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winchesterdelta1

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Everything posted by winchesterdelta1

  1. The slammer is normally fired at a point in space where the contact is expected to be when the slammer turns on it’s own radar. This would generally be a low Pk (probability of a kill) shot against fast moving targets like fighters. To increase the Pk before it goes autonomous, the slammer requires course corrections via microwave data link while in flight. Against the Su’s, the slammer will generally miss if fired and not supported until active. You can break lock at about A23 with reasonable Pk, but not before. Slammers will go active at T15. Similarly with a mad dog shot (a missile released without a lock will go active immediately and lock onto the first thing it sees – like a mad dog), the ranges that initial firing takes place are outside the range of the missiles own on board radar and consequently the missile tends to not find a target. I have not had much success in forcing the bandits defensive when I’ve simply lobbed a missile in their general direction from 30 miles because I couldn’t get a lock. Nor in my experience will a missile fired without lock go HOJ and hit something. It needs to know where to look to obtain a HOJ. If the Su’s continue to jam inside 20 miles and you have survived to this point, you should now have a decided advantage. You can burn through, lock ‘em up, fire and disengage, which makes this the tactic of choice under these circumstances. Your missile goes autonomous immediately, leaving you free to beam, drag or do whatever you need to do, while the Su must still support his missile (always assuming that you have remembered to turn your jammer off). At present in SP3, SARH missiles are ineffective since there is a bug that breaks radar lock momentarily when you release chaff. (You may have noticed this in dogfight when using ACM radar. The bandit releases chaff and you get a persistent and repeated “lock, lock, lock” call from betty as the radar breaks and regains lock) This causes SARH missiles to go ballistic. Jim G has released a fix for this and it will be incorporated into SP4. This will add a new dimension to BVR, since the AA10 A/A missile can be launched at 40 miles or more, but requires the shooter to keep an STT lock until impact. This should lead to some interesting A pole/F pole tactics and some sweaty palm BVR jousts in this new twist to the game of aerial chess. I can’t wait. If you start a bracket early (say 40 miles, or even further out on jamming contacts) you'll rapidly get a big seperation between you and your wingman or element. Let it go to 10 miles or so (use the HSD to keep tabs on each other), but anything over this and you can't really support with a slammer shot at any bandits closing on him. At this point, if you're making little nibbles into the Su 27's A pole advantage by notching to the beam and then closing a little more, you should try and notch to the beam in the direction of your wingman to close down the seperation on a bracket that gets too wide. If the Su's initiate a bracket of their own or split their formation when you bracket, try a shackle, where you and your wingman notch to the beam by turning into each other and then continue towards one other and cross over. This sometime collapses the bandits bracket or at the very least confuses them. You never want to be inside the arms of an opposing bracket when the shooting starts and should always attempt to avoid this. If their bracket collapses when you shackle, simply keep going and start another bracket having swapped sides. If you are beaten off the mark by an opposing bracket, try a single side offset. Check turn away from the most distant arm of the bracket and attempt to get outside the nearest arm of the opposing bracket. Take your wing and element with you. You should be aiming to get all your flight into firing parameters against half of theirs before the farthest arm of their bracket can intervene. Go defensive individually or as elements as necessary, but you should outnumber their split formation and some of your flight will arrive in parameters untargeted. Keep tabs on the other arm of the bracket and either bug out or pump and re-engage as prudent.
  2. Once I get close to the range I know that his radar will be able to burn through my jamming, I'll turn jammer off and leave it off. What I'm doing now is to prevent him from being able to fire a slammer or AA12 at me that will immediately go HOJ. If he gets a HOJ shot, he can turn and run away. I might not even get a shot at him, while I'm forced to deal with his missile. I'd rather do that to him than have it done to me! HOJ is modelled in the sim. One thing I've noticed is that if you leave jammer on a bit too late and get fired at HOJ, turning your jammer off at this point seem to have little effect on the inbound missile. I'm not sure this is true to life, but in the sim, a slammer or AA12 fired HOJ has a higher Pk, even if the jammer is subsequently turned off. I therefore prefer to play safe and turn the jammer off before I get fired on. There are many other considerations such as E-pole, D-Range, cranking after firing, notching to the beam, use of chaff, etc etc, but that sums up the use of the jammer "in a nutshell" - not much of a nutshell since it's quite complex!Use of two jammers will give a very slight increase in the jammer coverage, but otherwise no real advantage, I don't think. I can't say that I've really noticed this and I'm usually too busy to notice by the time it makes any difference! There are many reason why a radar lock will be broken. Firstly an STT lock is the hardest to break since the radar is focused on purely on the specified target. TWS focuses less energy on a single contact because it has to keep tabs on any other contacts. It's the radar mode of choice in BVR however because unlike STT, it doesn't give a hard spike on the bandits RWR, keeps track of multiple bandits who may all be trying to kill you and works well with the TMS hat right press to lock next target. If you have a bugged target and it suddenly breaks the bug, it's more than likely he's notched to the beam and entered the doppler gate. He may disappear completely for a time, but you should pick him up again if you also make a course change. Watch out for him making a radical altitude change when he enters the doppler gate. If he gets outside your bar scan window, you'll loose track of him completely. Use your RWR to check for him painting you after he's disappeared. It's not nice being painted by a bandit you don't see on radar. Search for him by tilting your radar cone up or down. Change altitude yourself. Sometimes a bugged target at say 30 miles will use ECM and break the bug/lock that way, but then the engagement will play out something like the scenario outlined above. You just wait until burn through, bug him again and fire a slammer that will go HOJ if he keeps his jammer on. "Flashing" your jammer as suggested by Belgian Tiger may do the same thing to break a bug/lock. A jamming target will not disappear from radar. You'll still be able to see a contact, but might not be able to bug or lock it. If he's dropped off your scope altogether, even though he was bugged, then he's beaming. If you didn't have him bugged, he'll also drop off if he goes above or below your scan pattern. If he is bugged, your radar will follow his altitude change in this situation. One thing that isn't causing him to disappear from your radar is him turning his radar off. This will have no bearing on whether you still see him on your radar. It will make the paint on your RWR disappear, but you'll still be able to track him on your radar. How do you know if the enemy flight is engaging you or headed for someone else unless you lock them up or bug them to get aspect and course information? Doing this will tip them off that you're looking at them, so you might not want to do that.You'll probably start the combat in RWS radar mode as this is the best mode for initial detection, covering a wide volume of sky at the expense of slower updates. You get a contact at 50 miles or so and you and your wingman decide to engage him. Set up your bracket immediately. Leave your radar in RWS mode and do not bug the target at all. If you bracket left (wingman brackets right), take the contact out to radar gimbal limits on the B scope - about 60 degrees offset - which for you will be the right hand side of your B scope. Note your heading at this offset and stay on this heading. Your wingman should do the same on the opposite side. Note that you'll be flying apart at a rapid rate of knots doing this so be prepared to offset back into each other (or shackle) so you don't get too far apart, but you can establish who the bandit is looking at quite quickly. Hold course with the contact on gimbal. If the contact continues down the gimbal limit of your B scope without dropping off the edge, and you are flying a constant heading, he's coming at YOU. This visual cue may be accompanied by an RWR spike as he paints you with his radar. You can now maneuver the jet accordingly. If the radar contact continually drops off the edge of your B scope and you have to keep making check turns back into him to maintain radar conatct, then he's looking at your wingman. You might remain "naked" on RWR as confirmation of this. Establish this geometry with your wingman as soon as it's identified. The fighter who is being engaged is "defensive" and should prepare to defend against a possible missile shot. The fighter who is not being engaged should assume the offensive role and press for his own missile shot while the bandit is distracted by your wingman. Engaged/support contact in operation against a single bandit or against a welded wing formation is VERY effective. The scenario I'm looking at here is a both 2 vs 2 and 4 vs 4 BVR against Su 27's with AA12's. Your flight has detected and engaged the Su's at 40 + miles and has initiated a bracket. We're now observing the Su's response and rapidly getting inside firing parameters for their AA12's. We're not quite in parameters for a slammer shot yet, but one side of your bracket is going for a shot, while the other arm is about to be forced defensive. Depending on the geometry of the bracket and the reactive tactics of the Su’s, a defensive drag may actually give the offensive arm of the bracket a tougher time to get within range for his own shot. To fire as early as possible, he needs the Su’s to be inside the bracket so he can close the range as quickly as possible. He does not really want the Su’s to be chasing down the dragging F16 in the opposite direction. It’s important for him to recognize that he’s the offensive fighter and to get into missile range as soon as he can. This means full burner, CATA intercept (collision antenna train angle – the course you need to fly to intercept in the minimum distance – calculated for you by the fire control computer and displayed as a little circle or dot in the HUD towards which you must fly). Any delay in firing will give the Su’s that bit more time and room to “switch”. If the Su’s are given enough space to “switch” with an inside out move after their missiles are autonomous (they start inside the bracket of the F16’s, but having forced one arm defensive, they can turn "inside to out" and engage the other arm from inside the bracket which will carry them ultimately outside the bracket), the dragging F16 may not be in a position to reengage and get a missile off before the Su’s can engage his wingman, especially if the Su’s themselves attempt a split. Whilst it is possible to maintain SA while dragging, it won’t always help if you end up 25 miles away from the fight and your wingman is on his own against some angry Su’s he’s been trying to close the range on. When the dragging F16 turns to reengage, the worst-case scenario is that he is faced with 3 contacts at 25 miles, one of which he knows is his wingman. Having said that, there are many variations on the theme and every situation is slightly different. With practice and co-ordination, various tactics are effective and I don’t suggest it isn’t useful or effective, just that my experience is that reengaging after the drag requires a quick rebuild of the SA and a rapid closure of the range before you become effective in support again. It’s a real bummer when you watch your wingman go down just before you get in range to fire. Generally, the AI will attempt to stay together (at least in pairs), but a four ship may split into two elements. Here again, the tactics differ online and off. The more sophisticated BVR tactics can generally be expected only from human opponents. In SP3 you will meet a variety of AI tactics with variations in initial formations, beaming, dragging, brackets and splits and various use of the jammer. Sometimes they have it on and switch it off. Sometimes they keep it on or off throughout. I’ve even seen them get use of the jammer about face and start with it off and switch it on as they close to missile range. You can sometimes get them to put their jammer on by going STT on them. This might help your wingman get a freebee HOJ shot if he's closer than you. It's also quite distracting for the bandit who's being locked and your supporting wingman lost in the reaction the bandit makes, thus allowing him to close unobserved. I'll call this technique "baiting". Use of the jammer is interesting and can make or break success. The AMRAAM and the AA12 will use the jammer to home on (HOJ) if you keep it on inside missile range. If the Su’s keep it on as they close the range, you can exploit this mistake. You will still need to reach radar burn through and achieve at least a TWS lock to fire the slammer, even with jammers in use. When you fire, you’ll notice HOJ comes up in the HUD, which means the slammer is autonomous and needs no further support from you. This is different to the time to active and time to impact countdown values you’ll see in the HUD when the missile is in flight and requires you to support until active.
  3. In BVR combat, I'm using my radar, RWR and HSD for SA on the bandits. I'm using ECM as necessary to deny him first lock capability. Let me clear up some misconceptions.Running silent with no ecm or radar does not make you invisable to the bandits radar. He'll pick you up on his radar scope just as easily whether you have your radar on or off. What does make it more difficult for him to detect you is to get down to a low altitude where his radar is in "look down" mode and this degrades his ability to detect you with his radar. If you can drop down to a sufficient altitude difference that you drop below his bar scan range (easier at closer ranges than at longer ranges because the cone of his search pattern is smaller), you will not be detected on his radar. So let's assume he no longer sees you on radar because you've been smart. Now you have radar on and start to look for him. When your radar paints him, he'll get a spike on his RWR. This will let him know someone is out there and looking at him, even though he doesn't see you on his radar. So running with your radar off in these circumstances will avoid him getting spiked on his RWR. The downside is that you will also not be able to see him, unless you are working with a wingman who is painting him and then you can see him on your HSD data link. In this case, your wingman may be guiding you via voice comms to a silent intercept. He'll position you such that you know where the bandit is, switch on your radar, immediately aquire and fire, then shut down again as soon as your missile gets anywhere close to autonomous. The bandit will see a RWR spike from an unexpected direction and then nothing until he gets the dreaded M symbol in his RWR. Hopefully by then it's too late. The jammer will prevent a radar from locking on to a target for a certain length of time, but eventually as the range closes, the attacking radar will "burn through" the jamming and aquire a lock. The distance it does this is dependant on the power of your jammer and the power of his radar, together with any variables such as aspect and altitude difference that effects the performance of the attacking radar. The RP5 manual has a table with all these values in it for all aircraft, jammers and radars in the sim. Use this knowledge to plan your tactics. The jammer does only work in a cone out the front and out the back as has been stated by others here. It also only works within a certain altitude. You are not protected from the sides, but if you are being painted from the side, you are probably close to the doppler notch or doppler gate and can notch to the beam anyway. The jammer is an active emmission that can be seen on your radar scope. Using it advertises your presence from much longer ranges that you could normally hope to detect a target. You will see a jamming target even with your radar in standby. You don't need to emmit a signal intended to bounce back from him. Your radar can detect the signal he's emmiting all by itself. A radar signal is nothing more than a noise ping which has a frequency and a wavelength. A jammer trys to match the frequency and wavelength but at 180 degrees phase thus cancelling out the signal, but the jammer signal itself is a perfect source for your radar to detect. You may not wish to use your jammer at long ranges because of this factor, but you'll probably wish to use it once you are sure that he knows you're there. You'll want to do this BEFORE he spikes or locks you. I disagree that a jammer should be used onlywhen you are hard spiked. By then it's often too late. If he spikes or bugs you, he's got altitude, range, bearing, aspect and course on you and can use this information to his advantage. He may have already fired a missile. Once the radar has locked on to you and all the power of the attack radar is focused on you, it's harder for the jammer to break the lock than it is for the jammer to prevent the lock in the first place. Very often, once locked, turning the jammer on will not break the lock, but again it depends on range, aspect and other variables which you'll have to be flexible in assessing when to use your jammer.Let me outline a simple scenario. I don't always do it this way as there are some neat tricks and games you can play, especially if you have a human wingman, but lets assume a standrad sort of engagement. In most cases, I'll be jammer off until I reach about 35/40 miles. Once I'm at this range, I can be pretty sure that the bandit knows I'm there. He'll be seeing my paint on his RWR and he'll also be able to see me on his radar so I'm not too worried at this stage about reavealing that I'm there. At this point I'll put my jammer on and leave it on (for now). What I'm trying to do now is deny him the ability to lock or bug me with his radar and deny him an early missile shot until I can close the range a bit to either get a bug/lock on him or get a higher Pk shot. If he allows me to bug him at 30 miles, I migh pop off an early slammer anyway, just to see if I can force a response from him. The Pk might be low but he may make a mistake that I can exploit when he sees theres a slammer inbound.
  4. P76 of the SP3 manual explains the EWS panel and the Mode switch. It can be OFF (self explanatory), STBY which allows the chaff/flare sequence to be reprogrammed through the ICP, MAN, which is manual chaff and flare deployment and manual jammer deployment, SEMI, where betty will call out "jammer" thus warning you to turn jammer on when you are spiked, but still requiring you to manually turn on the jammer, while at the same time automatically deploying the selected chaff and flare programme when a missile launch is detected, and AUTO, where the jammer will be turned on automatically when a spike is detected, while at the same time automatically deploying the selected chaff/flare programme when a missile launch is detected. The key for selecting AUTO is ALT Z in the standard keyboard mapping. In BVR combat against platforms equipped with AA12's or slammers, the missile can be launched without STT lock, therefore no missile launch warning will be generated and chaff/flares will not be automatically released regardless of the EWS mode being in SEMI or AUTO. The jammer will be switched on when a spike is detected if you are in AUTO, but you may not wish to do this since a spike may indicate a missile in the air and able to go HOJ if the jammer goes on. I usually fly with the EWS mode in SEMI to prevent the jammer coming on unless I turn it on, but I also have to release chaff/flares manually against a BVR opponent with AA12's or slammers fired in TWS or RWS mode as opposed to STT. I'll use programme 1 for BVR which is just chaff, but I'll switch to programme 2 (chaff and flares) if it looks like I'm going to the merge and the enemy has AIM 9's, AA 11's or other heater combinations as well.
  5. Read this the below. I found this on the DCS forum when looking for the same information as you. I saved it on my facebook so i could find it back quickly. P.S. There is alot of good info on those old links posted by KK0425
  6. Offcourse people should be threated with respect. And i think they did. But it's not even about the wish you put in. But about how you brought it to our attention. Maybe with all the skills you have you should also try communication skills. (I should probably do that as well. And a cople of extra English lessons would do me good as well.)
  7. hehehe... I would be one of them :music_whistling: Their fault if they dont fly with Escorts or within their Air Defense network :D I always try to get the AWACS when flying online and when available. But most times i get intercepted.
  8. From the net: Target material Bullets are more likely to ricochet off flat, hard surfaces such as concrete or steel, but a ricochet can occur on almost any surface, including grassy soil, given a flat enough angle of impact. Materials that are soft, give easily, or can absorb the impact, such as sand, have a lower incidence of ricochet.[2] Though it may not be obvious, bullets easily ricochet off water compare stone skipping. Angle: The angle of departure, both vertically and horizontally, is difficult to calculate or predict due to the many variables involved, not the least of which is the deformation of the bullet caused by its impact with the surface it strikes. Ricochets will almost always continue on a somewhat diagonal trajectory to their original trajectory, unless the impact is against a flat surface perpendicular to the angle of incidence (or approach), in which case the angle of reflection depends on the other variables involved.
  9. Glad you noticed as well. I wasn't sure about this myself. But yes the graphics look more crispy after the patch. Did it actually change? Or is it just us?
  10. Stormy weather on the 51st server. Not fun for ground pounders. SU-27's didn't like it at all either.
  11. Hello, IN Flaming Cliff's 2 i always had the Heavy breathing when pulling G's addon activated. I would like to have that again but can not find one that works with DCS. Is there a new one out already? Please please let this nice little addon come back to DCS. See this vid:
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  12. Thanks man. Will try it out as soon as possible. To bad we need a mod for this. I actually only play MP.
  13. Is the logbook only registering Single player? Cause on my screen it say's i only flew 14 min!
  14. I was flying F-15 on the red side yesterday and i got Russian ATC as well. I don't really mind. But just made me wonder.
  15. Hello.. Welcome. Good to have you on board.
  16. Ok let me finish this topic... I wish all WW2 aircraft ;)
  17. Thanks for the update. Great work. But one thing i don't understand. Do we have to buy the A-10A AFM? Because there is a dollar sign on the icon.
  18. Love the idea :) +1 But there is a program right now that yo can download that does the same. But it works on EWR sensors and enz. You can act like you are AWACS or ATC. It's called ATAC or something.
  19. We find this thread silly.. But still post in it with our opinions :) :) Amazing Pics.. Looking forward to all this amazing things.
  20. When i found out about the bug i started to land at around 150 MPH and never had any problems anymore with it. It's annoying, but it can be avoided 100% of the time.
  21. Your opinion is like me saying that the A-10 Fly's like a F-16. It's a uninformed opinion. And that's what they mean. It's not about trying to hold you back from critisising the product. But it's about how you form that opinion and if that opinion is based on the correct information and analyzation of that info. Otherwise a opinion is just meaningless and can be considered noise. And for some reason people these day's have a opinion on everything without even properly reading and digesting that information and base it on their own feelings about something. And that's why they are annoyed with all this. A lot of good facts/info have been given why this F-35 project can succeed. But some people seem to ignore all of it and only look at the negative and their personal feelings about the F-35. Even i am a little bit sceptic with my minimum knowledge about all of this. But more good points then bad points are givin why i think this project can work. But we all have to see the end product first before we know for sure.
  22. Try checking your controls for the F-15 in DCS. It should be under Sensors. I'm at work right now so i'm not able to give the precise commands. But i think it is:
  23. Most people here and my friends would say that having rudder pedals is a must. But i just use the stick itself. For some reason i could never got used to pedals. I would alway's go the wrong way :)
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