Map & Mission

Just Dog Fight Map

Areas of operations :

Below are the independent areas that a player can join :

  • IR missiles and Guns.
  • GUNS only.
  • WW2 era aircraft (close to the GUNS area)
  • 1vs1, two players max per area.
  • 2vs2, Four players max, AI planes if needed.

Slot naming and meaning:

  • 1v1 : “Just the two of us”. Only one player per area/team.
  • 2v2 : Two players per team. By default, always 4 planes are airborn with the server creating AI planes as needed.
  • AIR : Planes spawn mid air armed with 4 IR missiles (usually) and guns in the IR fight area.
  • CARR : The plane is spawned in the IR fight area on the red or blue carrier.
  • GND : The plane is spawned in the IR fight area on the ground.
  • GUNS : The plane is spawned mid air armed only with guns in the GUNS fight area.
  • WW2 : World War 2 aircraft.
  • ZZ : Various tests and fun items – experiments.

IR Area notes (“AIR”, “GND”,”CARR”) :

Bases in IR area have most weapons available (including medium BVR). Please keep in mind that this is a close dogfight server. Use BVR weapons as little as possible.
There is 1 red AI always flying so even 1 player can have some fun and practice.
You may spawn more opponents if less than 2 players are connected. Use the F10 -> other menu. PLEASE DO NOT ABUSE.
You can attack any ground target you like if you can survive the enemy planes. All units are on an auto re-spawn system.
Note: Nukes, AIM120s, R77s AIM54s are available from carriers due to a game bug. Still they will disappear upon launch.
Also, Other BVR A2A weapons have a high failure rate in our server’s stock. Use at your own risk…

1vs1 areas (“1v1”) Notes :

There are 2 areas with 1vs1 slots.
Slots begin with “1v1”, followed by the area id/coalition, eg 1B for Blue or 1R for Red; “1” being the area ID (1 or 2 for the two available areas).
Only one of the available planes may be occupied at any time (per coalition and area ID). If the area is occupied a message will inform the attempting player with the message “Already taken by \<playername\>”
1v1 planes have 2 IRs missiles, if you want only guns, don’t use them (or just launch them to save weight).

Some tips :
-On main map, most of the fun is along the line between Batumi (blue base) and Senaki (red base).
-Turn your labels on. They are only small dots, and only active when the other plane is about 6 nm away. Ground assets are shown much further away and are good for visual orientation. They can be distracting though and you can switch them off separately. Also, labels help to only shoot enemies and not friendlies (they are red or blue).
-You can also spawn two red AI planes in the GUNS only area.

Fuel capacities:

MAX (int) AIR GUNS 1v1
lbs % lbs % lbs % lbs
MIG 15 2584 100 2584 50 1292 65 1680 MIG 15
MIG 19 3968 100 3968 50 1984 65 2579 MIG 19
MIG 21 5027 100 5027 60 3016 65 3268 MIG 21
MIG 29A* 7443 100 7443 75 5582 65 4838 MIG 29A*
MIG 29S* 7701 100 7701 75 5776 65 5006 MIG 29S*
SU 25 6250 50 3125 - - - - SU 25
SU 25T 8356 50 4178 50 4178 - - SU 25T
SU 27 20723 100 20723 40 8289 40 8289 SU 27
SU 33 20944 100 20944 40 8378 40 8378 SU 33
JF17 27558 100 5126 60 3075 60 3075 JF17
F86 2826 100 2826 60 1696 65 1837 F86
F5E 4511 100 4511 60 2707 65 2932 F5E
F15 13455 100 13455 60 8073 60 8073 F15
F16 42300 100 7163 50 3583 70 5013 F16
F18 10803 100 10803 50 5402 50 5402 F18
M2000 6978 100 6978 60 4187 65 4536 M2000
HARRIER 7758 100 7758 60 4655 65 5043 HARRIER
C101CC 4148 100 4148 - - - - C101CC
VIGGEN 9868 100 9868 50 4934 65 6414 VIGGEN
A10C 11087 35 3880 35 3880 7207 A10C
L39ZA 2161 100 2161 60 1297 0 L39ZA

Weapon Limitations

Running a close air combat mission requires that certain long range weapons are either prohibited or limited.

The way this is implemented in our server is by the “failure probability” feature. The idea is that each weapon has a failure rate. Some weapons fail 100% of the times used, thus making them unusable. As a rule of thump, all long range missiles are not usable. The medium range missiles have a failure rate of 75%. IR missiles never fail. The AIM9X is one exception with a failure rate of 15%. This is to give a fair chance to the less agile older missiles and bring some dogfighting action to the field.

The table below summarizes the weapons failure rates :

  • Sometimes fail
    • AIM-7 All variants ( 85 % )
    • R-27 All variants ( 85 % )
    • AIM-9X ( 15 % )
  • Always fail
    • AIM-54 All variants
    • AIM-120 All variants
    • R-77