JF-17 Thunder: Difference between revisions
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== Flying the JF-17 == | == Flying the JF-17 == | ||
The JF-17 is a very ''very'' easy aircraft to fly. It may only be partially FBW, but behaves in a very predicable and controllable manner under almost all circumstances. It is perhaps a bit lacking in overall engine power and engine response, not wholly unlike the [[FA-18C_Hornet|F/A-18C]], but isn't as draggy as the Hornet and thus is less likely to suddenly fall out of the sky because you can't get the thrust you need. Indeed, in the very first release before it was quickly patched, the Jeff had ''zero'' drag at low altitude and could coast forever on ground effect with idle thrust without ever losing any speed… it was even difficult to land the thing because of this. | |||
In a post-patch and more practical sense, it is a very nippy and agile aircraft, with fast roll response, high turn rate and no drastic snap-out-of-control tendencies. It ''can'' be a bit wobbly at low speeds, and narrow shape makes it susceptible to uncommanded rolls when you release any heavy ordnance. It is not quite as bad as the [[AV-8B_NA_Harrier|AV-8B]], but you should still be ready to parry any movements when AG weapons are dropped. Alternatively, you can just turn on the highly competent and very easy-to-use autopilot (push once for attitude hold, push again for altitude hold, push a third time or just overpower it to turn it off). | |||
Indeed, this kind of simple automation can be found everywhere: to use the WMD7 targeting pod, for instance, you just point it somewhere and command a lock. It determines whether a point or area lock will give the better result, and it will interface with the fire control system to determine if and when to fire the laser and to give the pilot proper steering cues for the currently selected weapon. Most attempts at doing any of this manually will yield a much worse result than letting the automation handle it. | |||
=== Cockpit overview === | === Cockpit overview === | ||
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=== Shooting something === | === Shooting something === | ||
== Links and files == | == Links and files == |
Revision as of 04:06, 1 January 2020
This is a beta module.
This module is still being developed and may still be missing some features and equipment options. It is playable and most of the content is there, but some final touches and fixes for minor bugs are still in the works. It is probably safe to buy unless you crave absolute fidelity and/or very few bugs. |
The “Jeff” — or more accurately the PAC JF-17 (Joint Fighter) “Thunder”, aka the CAC FC-1 (Fighter China) 枭龙, or “Fierce Dragon” — is a joint Chinese-Pakistani effort to create a low-cost, light-weight, single-engine, modern multi-role fighter that would be easy for PAC pilots to cross-train into from their older F-16s. The wording “low-cost” should not be read as “cheap.” It has a lot of fancy features and capabilities, but it is focused on what is deemed critical to have, and on what needs to work well, rather than taking a bloated kitchen-sink approach. Two immediate compromises that can be seen is that it is not as much of an ordnance truck as the Viper and the Hornet and that it isn't exactly the most fuel-efficient thing in the sky. But what it can do, it does very well, and often in the most user-friendly way seen in any DCS module to date. This is a modern aircraft with modern design sensibilities as far as the pilot workspace goes.
The JF-17 module is Deka Ironworks' first foray into full-fidelity simulations (they previously created the J-11 as a modified version of the Su-27 FC3 module), and it has been a very impressive start. In a game that is somewhat infamous for having modules released in a semi-working state and letting them linger Deka broke with tradition by releasing a module that was surprisingly feature-complete, by having a period of very rapid and responsive iteration on release to get rid of some of the more unfortunate bugs. The module is still early access, and bugs are to be expected, but it has seen very little of the outright unreliable jank that often characterises new releases. In addition, in a definitive break with flight sim development, Deka is highly receptive to player input and open to discussion of various implementations, rather than treating such input as an insult to their honour.
Deka's unorthodox approach has even managed to generate a bit of community controversy, with sniping back and forth between development teams when Deka's empirically and scientifically accurate aerodynamics data made the Jeff's equivalent to the AMRAAM missile, the SD-10, outperform its western counterpart. A fair amount of nasty suggestions were exchanged between interested parties, but so far, the SD-10 has remained untouched and the main outcome is that the AMRAAM finally got a slight (and in by many considered long overdue) range boost.
Features
The JF-17 at this stage has everything needed to start flying and dropping nasty things on top of nasty people:
- A wonderfully intuitive three-screen glass cockpit and almost no analogue instrumentation unless it is absolutely necessary before you can get the MFDs up and running. Coincidentally, these displays are all also highly VR friendly.
- An almost equally intuitive HOTAS interface that will seem very familiar to anyone who has flown the F-16 (be it the DCS module or BMS.
- Partial fly-by-wire (pitch axis only) but with stability assists on the other axes that makes it very smooth and easy to fly.
- Very easy DTC (data cassette) functionality that drives almost all of your navigation and even some of your weapons delivery: put down mark points on the F10 map and then load them onto the aircraft computers to build flight plans, target points, cruise missile routes etc.
- A number of very fancy modern weapons:
- The controversially well-performing SD-10 medium range missile.
- Its almost as controversial LD-10 anti-radiation missile variant.
- The preprogrammable C-802AK anti-shop missile and the CM-802AKG man-in-the-loop cruise missile.
- The JSOW-like GB-6 gliding munition dispenser, complete with regular CEM cluster munitions, SFW murderbots and a regular HE bomb payload, and the LS-6 guidance/glider kit for regular 500kg bombs.
- C-701 TV/IR missiles (think smaller Maverick)
- The BRM1 laser-guided rocket (kind of like Vikhrs, except you can carry 64 of them).
- The first public implementation of Eagle Dynamics' new ground-mapping radar to help guide all of the above.
- The highly automated WMD7 targeting pod when more precision than simple radar is needed.
- A preset-based radio that will never make it clear exactly who you're talking to.
- A far more complex IFF modelling than any other DCS module to date.
It even has its own aircraft action film showing it off: Sherdill, for some genuine wonderful melodramatic dogfighting cheese (see a short segment below).
Missing features
In spite of all the above, the JF-17 is still Early Access, and there are a couple of features (and outright bugs) that remain to be addressed:
- More advanced binds for HOTAS setups, such as two- and three-way switches.
- Air refuelling capability (rumoured to be introduced in a later expansion of the module).
- A reliably working RWR and data link — both are in, but are notorious for not showing eveyrthing, especially in multiplayer.
- Radar zoom functions (EXP) in all radar modes.
- Fully implemented and reliable navigation and targeting logic in the CM-802AKG cruise missiles.
- A few more munitions, such as anti-runway bombs, and more (or simply more appropriate) models of dumb bombs.
Flying the JF-17
The JF-17 is a very very easy aircraft to fly. It may only be partially FBW, but behaves in a very predicable and controllable manner under almost all circumstances. It is perhaps a bit lacking in overall engine power and engine response, not wholly unlike the F/A-18C, but isn't as draggy as the Hornet and thus is less likely to suddenly fall out of the sky because you can't get the thrust you need. Indeed, in the very first release before it was quickly patched, the Jeff had zero drag at low altitude and could coast forever on ground effect with idle thrust without ever losing any speed… it was even difficult to land the thing because of this.
In a post-patch and more practical sense, it is a very nippy and agile aircraft, with fast roll response, high turn rate and no drastic snap-out-of-control tendencies. It can be a bit wobbly at low speeds, and narrow shape makes it susceptible to uncommanded rolls when you release any heavy ordnance. It is not quite as bad as the AV-8B, but you should still be ready to parry any movements when AG weapons are dropped. Alternatively, you can just turn on the highly competent and very easy-to-use autopilot (push once for attitude hold, push again for altitude hold, push a third time or just overpower it to turn it off).
Indeed, this kind of simple automation can be found everywhere: to use the WMD7 targeting pod, for instance, you just point it somewhere and command a lock. It determines whether a point or area lock will give the better result, and it will interface with the fire control system to determine if and when to fire the laser and to give the pilot proper steering cues for the currently selected weapon. Most attempts at doing any of this manually will yield a much worse result than letting the automation handle it.
Cockpit overview
Getting into the air
Shooting something
Links and files
- Chuck's JF-17 Thunder guide at Mudspike.
- DCS: JF-17 Thunder by Deka Ironwork Simulations in the DCS shop.
More information
- CAC/PAC JF-17 on wikpedia.
- JF-17 Thunder on globalsecurity.org