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Mirage Aircraft for Flight Simulator
Conversion Notes
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The question is often asked, "Will this aircraft work in this version of
Flight Simulator?" The answer is typically "Yes". But as the underlying
technology of the Flight Simulator program advances with each new release, more and
more of the older aircraft will not perform or look as good as they did on the version
they were designed for. In most cases that is good, it provides the opportunity
and motivation for designers to create newer and better versions. Below are some
observations I've made during testing and what you might expect when you bring an
aircraft designed in FS5/FSFW95 to the 3D world of FS98/FS2000/FS2002/FS2004.

[ Mirage III | Mirage V | Mirage F1 | Mirage 2000 | Mirage 4000/Rafale | Other Mirage | AFXs ]
Originally every aircraft available on this website had been tested on my own systems in both
FS98 and FS2000 or FS2002 to verify compatibility. More recently testing has been limited
to FS2000, FS2002, and FS2004.
FS2000/FS2002 → FS2004 (FS9)

Floating aircraft and loss of animation. A problem with all aircraft not designed using
Gmax or FSDSv2 and flown
in FS2004 is the loss of all animation. This is most obviously seen in the loss of extended landing
gear so that the aircraft appear to float over the ground
(Star Wars style) when taxiing.  In
flight the aircraft behave normally for the most part (see comments below) except that the control
surfaces, air brakes, exhaust (if animated), etc., no longer move.
But there is a solution. When you launch FS2004, answer "NO" to the question asked by
the simulator to deactivate the functionality of certain "unsupported" features. The
animated landing gear, control surfaces, and most other working parts will work fine. Spinning
parts, such as propellers, no longer work but since Mirage have no propellers we are fine.

If you accidentally say "yes" you can reverse this by editing the [FrameCallNoWarn]
section of the FS9.CFG file using NotePad. Here you will find the name of one
or several aircraft with "=0" next to it. Change the value to "1" ( ...=1) and
the "unsupported" features will work again. An alternative is to simply
remove that aircraft from the list. You will be asked the question on
next launch and can "Just Say No" at that time to restore animation.

The FS9.CFG file is a hidden file located here (depends on your OS):
- Windows 2000 and Windows XP:
C:\Documents and Settings\username\Application Data\Microsoft\FS9
- Windows 9x and Windows ME:
C:\WINDOWS\Application Data\Microsoft\FS9

Longer takeoff runs. Aircraft used in FS2004 but designed for earlier versions (or which use flight models based
on aircraft from earlier versions) require noticably longer takeoff runs and lack the rate
of climb they had with earlier versions. In banked turns (what other kind is there?)
there is also a loss of turn rate. They are also in a noticable downward trim attitude
so some trim adjustment after takeoff is necessary.

Some FS2004 tricks: Are you tired of ATC referring to your aircraft as simply "Dassault"
or "Experimental"? Do you want to hear the pilot and ATC refer to your aircraft as type
"Dassault Mirage"? Under the [General] section of the aircraft.cfg file edit (or add if
necessary) the lines "atc_type=DASSAULT" and "atc_model=Mirage". Using "atc_model=Rafale"
also works. Now that's cool!

If you edit (or add if necessary) the line "atc_parking_types=MIL_COMBAT"
("MIL_COMBAT" needs to be all caps) under each individual aircraft section ([fltsim.x]) of the aircraft.cfg
file, the aircraft will be directed to the parking area for military jets (trainers and
fighters) if the scenery has been set up correctly. This is more realistic (and
secure) than being told to "taxi to general aviation parking".

In FS2002 and FS2004 you can also have the ATC refer to you as an Air Force, Navy or Marine aircraft by
editing (or adding if necessary) the line "atc_airline=Air Force" under each individual
aircraft section, [fltsim.x], of the aircraft.cfg file. For Navy use "Navy" or
"Marine" instead of "Air Force". For Armée de l'Air you might use "atc_airline=Army". Capitalzation is not important here.
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FS5/FSFW95 → FS98/FS2000/FS2002

Visual problems: Polygon sorting vs. ZBuffering. The flight models behave as expected when brought in through the
FS98 Converter but there are
visual problems. In the case of the earlier Mirage III, Mirage 5 (and derivatives),
and Mirage 2000, you will see a flash of color moving between the nose, wings, tail,
extended gear, and in extreme cases, even the ground. The image below shows this
streaking effect above the wing between the wing tip and forward fuselage and below the
wing between the ventral strake and mid-wing (indicated by red arrows). This effect
only occurs at certain angles. Another effect can be a distorting in some shapes.
The tail of the Mirage 2000 is a good example of this.
This "3D Flash" was common on aircraft when FS98 (running in 3D mode) first came out. A
problem with polygon sorting and the use of single plane surfaces cause the effect (a throw back
by designers to the days of FS4/AAF). If you turn off 3D in Flight Simulator, the effects
will clear up. Because FS2000 and newer use ZBuffering rather than polygon sorting to display
objects, the "3D Flash" effect is not present. Since this is a known effect of 3D, aircraft
designed since FS98 tend to be designed to avoid this visual effect.
Header photograph Copyright 1967, Israel Defence Force / Air Force.
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