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winchesterdelta1

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Everything posted by winchesterdelta1

  1. Awesome. Thanks for letting me know. I like fast movers better. But A WW2 enviroment would be super as well. As long as we can use the terrain for fast movers as well to have some nice missions.
  2. Would love a E3 or tanker as well :) But C-17 or any other transport would be nice to. I would escort that for sure to make sure he can deliver his payload. But carrying paratroopers and see them bail over the ntarget area should be a must making that aircraft. Would b a awesome sight seeing 100 AI jump out and land to start their mission.
  3. One September? What did i miss?
  4. Is it out yet??? I'm getting all itchy waiting for this jet to come out I want to fly me some MultiRole... :) :)
  5. Yup. learning the game wasn't the big frustration.. But setting up the controls in a easy way was. It went something like this when i first started. * Installed and started the game. * Checked the video options and controls. * No clue on where all the controls are supposed to be on the HOTAS so started up Single player. * Once in SP. Ow hmm maybe i should edit the controls now, now i understand a little bit more about it. * Pressed ESCAPE. After several minutes of looking around and trying some key combinations. Shit no CONTROL options in game. * Go out of single player and setup some of the key's. * Go back to single player. Setup some key's again. Do this 10 more times. * Ok all keys are setup. Let’s jump into MP. * Once in MP you realize most buttons should be relocated because the first time configuration of the controls did not make sense at all (I was a Noob. So don't blame me). And even new functions you did not know about or did not know their importance are not added or configured correctly (Thanks to the helpfull MP people i found out about alot of new stuff). * So exit MP back to lobby. Exit MP back to Single Player. Go to controls. Change controls. Go back to MP and repeat it 20 more times till you are satisfied. - After doing this 100 of times after re-installing or corruptions and such i finally know it from memory. Until some dam key combinations have been edited or added. - Same for finding out the best video settings. My computer isn't a super-fast monster beast. So imagine how much i had to wait in between changing controls at the main menu and testing them out in game and going back and forth.
  6. You know how this all could be fixed. Start by placing CONTROL OPTIONS option when pressing ESC in game. And to make it that you can change your controls on the fly. As a new starter a lot of years ago i could not understand why i could not change my key combinations in game. Any other game i could. But with FC and DCS now you have to jump from MP to the lobby and back to DCS world single player. In the beginning i was like these new players as well in regards to jump online straight away. But that was because i thought i could check and edit all the controls in game. Also in the MP lobby after joining the server only the planes you are able to fly should be clickable. Two simple solutions that can decrease a lot of frustration. * Make the controls accessible/editable in game when playing. * Make the modules/planes only available to select in the MP Lobby when the player is able to fly them.
  7. Don’t worry.. I'm waiting forever for the logbook to work finally in Multiplayer. I only fly online so I’m not able to track anything. First i thought it was a bug that it didn't work in MP... But recently i heard it's a feature. They must have thought people playing online don't need log books.
  8. I noticed the same. And sometimes your server crash (or any other) crashes/hangs my entire desktop. It's getting really annoying. Especially when the server is full of people. Hope you guy's can sort this out with ED and figure out why this is happening.
  9. Sorry didn't know it was for successes. But thanks for the advice. I will try them out.
  10. Yes.. Had it several times now with the new patch. Suddenly it just hangs.. But it try's to come back. You can hear the sound comming back and turning off again. And if i try to go to desktop it try's to do that as well. But it fails to load to desktop. You can hear my computer working very hard to try and get DCS back or get the desktop up. And i think if i would walk away and come back 30/40 minutes later it would actually work. But never waited for more then 15 minutes. *The server is not passworded or locked.
  11. I can't hit with a AIM-120 for sh** against a normal player in MP over more than 15 miles. And even below 15 miles it’s really hard to hit a experienced player that knows what he is doing. Once (Before the latest patches) i even missed all of my Amraams firing them on a noob not even doing defensive maneuvers within 15 miles. And i had altitude and speed advantage. Even now i am making sure every time to come within 15 miles because i don’t want to waste missiles and be called a SPAMRAAM guy. I even switched over to AIM-7's and get more guaranteed kills with them within 15 miles. I don’t say there are no issue's with the Russian missiles. But the AIM-120 is not as good in DCS as some people suggest. Maybe I’m just a bad shot and tactician. Cause yesterday none of my missiles hit as well (some shots over 15 miles) and i got splashed every time after firing i don’t know how many AIM-120's. Maybe i was flying against experts. But even then, some had to hit (8 miles with altitude and speed advantage again). But none did. I was so frustrated i just had to leave. And thats really rare for me to do.. Cause i like a good challenge. Especially fighting those smart Russian pilots on the 51st. Even typing about it makes me want to fly now :)... But i am at work :(
  12. First i had no CTD's at all with the previous versions. But now i alway's have them after some time playing on the 51st server. It just freezes my entire PC and i have to do a hard reboot. The PC still try's to close the game... But that would probably make me wait for 30/40 minutes for it to get back to the MP screen.
  13. I dont understand why those people have such diffeculty's to think up good missions for nevada. They acting like the gravity is different there or something. It's only terrian!! You can make ultra realistic training missions on it like Red Flag and such. Or you can forget the terrain is Nevada and create every mission you can think of on that terrain. I dont even know the name of the terrain i'm flying on now... Black Sea or something??? Who cares... I can fly F15's/Su's/ Migs/ A-10c's/Choppers. I actually only care on how the terrian looks like and how big it is. And offcourse it would be nice to recreate certain Campaigns where real battles have taken place or are likely to take place. But they will come in time i guess.
  14. Please post that video. Its probably a Mod you are using, because the L-39A is not even out yet. Almost all addons use another cockpit already available in DCS. You have probably seen some Work in Progress from a 3th party developer.
  15. Time for a SSD anyway :) This HDD is 7 years old.
  16. Shit it hink it's time for a new HDD. I got this failure. wuaueng.dll (1160) SUS20ClientDataStore: The database page read from the file "C:\Windows\SoftwareDistribution\DataStore\DataStore.edb" at offset 98304 (0x0000000000018000) (database page 2 (0x2)) for 32768 (0x00008000) bytes failed verification. Bit 55634 was corrupted and has been corrected. This problem is likely due to faulty hardware and may continue. Transient failures such as these can be a precursor to a catastrophic failure in the storage subsystem containing this file. Please contact your hardware vendor for further assistance diagnosing the problem.
  17. Did CHKDSK /F. But no HDD corruptions at all. I tried re-install but it said DCS folder already exists not able to install. But that was the unknow file "DCS world" of 0 KB. After i deleted that file DCS world installed normally. It should work now. Going to test it. Also going to check event viewer to see how this could have happened.
  18. I actually found the file where the DCS world folder needed to be. it say's its 0kb big. and was changed the last time i played. Any suggestions?
  19. That was my first guess as well. But now when i try to re-install it say's that it can't because the folder is still there????? I'm seriously going mad. Never seen this before. Also when i search for the DCS folder It finds a unknow file on my G drive called DCS world. It is 0 bytes, can not be restored or opened and when i try to look for it manually i can not find it. Think i have to do a HDD check or something.
  20. I don't know what the hell happened on my computer, but DCS World with the modules have totally disappeared, personal keyboard settings and all. Even the freaking torrent install files i downloaded. The only traces i got are the shortcuts in the START menu, programs and features and the steam shortcut. I have never ever seen this before. Even system restore can't find it. I'm totally baffled on how this could have happened. Unless somebody manually deleted everything. But thats only possible if you know where DCS stores all its temp files and such as well. I'm seriously lost. How can i check if something malicious has been going on? Or things have been manually deleted. Is there a program that can find and put back deleted files on your HDD. Please help.
  21. This is what i noticed when i get shot down in BVR fights when flying F-15C against a organized group. First there is always 1 guy that shows on my radar but quickly disappears when i track him. This happens several times till i loose him completely. Most of the times i think that guy ran away (deadly mistake) so i start engaging 2 other incoming bandits. In most cases those bandits will brake of and run. But they don’t hide on purpose. So you keep following them. Then out of nothing a SU or MIG climbs to angles 20 towards my altitude and fires several ET's at me. It's the same stupid Russian fighter i stopped searching for in the beginning. So be aware for ambushes like this. Those guys are playing it smart. i seen this happen twice on a distance when i was shadowing a pair of F-15's cause i wanted to be sure how those guy's where ambushing me. I picked him up when he was climbing, but he was climbing to fast for me to get a proper lock even at 18 miles so i could not save them. And i was to late to warn the other pair cause it happened so fast. Those Russian pilots knew exactly what they were doing. So what did i learn from this. 1. Never stop searching for the lost Russian. Because you will get ambushed. If you cannot find him.. Run to a safe distance and try again. 2. Always try to fly with a Shadowing element that keeps an eye on you while engaging other targets. 3. It's super fun to fly against and with people that know what they are doing.
  22. Multirole for me. Would love a F-15E or F16 any version. But A Tornado would be super fantastic as well.
  23. Question1: When I lock the bogey say at 30NM do I go str8 away towards him or I have to keep him in the gimbal limits?(single side offset) Generally, you'll want to point directly at the intercept point (CATA) when you shoot (maximising your A pole), but other than that brief moment, your nose will not be pointing directly at the bandit (reducing his A pole). If he comes right at you, let him. Minimise his A pole by taking an offset. When you are ready to shoot, maximise yourown A-pole by turning into him, shoot and take an offset, immediately reducing his A-pole again. This is often enough to defeat a similar bandit. In multiship engagements, you might want to close for a shot as soon as possible, as when you're the offensive arm of a bracket, in which case, you'll be full burner and CATA. Question2: Marlin described excellent the bracketing but what about the vertical one? Suppose i go high and my wingman low. when i lock the bogey to I keep him in the upper gimbaling limits, then dive towards him or go str8 away towards him? A posthole is exactly what you describe - a vertical bracket. The principles are the same, but the low guy is vulnerable if he's targeted. When you shoot, go CATA, otherwise take an offset. A vertical bracket can take the split outside of the bar scan limits of the bandits easier than a horizontal bracket can take the split outside the azimuth limits of the bandits radar, particularly as the range closes. Once one of your pair drops off the vertical scan pattern of the bandits radar, they can no longer effectively sort. Assess this with a spike status as you approach the bandits and adjust your tactics as necessary. Question3: When I fire the slammer and brake to reduce the closure do i keep him at the gimbaling limits with the nose up or down? It makes sense to keep it up to reduce the closure but also makes sense in keeping the nose down to drag immediately if i have to.If he's below you when you fire and crank, stay above him until you see that he's fired, then go low. Make him shoot uphill. Give him range and geometry problems that minimise his A pole and maximise yours. Make sure that you don't crank and drop him off the bar scan. Objective: deny bandit lock and shot opportunity as long as possible (reduce the A-Pole).Disadvantage: Early detection if used too earlyDisadvantage: HOJ opportunity if used too lateMusic On +/- 40 milesMusic Off by 25 miles A HOJ shot still needs a bug/lock to be fired, but will go HOJ immediately on a jamming contact. Burn through Distance (when your radar can bug/lock a jamming contact) becomes the DLZ and it's closer than a "normal" Rmax1. While you can reduce the Su's Rmax1 to +/- 25 miles if you use your jammer (and hence reduce his A-Pole), if he uses jammer, he'll reduce your Rmax1 to +/- 18 miles. He still has an advantage. Don't forget to turn your jammer off!!!!! It's easy to forget in the heat of the moment. Leave it on and you'll attract AA12's like wasps at a picnic. Note that first shot opportunities all well outside E-Pole for both fighters, but with jammer use by the Su27, the A-Pole and E-Pole are much closer together and for the F16 it's getting a bit tight. For the F16 against the Su27/AA12, your first shotopportunity is getting pretty close to D-RNG (15 miles). This is OK if he keeps his jammer on as you'll get a HOJ, but if he's smart, he'll turn it off when he reaches your burn through distance, thus denying HOJ. If you fire and crank, A-Pole (separation from the bandit when your missile goes pitbull) is also very close to D-RNG. Hairy stuff!E-Pole is about 10 miles for the AA12 depending upon airspeed and geometry at the time you commence dragging. Pumping Dragging and Grinding Not sure if we need a distinction here between pumping and dragging. A pump is prebriefed and is in response to the bandits. When you run away from a missile, this is dragging. You can also attempt to drag the bandits, as in "drag and bag", but in this case we're talking about drawing out a missile. When dragging, you control the missile by making it follow you. You are attempting to give it the longest possible distance it has to travel to intercept. Not only should you fly away from it, but also you should dive as well to increase the straight-line distance the missile has to fly. Get it down into thicker air where the drag is higher and it's energy depletes faster. This is useful at longer ranges when the missile is loosing kinetic energy. The intent is to simply make it run out of steam. Unfortunately, if we take our Su 27's with AA 12's as our worse case scenario, they will get first lock, first shot and if your missile defense is dragging, you'll be doing quite a bit of this. This is fine if it allows your element to get into parameters for a shot themselves, but if the AA 12 has gone autonomous, you'll still be dragging while the Su's have turned their attention to your wing or element in a switch. This is why it's important that you and your wing or element on the other side of the bracket is about the same distance away from the bandits. In order to engage one arm of your bracket, the Su's must expose themselves to the other arm. Easy to say, more difficult to execute. Unlike dragging, when you beam a missile, you are attempting to give the missile intercept problems through a high LOS rate. The closer it gets, the higher the LOS rate and the further the missile has to lead you. A last minute break should leave the missile no chance to correct. This is useful when the missile is fired from closer in and it still has high energy. Dragging isn't going to work if the missile has enough legs to reach you regardless of what you do (Rmax2). This is what happens to your bracket if the Su's get an early shot on the other arm of the bracket and have sufficient time to switch back into you. You messed up and they'll be shooting at you from much closer range. You can still beat the missile, but not by dragging.Your AMRAAM is a good missile. It flies a flatter trajectory and flies faster that the AA12 and goes active at a longer range. These differences are significant if you can get close enough to shoot. Be patient and do not simply go charging in head to head. This is aerial chess. Grinder. We're getting very specific to very specific tactical situations here. Other circumstances will dictate a different response. I'm assuming an enemy four ship here. Su 27's with AA12's. They will get first lock and first shot under any circumstances. I want pairs (all be it loose pairs - as in an A/A situation) in order to bring on line 2 slammers. A single slammer fired at 4 Su's may not have quite the desired effect. They'll split into pairs with one pair remaining offensive. I wanted two slammers going downrange to add a little more incentive to a decisive defensive response. The first pair in the grinder will almost certainly get fired on. They need to open a window of opportunity for the second pair Lets define some relative distances and terminology as the basis for further tactical considerations. FBR (Factor Bandit Range) - FBR is the minimum range between threat groups that allows the offensive fighter to achieve F-Pole on the closest group and still maintain first launch opportunity on all groups outside this range. Other considerations are D-RNG and E-Pole (defined in the BVR thread). ALL groups inside the FBR must be targeted. Groups outside the FBR can be engaged/avoided as necessary. Groups outside the FBR should not be targeted to maximise firepower on the groups inside FBR.FBR is determined by threat weapons capability, your own weapons capability, closure speeds and of course, proficiency in execution of the tactics to follow. Achieve F-Pole while maintaining first launch capability on remaining groups means that you fire on group one and your missile impacts before the second group can fire on you. This is an essential concept for survivability. Without defining FBR you're gambling. In most cases, the distance we need to be concerned with is A-Pole, since we'll be using slammers and they go autonomous, leaving us free to notch or extend. F-Pole is of concern if we or the bandits have SARH missiles which must be supported to impact. A-Pole is the distance between your aircraft and the target at the time the ARH missile goes active. It's important because this will be the closest distance you need to approach to get your kill. It will also be the minimum distance that the enemy has to get a killing shot off on you. You will actually have fired the missile some time and distance earlier (RMax1 and RMax2).In this context, RMax2 constitutes the E-Pole for the target. Again in the case of the Su27, with his phenomenal acceleration potential, this distance may be quite short if we're in a stern chase situation. WEZ on a retreating Su27 is less than 10 miles and you won't be able to close the gap if you're outside this when he turns and runs. The F16 can't catch him.Head on at Mach 1.0 +, you might be well inside the DLZ for a shot at 30+ miles. This gives both you and the Su's a 20 mile window in which to establish superioritythrough tactics before arriving at D-RNG when you have to notch and possibly extend. This 20 mile window is a very short time indeed! Note that use of the jammer (ecm) by the target and the HOJ capability of the slammer effectively increases your A-Pole by a huge distance. A HOJ shot is effectively autonomous immediately and you no longer need to support your missile. The Su27/AA12 combo has this capability too. Another term we'll need is MELD. This is the pre briefed range where radars come out of their primary search responsibility in order to find their primary target/sort responsibility. When you do this, you'll loose coverage and are vulnerable. This is why defining the FBR is important. This is where it gets complicated! Tactical Range = 35 miles. Lets call this FBR in our examples although it might vary. Anything hostile inside 35 miles becomes a target vs monitor. Assume we’re a 2 ship and the threats may be equivalent in capability. We’ve looked at the mechanics of BVR in the BVR thread, so don’t forget these principles in Multiple Groups.If the bandits are a single group, meld into the group. If the bandits are a heavy group (more than 2), we’ll meld into the group and fire if possible but abort our targeting/sort and out at D-RNG on the group. We can only target 2 of the group so it’s better to retire when outnumbered. In the following cases, we have 2 groups of 2 bandit aircraft. In one they are split in range, in the other split in azimuth. Note that when one of the groups is outside the FBR, we have two separate BVR engagements and can flow group to group. If both groups are inside the FBR, we can only engage one group and will make no attempt to engage the far group. Minimum range criteria must be observed to deny the second group a shot from inside E-Pole. It therefore follows the flow of a BVR engagement against a single group but with much more stringent minimum range criteria. You must extend at these minimum ranges or the far group will shoot you even if you defeat the near group. Split range formations 2 Groups range greater than FBR, flow from group to group, target the near group, GCI/AWAC’s monitor the far group. 2 Groups range less than FBR +/- 25 miles apart; we’re not in immediate danger of being killed by the second group, but we will not have first shot opportunity on the second group. We can afford to be somewhat aggressive on the first group. Target the first group, aggressively crank (with respect to the second group as well if it can be managed). Monitor target status and RWR “spike” status. Press on the first group if necessary, but minimum range criteria out at E-Pole to the FAR group. 2 Groups range less than FBR +/- 10 miles apart; This one is difficult. We can still engage the first group, but must be much more conservative. Not only will we not have first shot opportunity on the second group, if we press the first group, we’reinside E-Pole on the second group. Therefore minimum range criteria out at D-RNG on the NEAR group. Do not press.Split azimuth formations 2 groups +/- 25 miles apart = 25 degree spread at 60 miles = 50 degree spread at 30 miles, less than 30 miles and we’re gimbaled on one group. Offset at 30-40 miles (choose one side or the other and don’t get bracketed), 45 to 55 degrees offset, target the near group, shoot and crank. Monitor target status and RWR “spike” status. Press on the first group if necessary. Unlike the first example of +/- 25 miles, you should not be in danger of entering the E-Pole on the second group. There is a possible option of flowing from group to group. 2 groups +/- 10 miles apart = E-Pole on the second group. Out at D-RNG on the first group. Do not press. You turn off ECM when it's no longer effectively preventing a radar bug or lock. Read the RP5 manual for the exact distances which depend on a few factors. The power of the jammer and the power of the radar being the two important ones. A Su 27 will burn through your F16 jammer at about 22 miles, so turn it off at 22 miles. Leaving it on at less than this invites a HOJ shot. You'll burn through his jammer at about 18 miles, so he needs to turn his off at 18 miles. And you're right, things are moving very fast at this point so don't forget to turn it off and do it sooner rather than later - before he fires at you. Remember the principles of what you are trying to achieve with use of the jammer. The jammer is reducing his A-Pole. Once he has aquired you, it's actually doing the opposite and increasing the distance he'll get an autonomous shot at you. Turn it off at the distance it no longer is reducing A-pole. Author: Mystic-J Source: http://forums.eagle.ru/showthread.php?t=32019
  24. You can also try unpredictable use of the jammer. Use it or not, blink it or keep it on. You may want to invite him to shoot early by allowing him a TWS lock, knowing that you can defeat his early missile. If you stay fast, say 450 knots , it gives any incoming missiles a greater lead pursuit offset when you notch one way and then notch back the other. This alone is often enough to defeat a missile fired at longer ranges. Unfortunately, you're still outside of E-Pole at burn through distance. A missile fired at 18 miles is easily defeated kinematically (running away or dragging). What you're trying to do now is get inside his E-Pole and fire at a distance you can't miss. Anything inside of 10 miles is getting pretty tough for him to beat. Pretty tough for you to beat as well if he fires on you. It's now that you need that altitude and airspeed. If you were low and slow, you'll not make up the difference now, so try and arrive at shooting distance high and fast. Full burner for shooting to extend your A-Pole.
  25. Flight leads and elemnt leads, don't forget to assign high and low scan responsibilities to your wingmen. At these ranges, it's easy for an opposing flight, particularly that singleton with snoozed radar, to get above or below the radar scan unless you split responsibilities. Once a bandit is through the cone at the end of your radar scan, as he gets closer, it's easier to stay above or below the radar cone. Watch out for the baiting tactics described, where a distant contact either locks you up or uses ECM to attract your attention, while all the while his mates are sneaking up on you. The AI won't do this but humans will. The AI also won't "blink", but humans will. Alternate aircraft switch their jammer on and off and radar lock you on and off from different directions. Very unnerving. Altitude splits make it difficult for an enemy flight to target all of your flight unless they are good at sorting, but make sure your altitude seperation is sufficient or it won't be effective. You're aiming ideally for a vertical bracket. Don't leave your element too low to the fight as they will be the most vulnerable if the Su's are coming in at mach 2 and 40,000 ft. The low flight's slammers won't reach and they're already outranged by the Su's radar and missiles. When going for a slammer shot, get high and fast to impart as much energy to your slammer as possible, but once fired, slow down and crank to slow the relative closure. Let your missile close the gap, not you. If you go defensive get low. You're more manoeverable lower down due to the denser air and the enemy missile has more dragand shorter range down low. Beaming low and forcing the missile to come down after you and then climbing back to altitude can beat a long range shot. Another useful tip. I have the RWR available in the place of the SMS page in the HUD when I'm in Missile Override mode and in D/F mode. I can then cycle between HSD and RWR as necessary. Why the RWR in the MFD? Well, active missiles show up as an M in the RWR and they can be defeated by a break turn at the very last moment. This "moment" is when the M hits the inner ring on the RWR. The RWR in the upper left of the cockpit is too small to judge this distance. I pull up the RWR on the right MFD to do this. Various techniques have been presented by various folks and barrel rolls or a double break seem to work the best with judicious use of chaff. Get the missile on your 10 o clock or 2 o clock position and break into it 90 degrees followed by a break turn the other way. The first break turn forces a radical course correction from the missile which is effectively in lead pursuit. You'll loose the lock momentarily as you notch, but the missile will pick you up again if you don't make the second break. What the second break does is take advantage of the missiles correction one way and causes an overshoot as you break back the other way. Barrel rolling around the missile forces the same radical course corrections but in this case they are continuous corrections. The missile cannot correct fast enough as the range closes and it misses. Watch your ping times here between host and client. A slow connection (bloody dial up!) can mean sufficient latency and delayed positional updates, that the break turn is mistimed. Ever wonder why in a 2 vs 2, the host dodges all the missiles while you as the client gets blatted! Check your ping times. Whatever formation you choose (and combat spread is simple and effective under most A/A situations), don't make it too tight. You and your wingman should be at least a turn radius apart which is 3000 to 6000 ft. This is quite loose and allows the wingman to use his sensors to double your SA. If he's concentrating on airshow type formations right on your wing, he'll not contribute much. Use the HSD to keep uup SA and remain in mutual support. Let the element and his wing drift out a bit further in a loose 4 ship (unless you want to try some of the more sophisticated baiting, sneaky singleton or other tactics like the grinder). When you decide that now is the right time to press and fire, if you're a 4 ship and you have your wingman with you and the element is bracketing (as opposed to a 2 ship where your wingman is bracketing and might be several miles away), try to get on line together and fire together. You're very vulnerable if you are too staggered. One of you might end up double targeted, followed soon after by the other guy in the same situation. Two slammers inbound have a much better probability of doing damage than a single slammer followed at some distance by another, or not followed at all. Whilst all this sounds easy, things happen very quickly once you get started. Poor formations at the initial detection usually just get worse as you progress toward the WEZ and the whole thing falls apart very quickly. Mutual support is essential in multiship engagements. React quickly to a defensive posture by the bandit formation. If they start to drag, press and be ready to follow up with a second slammer volley. Do not allow the bandits to pump, reform and re engage unless you intend to bug out in the other direction. Watch your fuel at all times as there's often lots of burner involved in BVR. Pointless winning the air battle if you run out of fuel on the way home. I don't go radar off at 60 miles since I want to know where he is asap and you'll actually have a hard time detecting an F16 at this range anyway unless he's jamming. If you go LRS, you'll get a contact at 40-50 miles, RWS you'll get a contact at 40 miles. If he's in an F16, he'll see you at about the same time. I won't lock him or even bug him at this point, because he might not yet have a good idea of where I am. I might go for an offset right now (take him out to gimbals) to work out his course without bugging him. I'll hold 450-500 knots and use AB as necessary depending on how radical my jinks get. As the range closes from 40 miles or so, you're trying to deny a lock and first shot against a similar adversary, so jammer on at this point. He knows you're there. You can try notching to the beam and rapid changes in altitude while turning jammer off to try and make life difficult for him to keep track of you. You don't want him to get a good geometrical solution to the forthcoming shoot out by being predictable. Notch to the beam in alternate directions and patiently "worm" your way to burn through distance. Once you get to burn through, which will happen at around 18 miles for an F16 against an F16, then you need to go jammer off to deny the HOJ shot. No point in giving him a homing beacon at this point.
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