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Nerdwing

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Everything posted by Nerdwing

  1. Using the AGM65D's on the A-10, I'm only able to lock onto Gaskins and Gophers at about 2 or 2.3 miles distance... needless to say, thats extremely dangerous lol. Can lock onto other vehicle's silhouettes at normal distance. Was this changed in the patch?
  2. Hello :) Using the "Jump To Aircraft" function in the default A-10 campaign, my kills scored with the other aircraft are not tallied for display at the campaign selection screen. It will show those that my original aircraft accumulated, but none scored while "controlling" my wing man. I realize the function itself isnt realistic at all, but just wanted to ask if this was working as it designed? It makes sense that the same pilot isnt flying TWO aircraft after all, but its something I noticed after awhile. Just to try and be clear, if I kill 4 Ground targets in a mission, then RALT+J to my wingman and kill 8 more ground targets, only the original 4 are displayed when I later choose which campaign to play. As mentioned, it makes sense in alot of ways, but still just wanted to be sure :)
  3. You could manually edit the label files so that you see the little "dot" on the target at close range, rather than the full name and distance. That way you'll know -something- is there, but will have to manually identify said thing to make sure you arent wasting a maverick on a truck.
  4. Is it publically known what the T-50 is even armed with? :(
  5. I was disappointed in the reduction in weapon possibilities for the A-10 in FC2. However, I went straight from LOMAC to FC2 so not sure if this was also this way in FC1 :P Regarding the Maverick, what difference does this have exactly in the representation of the weapon's capabilities? The K weighs more, and would be better against ships if (God forbid) you're tasked with striking some boats? As is, the D is a superb weapon as is.
  6. EDIT: Noticed this was the 3d model forum, so FM/technical worries are out of place. Ignore please!
  7. Yessir, this is what I'm doing now vs Flankers and it works superbly. Seems supremely effective, and keeps me (generally :P) quite safe. Thanks alot for the tips! I'm concerned however going against the MiG29S. In the mission, the MiG29S is jamming from the get-go. I can burn through eventually (and at a modesly comfortable range truth be told), but am unable to employ TWS mode against them. Is this due to the MiG presumably forgetting to turn off its jammer, and TWS not being able to acquite a jamming target? To clarify, when I attempt to lock the MiG, it'll switch me over to STT mode instantly. This wont occur against the non-jamming Su27's and such. In this scenario, would a long range HOJ shot be worthwhile to attempt to put the MiG on the defensive, so I can continue the engagement in a manner similar to that against the Su27? And thanks again to all who suggested the F-Pole tactics. Employing them has proven vital, and extremely effective in improving my kill/loss ratio in the sim. :thumbup:
  8. hello again :) By "Lock on as best I can", I mean I engage in STT mode and maintain a lock for the duration of the missile's flight. I've tried lowering the range at which I fire the AMRAAM to at very most to be around 20 miles, and my PK has improved significantly. Thank you for the advice!
  9. Its a shame that tanks are KO'ing each other at over 2 miles as well. I doubt an Abrams or T80 would be able to penetrate one another at that kind of distance :( Plus those darn Abrams cant seem to hit a damned thing. I imagine these two problems are just due to engine simplifications though. Hopefully the new DCS will have some tweaks made :)
  10. Hello :) I'm having little luck in the F15 versus AI flown MiG29S's and Su27's. While I generally can get a kill versus them 1 on 1, its at the cost of massive amounts of missiles spent. I use the "DCAT F15" missions that came with FC2 to gauge my effectiveness. I can normally get a shot off well before they do, and my missiles always follow the target perfectly up until a point. The enemy Mig will dive, beaming me and peppering chaff now and then. I can evade the oncoming AA12 as well by beaming and diving, possibly Split-S'ing. AA10's as well are reasonably easy to evade. My concern is that my AMRAAM's have a horrible PK ratio as they follow the MiG through its dive, then suddenly break off and fly straight into the chaff cloud. I keep a lock on the MiG as best as I can, in STT mode throughout the AMRAAM's flight time. The majority of the time, my AIM120C's still lose their lock and sail into the chaff cloud. I've tried this on Average and Excellent skill levels multiple times, and still having trouble maintaining anywhere near an acceptable kill ratio per missile spent. I fire at the enemy (flying at 32k feet) from a position of 38 to 40k feet. What sort of missile expenditures do you folks normally achieve vs similarly capable AI fighters? I'm at less than 20% now against AI fighters in the above scenario, and looking for any advice to improve it :( PS: I apologize for the jumbled post, its quite late and having trouble wording everything correctly :music_whistling: EDIT: Meant BVR combat in the thread title... d'oh!
  11. I'm not sure if you play with the option enabled, but you can choose to "Jump to aircraft" by pressing RALT+J. I use this to try and get by the Wingman's rather limited AI. And in the process, it doubles your arsenal of mavericks available. Fire 4 and switch to other plane. Issue RTB to wingman, and fire four from your new aircraft. You can get something of a cycle of rearming trips going to an extent, to make sure you can keep your targets under fire.
  12. That sounds like it'd work. I normally dont bother to engage MBT's with the cannon anyways, it excels at obliterating BMP's, BTR's, and trucks. Plus I generally open fire at 1-0.5 NM to assure accuracy. Suppose I'd better use the 1150 rounds to use at range, since they arent exactly in short supply :P
  13. Yes, the rotation is pretty speedy. But their ability to acquire, track, and lead a moving fixed wing plane seems excessive from what I've read. Though granted, most of it seems to be taken from the Wikipedia article sadly :( I've found no information regarding any alternate AA abilities for the BMP2. The AA sight seems to be a plain optical sight with up to 4x magnification. Against a hovering or openly moving helicopter, it seems totally reasonable for the BMP's 30mm to be able to accurately deliver fire on its target once it detects it. But against a fixed-wing aircraft at even moderate height? Heck it may be possible to just change something in Sensors.lua and get more realistic behavior. Does anyone have an image taken looking through the actual sight? Or any experience in using the weapon system?
  14. I dont think it is hanging in the air at all. There isnt any way for players to understand the EXACT changes made ingame. I still see Su27's as a gigantic airborne threat when I'm in an Eagle, so I dont think too much was changed (if anything really...) And just fyi, the quote in your sig with the red text is an urban legend :P
  15. They seem to be able to acquire and engage my A10 which was flying at 5000 feet altitude during the A10 quick mission. The first BMP fired and scored hits on my fuselage and right wing, while the other two BMP's bursts missed. Is this working as designed? It seems that the BMP's and perhaps other armored vehicles are a bit too capable at acquiring moving fixed wing aircraft. If they are working as intended, how should I engage BMP2's with the A10? Are they now a Maverick-worthy target? I'd have thought 5000 feet would be a reasonably safe height to initiate a gun attack, but I was being hit before I could tip my nose.
  16. Yeah, I recall some footage of an A10 gunning. He just kind of yoyo'd above the convoy from what I saw. I'll try that and hopefully have more luck. Not like the BMP's take many hits to take out anyways :)
  17. This is my biggest... and heck, pretty much -only- problem with FC 2.0 so far. BMP2's, 3's, everything aiming their 30mm's into the air and tossing fire at me. Bradleys do the same with their 25mm. Makes gun runs against BMP's exceedingly dangerous in the A10. To bypass, I just set the max_trg_alt to an absurdly low level in automaticgun.lua. Sadly, thats pretty much cheating... though the 12.7mm AA guns on their companion vehicles are at least a noticeable threat. They didnt do this in LOMAC, thats for certain.
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