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Things you may not know about EF2000


Scorpion82
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EF2000 is old and well known, but there might still be things which people may not know or are aware of. I think a small section on stuff not covered in the Strategy Guide, Manual or elsewhere is probably not the worst idea!

 

Some stuff about EF2000 that you may not know:

1.) You can jettison individual drop tanks, given that you have no weapons onboard, press ALT+J (AG stores jettison) which will enter the AG mode and displays the tanks as weapons with the CCIP sight displayed. You can now jettison individual tanks with the space bar. Wing tanks are displayed as FUEL and the centre fuselage tank is displayed as CENTRE FUEL.

 

2.) NAV mode. Everybody is certainly aware of the NV labelled NAV mode light on the HUP below the HUD. You can not directly select the NAV mode, but there are two conditions where the NAV mode is selected:

Condition 1: Press ALT+J if you have no tanks and weapons (incl. gun rounds) loaded. This will switch to the NAV Mode.

Condition 2: De-select TIALD after the last LGB is gone and the NAV mode is selected as well.

 

3.) TIALD restriction. The TIALD displays no ground mobile ground targets!

 

4.) 7 target boxes. With the radar activated a TD box is displayed for each of the six priority targets (A-F). Using the target cycle controls you can step through the targets in priority order. If the last priority target is skipped, the system will designate the next highest prioritised target which appears as a TD box on the HUD/HMD as well, but lacking the priority label as it's not among the radar determined 6 priority tracks.

 

5.) AP Tracking Mode logic. Some might have noticed that once the autopilot is engaged in tracking mode with no target present, the AP dives to the deck. But where is the AP guiding the aircraft? The answer is it depends. When a target was tracked and dispears, because it's destroyed for example the AP might be circling around the last known target position. In some simulator missions it appears the AP is guiding you to the start waypoint. In all other cases the AP will opt for the zero coordinates point (south western corner of the theater map).

 

6.) Fuel to waypoint/base bars: All fuel bars display a maximum quanitity of 11000. The fuel to bar color infill is green when the destination will be reached with current fuel reserves. It switches to yellow if the destination can be reached within the 11000 fuel limit. It turns red when you need more than 11000. This can be easily veryified with the digital readout.

 

7.) Emergency compass. The east/west directions of the emergency compass are inverted, this appears to have been a bug from day one that was never rectified.

 

8.) Maverick Air to Air. You can fire the Maverick missile against airborne targets, albeit its pk is pretty low.

 

9.) AMRAAM/LRAAM passive. You can fire both missiles against an IRST track, but no TD box or other typical symbology is displayed. The only verification is the target video on the IRST screen. You can usee padlock view to properly centre the target to ensure it won't miss its target.

 

10.)  IRST lockon ranges. Ranges differ slightly dependent on the conditions, typically the following ranges are achieved: Air - 15 nm, Land - 6 nm, Sea - 25 nm

 

11.) Triangle on CCIP bomb fall line (or azimuth steering line). The triangle appears when steering against a waypoint, it displays your bank angle and coincides with the waypoint X symbol when you are properly aligned.

 

12.) DASS protection. The DASS does not automatically release chaff or flare when the DASS format is not selected!

 

13.) HUD missile range bars. HUD missile range scales are fixed range scales. For AAMs an additional marker is displayed if the effective firing range is less then the range of the scale. This is irrelevant for non- or slow moving surface targets. The following range scales are used:

AIM-9M - 10 nm

ASRAAM - 8 nm

AMRAAM/LRAAM - 40 nm

ALARM - 20 nm

Sea Eagle - 40 nm

 

As you can see the range scales may be shorter than the actual firing ranges of the respective missile. You should use the "+" symbol for AG missiles and the diamond symbol for AAMs to verify that the target is within launch range. Note that the audio shoot cue is only triggered for AAMs against radar targets only.

 

14.) TIALD offset track. When OFT is enabled there are two ways of slewing. Pressing OFT again initiates tracking against the current OFT position. Pressing the TRK button will slave the pod's LoS back to the original track position. This feature is useful if you want to explore the area around the actual target location and then slave back to the original target. This feature can also be utilised to guide two LGBs near simultaneously against two closely space targets. However, the timing must be trained to be successful.

 

15.) Fuel problems? I have read in here topic that someone has encountered frequent fuel problems. Fuel is not a problem at all if you adhere to the following rules: a.) Fly high (45.50k ft) b.) Fly fast!

The virtual EF2000 reaches Mach 2.19 on dry thrust only clean and at 53000 ft. Even with a full combat loadout you should be able to reach ~Mach 1.7 - 1.8 at altitudes above 40k ft. In EF2000 your airspeed has no impact on your fuel burn and you can use this to your advantage. There is also another advantage, flying high and fast massively increases your survivability as SAMs have a difficult time to intercept you at all and enemy fighters have a hard time chasing you. You can actually attract the interest of SAMs and deplete their stocks while staying relatively safe!

 

16.) CCIP toss. You can in theory view the CCIP marker through the cockpit floor using the HMD and align with a waypoint symbol to drop bombs from higher altitudes and ranges. However, the CCIP marker doesn't work accurately so all you can do is to learn about the timing for releasing a bomb at specified speeds/heights through trial and error. The AP waypoint mode is your best friend in this respect, but it's probably not worth the hazzle in a combat environment.

 

17.) Auto Recovery. The Auto Recovery mode only engages reheat when your airspeed is below 400 kts at the time of engagement. If it's above 400 kts reheat won't engage and you can manually control your throttle setting and airspeed. Be aware, however, that when your airspeed drops below 400 kts with Auto Recovery engaged reheat will be automatically selected. The Auto Recovery mode does not impose any airspeed restrictions and is a good mode for maintaining a stable altitude and heading. You can engage Auto Recovery while your autopilot is engaged. In this case, the AP automatically re-engages when Auto Recovery is de-selected. Note that the Auto Recovery mode also prevents your aircraft from crashing into the ground clearing any obstacles across the flight path.

 

18.) IRST coverage. Im search mode the search volume is about 170° in azimuth and 120° in elevation. Only if locked onto a target coverage is 360° x 360°. 

 

19.) Radar coverage. Max. coverage is +/-75° at the 5 nm setting. Note that azimuth and elevation coverage is likewise affected. The look up/down settings shift the scan centre by 10-25° dependent on your selected search volume. Max. coverage at 5 nm is +/-85° in elevation. Useful for verification is the refuelling mode with a tanker present. You can measure the angular offset by ownship heading substracting the bearing offset from the tanker readout lines on the HUD.

 

For the time being, that's all that immediately comes to my mind. Maybe others have some tips or observations which aren't covered in the available documentation.

 

Best regards

Edited by Scorpion82
Edit: Nos. 17 to 19 added.
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  • 1 year later...

wow, you gone some goodies in there. it's too bad you can't turn off auto-cannon afaik, so I always lead just behind targets. in quick combat missions, the neutrals don't go after you, so its free points! you can lurk in them like campaigns to get really high scores. I got above 10,000 points in Top gun difficulty in just level 1 doing the lurking manuever! (and landing 10x) to get tons of missiles. LRAAM doesn't like minimum ranges below 20 miles so save them for longer distances. (a bug?) ASRAAM doesn't like head on shots so wait until they start turning.

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On 5/4/2021 at 7:09 AM, hardimpact08 said:

wow, you gone some goodies in there. it's too bad you can't turn off auto-cannon afaik, so I always lead just behind targets. in quick combat missions, the neutrals don't go after you, so its free points! you can lurk in them like campaigns to get really high scores. I got above 10,000 points in Top gun difficulty in just level 1 doing the lurking manuever! (and landing 10x) to get tons of missiles. LRAAM doesn't like minimum ranges below 20 miles so save them for longer distances. (a bug?) ASRAAM doesn't like head on shots so wait until they start turning.

 

Yes it was surprising to discover unknown features over the years over and over again.

 

Dependent on which version of EF2000 you are using, you actually can toggle the auto cannon function on/off pressing SHIFT+G. There is an AC labelled status light on the left glareshield. If its lead blue the auto cannon is activated, if it's lid green it's deactivated. This is true for TACTCOM and all later versions based on it including Super EF2000 and EF2000 V2.0. It's not unavailable in the original EF2000 release though.

 

Yes ASRAAM has a poor PK against approaching and crossing targets. It performs well if it manages to intercept the enemies tail position. This includes aircraft passing by at some separation performing a HOBS shot. It's said that if the closure rate is low the PK increases, but I haven't verified it. I typically try get a rear aspect shot, which works best.

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i see! thanks a million! both manuals didn't say use left side glare shield to see auto cannon status (AG).(unless I missed it). you made the game a lot better!

I didn't know you could use IRST for passive radar shots. is that even in the manual? lol!

 

a few more fun thoughts.

have you ever shot the refueler while refueling with cannon? it blows up but you are still stuck to an invisible tanker and get unlimited fuel.

you can land in enemy bases. to keep from getting shot by them(most of the time), roll off runway into the grass.

most missiles miss you if you put them at your 3:30 O'clock and bob your nose up and down. 

Dass works best set at 15-30km(a bug)?

turn off one engine helps fuel a lot.

avoid ir missiles by shutting off your engines makes flares work 5x better .(works for me, so I dunno if its my imagination or not)

camp in a mountain of 4 mountains at 130 kph. you can avoid 30 missiles by yanking and banking at 10ft above ground behind the tops of mountain ranges.

to reload, you just need to be in middle of runway and hit wheelbrake. you can leave engines on and your airplane will still reload all weapons once at 0 kph for 7 seconds.

you can drop bombs on planes.(i've only hit big planes though)

you can shoot pilots while they are parachuting. i think their parachute collapses and they fall like a rock.

set radio to join for recovery, then hit your airbrake and land on a random road in the middle of nowhere, shutoff engines. campaigns won't call your status MIA. ahah!

 

 

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Thanks. Some general gameplay stuff I didn't knew either, albeit many of them apparently make sense. Something I have witnessed in addition is, that if you drop your tanks as described under 1.) the tanks are gone, but you loose no fuel compared to the normal jettison procedure (SHIFT+J). Arguably it's of limited utility as it only works if you have no weapons loaded.

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On 5/10/2021 at 8:24 AM, Scorpion82 said:

Thanks. Some general gameplay stuff I didn't knew either, albeit many of them apparently make sense. Something I have witnessed in addition is, that if you drop your tanks as described under 1.) the tanks are gone, but you loose no fuel compared to the normal jettison procedure (SHIFT+J). Arguably it's of limited utility as it only works if you have no weapons loaded.

yo, I totally forgot ALT+F12. I think its undocumented. the core engine goes 10x faster. so if you layer shift+T with ALT+F12, you can fly across the map in 60 sec.

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On 5/18/2021 at 4:46 AM, hardimpact08 said:

yo, I totally forgot ALT+F12. I think its undocumented. the core engine goes 10x faster. so if you layer shift+T with ALT+F12, you can fly across the map in 60 sec.

 

Nice one for long range hopes. Dunno whether it has any real impact, but I occassionally fly AWACS Flight Kill missions, with the AWACS over Russian soil. Typically using a 8-12 A/C mission planner mission. Schedule for 50000 ft and max speed an supercruise around the defensive fighters. Let the escorts and co. play the bait and use your wingmen to do the killing of other A/C to get to the AWACS and take it down. For this, or if you doesn't want to take a direct route this is certainly useful. I suppose you must be very careful to not pass the edge of the theater map. Never tried it in the campaign, what's the mission rating? Worth a try.

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if your wing is blown off, land at an allied airport. they will 're-calibrate' your joystick for you so you don't have to tilt it anymore. but the wing will still be damaged. I haven't tested the full repair over a longer period of time or if this is even a bug.

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  • 3 weeks later...

Yes that's a common problem. I have also experienced this if a CAP route was to close to enemy terrain. I often modify the CAP patterns to provide best coverage of expected threat direction and a large area, dupercruising at around 50k ft with accelerated time. This provides best coverage especially from a base in the north. A pity that your wingmen can't rearm, albeit fuel appears to be unlimited for AI controlled A/C.

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