PCA. The missile will take 30 seconds before becoming fully operational.

The preparation is cancelled by clicking again on the button; this is done when OP requires that the aircraft keeps all its weapons safe like during air refueling or long ferry flight with no chance of missile use.

The button has two lights:
MISS: Turns one when there are Super 530D missiles aboard the aircraft.
P: Short for “Prét” (Ready). Turns on when the Super 530D are ready to use. Blinking when they are undergoing the preparation process and Dark when the missiles are in safe mode or no missiles are onboard.

3. Missile Fire selector
This button is not used in the M-2000C.

4. MAGIC II Preparation
This button is used to trigger On or Off all MAGIC II missiles Preparation (BIT & cooling of the seeker) and thus allowing/preventing their use. The preparation is triggered by either powering up the aircraft, clicking on the button or by selecting the missile related-mode on the PCA or using the HOTAS selector.

Switching the preparation Off is used to save the MAGIC II seeker coolant supply (nitrogen). There is enough supply to keep the seeker heads active for 90 minutes, after that time the seekers become warm rendering the missiles useless. The missile will take 30 seconds before becoming fully operational.

Note: Each time the preparation is reactivated (switched On) will shorten the coolant supply by 10 minutes. Plan its use carefully.

The button has two lights:
MAG: Turns on when there are MAGIC II missiles aboard the aircraft.
P: Short for “Prét” (Ready). Turns on when the MAGIC IIs are ready to use. Blinking when they are undergoing the preparation process and Dark when the missiles are in safe mode or no missiles are onboard.

5. System Lights Test/Load out Display
Three position spring loaded switch. The values are:

TEST: Test all the PCA and PPA lights.
OFF: Default position (unmarked).
PRES: Displays in the VTB an aircraft silhouette with the current weapons load.

6. Bomb Fusing Selector
Three position switch used to arm the bombs onboard by selecting which fuse to activate. The values are:
INERT: Bombs are unarmed/safe. If released with the switch in this position, they will not explode. This is the default position.
RET.: Short for Delay. This position arms the bombs’ tail fuse thus allowing them to penetrate the target before exploding.
INST.: Short for Contact. This position arms the bombs’ nose and tail fuses thus allowing them to explode as soon as they hit the target.

7. Bomb Release Quantity Selector
To increase/decrease the quantity of bombs to be released you have to click on the release quantity switch. A left click will increase the value and a right click will decrease it.

The values are increased/decreased in pairs: 0, 2, 4, 8, 10. For the PPA 0 is equivalent to 1.

Bomb release priority

In order to maintain aircraft load balance, the bombs are dropped in matching pairs from the outwards pylons to the internals. The release order is: 2, 8, 4, 6, 3, 7, 5.

If a release quantity larger than 1 has been configured, the bombs will be released in matching pylon pairs, e.g.: 2+8, 4+6, etc. If a pair is incomplete the quantity configuration is disregarded and the bombs are released one by one in the usual order.


8. Bomb Release Interval Selector
This switch is used to increase/decrease the distance between each bomb release. A left click will increase the value and a right click will decrease it.

This function is only active when multiple bombs are released at the same time.

9. Selected Quantity and Interval Display
The top window indicates the quantity of bombs to be released with each trigger action. The bottom window indicates the interval between each individual bomb release, the value is in 10s of meters.

10. Salvo Firing Selector
This button only applies to the following weapons: Super 530D, DEFA 554 guns and rocket pods. This button is used to select how the weapons will be fired on each trigger press: individually or all in a single salvo. In the case of the DEFA 554 guns, it selects between continuous or salvo fire.

It has two values:
TOT: The selected weapon is fired in a single salvo using all the stores aboard the aircraft. For the DEFA 554 guns, they keep firing for as long as you keep the trigger pressed.
PAR: The selected weapon is fired individually with each trigger press until the stores are depleted. For the DEFA 554 guns, they are fired in 0.5 seconds salvos (about 8 rounds).

The PPA panel will be enabled in future releases, so be ready for it.
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Last edited by Zeus67; 05-13-2016 at 10:40 PM.
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Old 05-13-2016, 10:43 PM   #2
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Very nice! :-)
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Old 05-13-2016, 11:09 PM   #3
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Nice.
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Old 05-13-2016, 11:18 PM   #4
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I'll be honest here, I sorta like the complexity and realism part of the more detailed Mirage but truth be told ...

It's going to be such a pain in the ass to keep the missiles cold and what if I spawn an airstart will I have to wait for 30 seconds before firing them?

The options for guns are amazing can't wait for that
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Old 05-13-2016, 11:29 PM   #5
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Honestly, I don't share your concern.

Do you usually start firing missiles within 30" of air-starting a mission? I probably don't.
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Old 05-13-2016, 11:32 PM   #6
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Quote:
Originally Posted by Zeus67 View Post
The PPA panel will be enabled in future releases, so be ready for it.
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Old 05-13-2016, 11:33 PM   #7
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Quote:
Originally Posted by Azrayen View Post
Honestly, I don't share your concern.

Do you usually start firing missiles within 30" of air-starting a mission? I probably don't.
Well me and my friends often have really silly dogfights

We made an arena spawn which has all the aircraft and they're air spawns so when we want to mess around we hop on those and missiles go flying everywhere
It's quite fun and there are some silly moments but if I'm gonna have to wait 30 seconds before fireing a missile (Not arguing this fact) then I'm probably gonna be dead by then

And gonna have to use different aircraft or just not use missiles at all and that's a shame : P
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Old 05-13-2016, 11:39 PM   #8
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Awesome, thanks!
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Old 05-13-2016, 11:49 PM   #9
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So it's working now?
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Old 05-13-2016, 11:57 PM   #10
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Quote:
Originally Posted by joey45 View Post
So it's working now?
The buttons and interface is implemented but the functions behind the buttons are not still WIP
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