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Mirage 2000-5

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Mirage 2000-5

Postby 5H1N0B1 » Wed Aug 07, 2013 1:49 pm

Hi everyone,
Just to say that the last version of the 2000-5 is avalaible.
More details in the wiki here :
http://wiki.flightgear.org/Dassault_Mirage_2000-5

It can be downloaded at :
http://helijah.free.fr/flightgear/les-appareils/m2000/appareil.htm
and also on GIT for work in progress :
https://github.com/5H1N0B11/flightgear-mirage2000

DONE :
LOADS :
-Dropable Tank
-Working Air to Air short,middle range missiles
-Working Air to Air Long range (AIM-54, Meteor)
-Working Air to ground missile/GBU bombs
(Possible loads : Matra MICA, AIM120, Matra R550 Magic 2, aim-9, GBU16, GBU12, AGM65, SCALP, Sea Eagle, AIM-54, MATRA-R530, R74.This is due to an attempt to make generic the missile code, itself strongly inspired from the f14. Bt I still need to work to make it simplier to integrate on other plane)
-Quick loads configurations button
-Add more loads in flight is not possible anymore (To avoid "child hundred missile shooting")
-A MFD loads management (need still work)
INTRUMENTS :
-Working Radar, with targeting systems
-Working MFD
There a EICAS, Radio Managment etc ...
A big big work done by FSig. MFD are a little complex to use, so here is a tutorial he made :
http://www.youtube.com/watch?v=i9FXj03IDfs&feature=youtu.be
-Working Fuel level
-Working Autopilot and Autopilot button
-Working Thrust indications
-Alert Panel have some working alerts (need more work on it)
-Improved HUD
GENERALS GRAPHICS :
-Improved and more realistic MFD
-Improved cockpit structure
-Improved Flame
-Realistics contrail (External Temp < -40°C and humidity >65%)
-Normally it work with Rembrandt
SOUNDS:
-Start engine and off engine.
-Now the 2000-5 is more like a fighter sound.
YASIM : Improved since we the "empty external tank weight" is not anymore the same as full external tank weight (it help a little :mrgreen: )
Perhaps lot of other things ...


TO DO LIST :
LOADS :
-Make it avalaible load in multi (Guys here already give me the solution...my bad I didn't try it ...but I will ^^ )
-It could cool to see someone missile when there are fired
-Make some interaction between flare and missiles
-Find graphics for the Exocet and ASMP missile
-Add a "Clang" when external tank meet the ground
INTRUMENTS :
-Finish the cockipt
-Make more realistic HUD & use Canvas (We have to try to draw a runway on the hud, for low visibility landing...)
-Ejection seat ?
-Make a workable rwr (and perhaps, with a much better comprehension of multi a workable ECM)
-Add more alert (need a much details start procedure)
-Add checklist
GENERALS GRAPHICS :
-Need some high quality texture
SOUNDS:
-Something that could be really cool is to make "no sound" before the aircraft when speed >mach 1 (I don't know how is possible...I will check)


There is lot of stuff to do.
I hope you will enjoy this aircraft.
If you have some idea of correction/improved, please, let me know.

Friendly
5H1N0B1
Last edited by 5H1N0B1 on Mon Jun 22, 2020 6:40 pm, edited 2 times in total.
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Re: Mirage 2000-5

Postby Johan G » Wed Aug 07, 2013 4:05 pm

Excellent! I saw you updated the wiki as well. :D

If it is possible to figure out and document the controls and indicators for the real autopilot I would like it to look like the real one (like this 2000-5F or this 2000-5EG). No hurry though.

I have not tested it yet, but can I assume that the MFD:s are done in Canvas and are not available for me (running an old FlightGear 2.4.0)?

EDIT: Oh and I am 100% sure elevator trim are done on the joystick hat trim switch. :wink:
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Some YouTube videos
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Re: Mirage 2000-5

Postby 5H1N0B1 » Wed Aug 07, 2013 4:33 pm

For now there is (there are ?) no such things as canvas on the 2000-5...

For sure we will transform our mfd with canvas, but it will take a time :)
(Because as we can read, canvas is for sure a big inovation)

For the autopilot, we tried to make it the most realistic (but we add a speed autopilot which is not on the real one)...
But for the future we try to make it even more realistic :)
(Nice pics btw)

So I think you will for sure have fun ^^

Friendly
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Re: Mirage 2000-5

Postby x7cusick8x » Wed Aug 07, 2013 6:11 pm

Just tested it and all i can say is Fantastic!!!! Air to Air dog fighting is amazing, only question is how do i use the AGMs or bombs i cant seem to figure it out
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Re: Mirage 2000-5

Postby 5H1N0B1 » Wed Aug 07, 2013 11:02 pm

To use AGM or guided bombs, it's the same as Air to Air : You need a target (AI or MP, on ground aicraft, boat, train etc...)

For now it doesn't work for shooting some building or some land... it's already on the to do list :
1)Adapt some sniper pod for some laser guided missile (like on the b1)
2)Put the possibility to enter gps cooordinate of a target (for very long range AGM)
3)Add "Non guided" bombs...

Have fun :)

Friendly
SH1N0B1
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Re: Mirage 2000-5

Postby x7cusick8x » Thu Aug 08, 2013 10:13 pm

im sorry i have so many problems with a mac... i run a standard laptop keyboard so no number pad... how can i change the scripts so that the 0 is no longer drop tanks and i get my left rudder back? and bombable vehicles are still not locking on for me its strange
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Re: Mirage 2000-5

Postby 5H1N0B1 » Fri Aug 09, 2013 6:38 am

I'll change the jettinson button in next release : you will have the rudder :)

When you shoot aiir to ground, you have to stay in "A/A" mode. But I will correct it soon.
And then I will make a video/tutorial for the shooting procedure.

See Ya

Have Fun

Friendly
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Re: Mirage 2000-5

Postby x7cusick8x » Fri Aug 16, 2013 3:09 pm

Any idea when the modular weapons will be available? Id love to be able to equip my SH-60 with ether hellfire missiles or your sea eagles
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Re: Mirage 2000-5

Postby helijah » Sun Aug 18, 2013 2:42 am

x7cusick8x wrote in Fri Aug 16, 2013 3:09 pm:Any idea when the modular weapons will be available? Id love to be able to equip my SH-60 with ether hellfire missiles or your sea eagles


And if you are looking for a bit? The Mil Mi 24 for example, or the UH-1 are equipped with functional missiles!
Some planes (and other) for FlightGear
http://helijah.free.fr
and
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Re: Mirage 2000-5

Postby x7cusick8x » Sun Aug 18, 2013 2:55 am

The Mi 24 has functioning missiles?!?!?!?! my version dose not have armament
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Re: Mirage 2000-5

Postby 5H1N0B1 » Sat Aug 24, 2013 10:34 am

As Helijah said, there arer orking rocket on other aircraft/helicopter. But they are all unguided.
As long as i can remember, there Only few aircraft with guided missile : The f14, the A10 (perhaps the b1 have guided bombs) and the mirage 2000-5.

And on the 2000 I didn't reinvent the powder (on the coffe machine) : I took the F14 code and adapt it on the 2000 ans started to make it a little more "generic" and make "not only the aim9" fireable.
But from now, It won't be this easy to put it on other plane. There are still lot of requierment (And for the developper to understand object oriented programming).
So yes I still have work on this script.

(Just on an other subject : all missile are "exploding" when touching the target. But...after reflexion, when the 3D model of the "ASMP" nuclear missile will be ready, i don't think I will make it "explode" and even more i don't think this kind of missile would be "fireable". Just present as load on the plane and it's all. Because I think that Nuclear force is made to be NOT fired.)

Friendly

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Re: Mirage 2000-5

Postby 5H1N0B1 » Mon Oct 14, 2013 7:16 pm

Hi everyone,
I know that not everybody will find it ok, but lt's talk about missile. (Again and again...). Without going threw a long debate,I put on Fguk's forum an explanation of what I did on the missile script and why missile.nas a bit more completed/complex than "fox2.nas", but easier to put on another plane. this i the text :

I think that could be great if someone else is motivated to put one of them on their plane. (with an interdiction of "In air reloading"...).
IIt's a bit long.

Hi everybody,
I've got something kind of similar on the 2000 folder, and I think that put all "missiles/bomb/loads" in one folder is really a good otpion.
Cause it tends more to a generic solution.

As some of you knows, I adapted XIII (Alexy Bory) code from the f14 to the mirage 2000 and extend it to some kind of "generic missile code".
I think this work could be easily adapted/improved to other aircraft.(It's a relative "easy" but it will be easier than start again with the f14)

With this kind of generic code, the .nas go to a very similar folder to pick up the load 3D model, but with some differences :
As the FGUK folder, there is an .xml file and a 3D model. But with it, i add a missile_smoke.xml and missile_explosion.xml

Then I have a file, at the root of my folder that "explain" (for the code) the missiles behaviour.

We have common missile (some of them come from your previous aircrafts), You have some I don't have and I have 2 or 3 you don't have. The point is that : can it be possible to "fuse" it and make a "generic missile project" that we could put on GIT under "Aircraft/Generic/Loads" ?
(And try to make the missile code easier to install on other plane)

The idea here is to put in common 2 similar works and save it for future projects.
(sorry for the long speech)

Friendly
Fabien (5H1N0B1)

(Btw : does somebody have an "Exocet" missile ? )



To explain how it work :
On the 2000, when you fire a missile, that call :

- function "fire_MG" (I know, wrong name), on weapons.nas.
This function i to "fire the missile or the gun, dpend of the "controls/armament/stick-selector" variable

Then if it's missile, it calls :

- function "load.dropLoad(pylon);", file "ext_store.nas"
This function is to drop whatever you have on the selected pylon.
(Could be tank...no need to be guided)

If it's a missile (and the pylon not empty"), this function call :
Code: Select all
- function "load.dropMissile(number)", file "ext_store.nas"
This function is the most important if we want to understand how adapt missiles. Lts describe it :
dropMissile = func (number) {

#number : the index of the pylon

#this is important : the missile script need a target. more precisely, it #needs a "target object type" the hud;closest_target() provide one -> this #part is link with the radar system.
var target = hud.closest_target();


#Of course, no target, no shoot
if(target == nil){ return;}

#Selection of the missile type "name" -> string
var typeMissile = getprop("sim/weight["~ number ~"]/selected");

#This function go pick information and behaaviour on the generic folder, file loading_Missiles.nas.<-this is not optimal, perhaps an xml file would do the job...
missile.Loading_missile(typeMissile);

#Creation of the "missile object" with file "missile.nas" and pylon number
Current_missile = missile.MISSILE.new(number);

#I don't remember what is it for...This should b ome kind f "init status"
Current_missile.status = 0;

#You put the target to the missile
Current_missile.search(target);

#You release the missile
Current_missile.release();

#That's it, a guided missile is gone. now This misile should disapear from bellw the wings
setprop("controls/armament/station["~ number ~"]/release", 1);
setprop("sim/weight["~ number ~"]/weight-lb", 0);

#This is another function to put the "missile index" to next, to be ready to fire again, and if possible keep aircraft balance (shoot with opposite missile)
after_fire_next();

}


And it's all.
you need a pylon number, missile type, a target object, (few variable) nd you should be able to fire the missile.
The heart of the script is "missile.nas" and don't have to be modified (Check it coz I may have forgot some things). It'should be adaptable, but what you need before firing, is necessary, and perhaps this first part isn't the most adaptable.

Please, feel free to aask any question. I hope that I could be shooted down by a Tornado or a urofighter soon :) ...


Friendly

Fabien (5H1N0B1)

(PS:You already can shout a carrier with the 2000 : The Sea Eagle can do the job actually. APACHE missile caan do it also (wich should be reserved for ground only...

There are few mode for different behaviour :
A/G->For GBU bombs, or maverick missile
A/S cruise missile : just few feet above the sea
A/G cruise missile : few feet above the ground (but have a 2 sec prevision of the ground -which i more or less bugged-)

A/A : anti air missile (the simple way)
A/A Cruis missile (like the AAim54 wich i climbing at 100kfeets before it goes downn)

All of thiis is not enough to cover all the difference between missile. So I put all the different behaviour in some variable, initiated with missile.Loading_missile(typeMissile); ... As you can see, there everithing to do what we want here;..this is a lot improv fox2.nas)
Hav fun. Sorry for the too long talk
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Re: Mirage 2000-5

Postby Talkless » Tue Oct 15, 2013 7:54 pm

Thank you 5H1N0B1 for great plane!

Best part for me is it's functional radar. I use it to perform escort "missions", since it shows target callsing and all other crucial information. I don't like to look at too-much-revealing map (it's cheating for me :D )...

Also it's nice to have ability to change autopilot parameters in instruments!

I have some criticism thought:
  • Rudder/steering sensitivity, especially on ground, is kinda too big. It is easy to loose control while taking off... Or it's joystick/configuration problem?
  • Locked target information (alt, speed, callsign, heading, bearing,.. ) could be a little lower in HUD, because this text overlaps with "compass" numbers in top of HUD, and so hard to read.
  • When using spoilers to brake, plane starts to oscillate in "yaw" axis. Though maybe it's my too-slow computer..?

Also it would be nice to have:
  • Attitude hold mode, like in F/A-18. Or some kind "copy current heading, speed, altitude into autopilot" button in instrument panel.
  • Show currently selected target on radar, it's not quite always sure in HUD which one is currently "selected".
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Re: Mirage 2000-5

Postby 5H1N0B1 » Wed Oct 16, 2013 8:52 pm

Thanks :)
Lot of people have worked on this plane, and I'm sure that make them happy.

Rudder/steering sensitivity, especially on ground, is kinda too big. It is easy to loose control while taking off... Or it's joystick/configuration problem?

I dont really know...I have it too... it tends to disapear when you hve no more gear on the ground...maybe some kind of torque...I don't know how to fix it.

Locked target information (alt, speed, callsign, heading, bearing,.. ) could be a little lower in HUD, because this text overlaps with "compass" numbers in top of HUD, and so hard to read.

I agree. that i completly boring;;;I can fix it easily for the moment (and after i will put some canvas stuff there)

When using spoilers to brake, plane starts to oscillate in "yaw" axis. Though maybe it's my too-slow computer..?

I have it to. It happenn at very slow speed...kind of delta wings stuff...perhaps not really issue in term of aro but oon the real plane, all of this is controlled by a computer which uppress stranges effects...(thath means i have no solution for that...)

Attitude hold mode, like in F/A-18. Or some kind "copy current heading, speed, altitude into autopilot" button in instrument panel.

There is kind of : When you don't select "Alt", the default AP keep the pitch (that you can set up)...but it's a "emi" solution indeed...

Show currently selected target on radar, it's not quite always sure in HUD which one is currently "selected".

Good idea...The simple way to correct it is to wait I have the courage to transform the radar into canvs (or wait sombody to do it on an other plane :) )

Present : How to shoot :
1)Select your loads on ground
Image
Image
Image

2)Select your missile (Use ctrl-c to sse how)
Image
Image

3)Press "w" to choose your weapon mode
Image
Image

4)Turn on your engine and take of (you should already flying when you select yourmissile and weapon mode)

5)Select your target (Shift+r)
Image

6)Fire your missile (e) (be carreful not to shoot yourself...)
Image

7)You can put your view on the missile...
Image
Image
(oups, civilians...I will go to jail at minimum for that...)
Image

The report of this missile should by default be not set in multiplayer, so it will not bother other untill you want to...

Have fun...
Friendly

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Re: Mirage 2000-5

Postby LesterBoffo » Fri Oct 18, 2013 5:15 am

I thought I'd mention, the Mirage M2000-5 in Helijah's Hangar is not this aircraft, it's the A330 tanker. :?:
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