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Everything posted by tflash
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I want that startup sound in DCS!
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Military and Aviation News Thread (NO DISCUSSION)
tflash replied to topol-m's topic in Military and Aviation
Typhoon fires Storm Shadow and Meteor: http://www.airforce-technology.com/news/newseurofighter-typhoon-conducts-successful-firing-of-storm-shadow-and-meteor-missile-4809772 -
Victory! http://www.fool.com/investing/general/2016/02/13/air-force-to-congress-you-win-well-keep-a10-wartho.aspx
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Well, the missiles do work but from very close range. Here a simple track where I first do a kill with a 530D from less than 8km ! and then turn around to get the wingman with a Magic II. I must say I like the Magic work in the Mirage since you really have to dogfight and get in the six of the opponent very close in. It's like a Mirage III fight of the late sixties. Tacview-20160209-211737-DCS.txt.acmi.zip
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Simple JTAC mission In attach a mission in its simplest form. I put an armored vehicle very close to the target. In the advanced waypoint actions, I set a command "invisible" and a command "immortal". I also set an option "ROE=WEAPON HOLD" (otherwise the armed Humvee starts shooting) I then set "Start Enroute task" - "Engage Group" You indicate the target group, set designation to laser (you can also set WEAPON to guided bombs eg) Set the radio channel (I put 135 Mhz AM, which is channel 2 on your main U/VHF radio) Once airborne, Start comms, select the right radio (or use easy comms if you want) and press the key for the JTAC which should show up. The dialogue follows. The biggest problem is to make the JTAC itself work, has nothing to do with the Mirage. The JTAC only lases when he is very close to the target (max 1000 feet or so, best even less, that is why I pout it so close and set immortal and invisible), and has line of sight to the target. Depending on terrain this often just does'nt work. there are many places on the map where it doesn't work at all. So it takes a lot of time before you have a mission with actually a working JTAC! Once the JTAC lases the target "LASER ON" you just do as if you are going to do a CCRP bomb. Mark a zone close to the target as if you would do for CCRP. The difference is the laser will precisely guide your bomb to the target. If you do this missions without labels, add a smoke marker or so nearthe target zone so that you know where it approximately. FT Mirage Test LGB 2.miz
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LGB AI JTAC lasing now also works in 2.0.1 ! Great!
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I also noticed a difference, I have a small reference mission in which I go head to head to two Migs, in which before path 2.0.1 I always had a first kill with the 530D. Now it simply always misses. Same mission, same distance. Dunno what happened.
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Oops forget what I said, there was just a problem with my key assignments. everything OK now, it is NOT going auto in SST, only the symbology has improved!
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The Mirage got some love in the latest patch! What are exactly the changes? Normally I had to lock target twice to go into SST, now it seems to go automatically into SST ? When I press IFF interrogation (do not know if anything is implement yet) I get a double circle ? And the word TIR appears sometimes, sometimes not ?
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^^+1
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I would like the F-21 Kfir !
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Yes you need to ak teh JTAC to las. Mak esure your JTAC signals he will mark with Laser in the 9-line brief. Often you get "No Mark", and then there is no lasing. You than say "IN", than "LASER ON". In the Mirage you bomb as if you were bombing with CCRP, so as with MK82's. You point to the target some, lock (you don't have to be precise, as the bomb will follow the laser) and you drop as you would do an unguided CCRP bombing. Please note that it is quite hard to set up a JTAC in DCS that actually wants to lase : your AI JTAC needs to be in line of sight, very close to the target (max a few hundred feet). Any terrain curving or incidence will make sure the JTAC says "No Mark". It also helps to select the weapon "guided bombs" in the JTAC config instead of just taking "auto". I set the JTAC immortal and invisible so as to make sure he isn't dead before I arrive.
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Mission In attach! FT BIG Russian Assault TakeTown Mirage.miz
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Nice, since the latest patch you can talk to the JTAC and drop an LGB on target! Very cool and very simple. I tried it in a simple off-line mission in the ME (labels on and easy comms, just to try). The speed of the Mirage brings some new dimension to the table here! I do get a game crash when I would select the LGB while talking to the JTAC, but if I select the weapon first than there is no problem. FT Mirage Laser kill.trk
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Looks like a very promising feature to me!
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A side question is whether any pilot can "easily sustain" 9+ G's. Won't be for long anyway. An F-16 pilot can pull a 9G turn, but that doesn't mean he will be circling around at 9G.
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Well, as long as your radar locks the target (and in the case of the SU-27 it almost never breaks lock), it is not a radar problem. The issue is with the seeker of the SAHR missile, that tracks the radar return and seems to see a bigger return from all directions except for the target when there is a chaff cloud in the air. I think advanced and powerful radars such as the one in the SU-27 have a tracking beam that is narrow enough to generate a significantly bigger return from the actual target painted than from the chaff in the surroundings. Here it seems to be the converse. You can clearly see in tacview that the missiles favor the chaffcloud over the painted target even when they are pointed more in the direction of the target at launch than towards the offset chaffcloud. To me that makes no sense. These are radiating chaffclouds, not just reflecting ones.
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I do not know if it is possible to model the SARH missile in such a way that it rejects chaff in the sidelobes more easily than at the center of where the radar is pointing at? When I do a 1 vs 2, SU-27 vs Mig head-on offline, I notice that since both AI Migs start chaffing, there is of course a huge chaff cloud head-on that attracts all R-27-ER's, also thsoe shot subsequently. The tracked bandit dives away to my right, I still have track on the radar and shoot, and my missile veeres off to the left to this big original chaff cloud. I find that a little odd, since the bandit has released first of all newer chaff closer by, and second I am now at an angle and distance where chaff shouldn't fool the missile any more. I wonder if this has to do with the boost fase trajectory of the R-27-ER, burning its big motor in a rather straight course first before adjusting?
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I thought it was established beyond doubt already for long that the R-27ER in game is absolutely worthless. The best is when you do a simple 2x2 with SU-27 and Mig-21 at altitude in single player. I usually quickly dispense my R-27ER's to save some weight, since it always ends visual with R-73. No BVR whatsoever possible. The best it to look at the Tacview afterwards. Incredible where those R-27ER seem to fly. Often they still chase the first chaff released while both target and shooter have already angled off almost 90 degrees. It's a kind of sidelobe bonanza. It is indeed beyond imagination that one of the nicest aircraft in game is crippled in such an ashaming way. Anyway I would qualify these R-27ER's as combat-shy, to say the least. They most certainly don't want to get involved, so much is clear.
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Military and Aviation News Thread (NO DISCUSSION)
tflash replied to topol-m's topic in Military and Aviation
Talon Hate pod on F-15: http://www.dailymail.co.uk/sciencetech/article-3380442/First-glimpse-mysterious-supersensor-pod-codenamed-HATE-F-15-Eagle-fighter-jet-new-brain.html -
I find the Mirage to fly well at any altitude. Don't forget the ADLA long flew it as its premier air superiority fighter, and at the hands of Greek pilots it flies tough BFM over the aegean sees for decades. Yes the higher you fly the better its gets, and like in any delta fighter you need to think energy, because it bleeds it off very quicky. But realism in air combat is for me not whether a button or two are correctly modelled, but is to adapt to the fight, to maximize one's own strenghts and exploit the weaknesses of the opponent. So first thing I learned is not to shoot my missiles from too far since the Magic looses speed very rapidly, and not to turn circles but to make sharp, short turns like in a race car. And yes trying to engage an F-15 is not easy but he, we risk nothing behind the keyboard, it is so fun that we can try endlessly until we succeed!
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I'm having an incredible blast with this Mirage! What a plane! It'all about speed. Flying planes like this is really what I'm looking for in flight sims.
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I agree we do not need to look further, it's the drag.
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Well I must say I have similar experience in single player: I play the same mission, first with 2 * Mirage against 2* Mig-21, then with 2* SU-27 against 2* Mig-21. I played both missions several times, then looked at them in TacView. The results: very strange, but on average I have a better score with the Mirage than with the SU-27 (I mean, I need more missiles with the SU-27 and the fight takes longer). 1/ I can shoot from farther using SU-27, but the Migs 90% of the time manage to chaff away my R-27ER. 2/ The AI Migs start dropping chaff earlier when painted by SU-27 then when painted by Mirage, which gives me more time to close in with the Mirage for a perfect Super 530 kill head-on at quite a close range, often 3-4 miles, on the first bandit. 3/ The migs do engage me (too late) with their R-3S when I fly the Mirage, and I can very easily chaff this away. 4/ I get painted by the Mig earlier in the SU-27: larger RCS ? which forces me to manoevre more 5/ In the ensuing dogfight with the second Mig (since my AI wingman is useless as usual) I really see no big differences between Magic and R-73, in all cases I fire them from very close in the bandit's six, a place where you get in no time both with SU-27 as well as Mirage. I even have a higher tally with Magic then with R-73 thus far. But then again, all in single player. In multiplayer this should be dramatically different, since a.o.: 1/ you do not know who the bandits are in the Mirage and where they come from; 2/ the human bandits can be surprised with a medium range IR shot, while the AI will always release perfectly timed flares since they have omniscient SA. My guess is that in multiplayer you will more often fire an IR missile from longer range, say 3-4 miles or so?
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An insight in the resp. engine burn time would clarify a lot I guess.