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  1. If you like this sort of thing I recommend MS Flight Sim X....put a 747 on the aircraft carrier with 180 kt headwind and it becomes a VTOL. It's also fun (and easier) to fly around with the C172 in an 80 kt headwind, you can fly in reverse, forward, whatever..try looping the tower continuously..
  2. I would be all for a loss in realistic avionics in exchange for something like this where the targets show up on the TAD as some symbol. If they wanted to go all out the wingman could easily provide a description too: AAA, 2 oclock, 10 mi, <some direction> of the <hill/tree/forest/stream/powerplant>. They could make the wingmen be reasonable wingmen in the reconnaissance department fairly easily. I think it's lame you have to tell them to attack and then say just kidding to "steal" their SPI.
  3. Landed with stores minus 2 mavs that I felt needed to be shot at some planes. I thought there was 4 though :( I use the fully standard 10deg GS with SAS off so the wind and rudder doesn't confuse it or whatever... Just before touchdown kill the flaps to cut lift and avoid any weird turbulence induced unlandings. Landing was a bit hard but I forgot I didn't jettison the stores this time :/ I suspect it's fairly repeatable if done slightly more carefully. lol.trk
  4. Technically since the CoG of the bomb is unlikely to be perfectly aligned with the CoG of the aircraft, the rotation of the aircraft would impart addtional "instantaneous" velocity...say the bomb is 1m forward and the aircraft is pitching 30 deg/s. The circumference of this rotation is 1m*2*pi ~ 6.3m, 6.3*30/360 ~ 0.5m/s. Of course that extra half meter a second will make the bomb go probably a millimeter or so farther. I'm saying all this so people don't get confused between the intuitive catapult effect of a rotation and the A-10's supposed physics-defying ability to NOT catapult anything...that's only because the bomb is not entirely coincidentally near the CoG of its launcher. If it was a bigger plane pitching faster and the bomb was attached to the nose, there would be a noticeable effect: 15m*2*pi * 60/360 ~16m/s. It still won't help the bomb go FARTHER because in order to get this extra velocity in the forward and/or upward directions, the plane would have to be diving (possibly inverted) just before release.. (edit: unless it had super awesome thrust vectoring and could spin in a circle while climbing at 45 degrees...the ultimate toss bombing or "discus bombing" plane). Either way, the bomb WILL follow a different trajectory if the aircraft is pitching vs. flying steady, however small the difference is ;)
  5. As for gunning a BMP...your "high" speed isn't relevant because you are flying directly at the target. From his point of view your speed is 0. Your dive angle isn't relevant because you aren't going to be above his max turret elevation. It basically comes down to "can a gunner hit a stationary target esp. when assisted by fancy electronics?" and hopefully the answer is yes.
  6. IMO if you actually spot it randomly at low level off to the side somewhere so you can't just HUD lock it, you apparently are close enough to use the TAD. Dropping marks with TAD is easy: 1. TAD as SOI a. Either just mark your current location presuming the TAD cursor is still in its default location on your plane or.. b. Zoom in if you aren't at 5 nm and slew a bit towards where the AAA is ... you have to be pretty close if you can see it from low level (say 0.5-2nm and you probably saw it cause it started shooting) so just slew it less than halway to the edge of the TAD and drop a mark. Based on your height and the angle to it you can get a rough estimate too. A 45 degree angle down to it means your altitude = ground distance to AAA...flying at 5k ft means it's a mile out. 30 degrees down and it's twice your altitude in distance. (edit: 1.73xxxx actually) Later when you want to attack: 1. use UFC to set mark point mode 2. select the AAA mark 3. make mark the SPI on TAD ... if it was anywhere close to the AAA the TGP will find it easily
  7. H for helmet mounted sight, slave Shkval to sight, and---damn wrong game. You could try using the TDC by making sure its caged to the flight path marker / velocity vec whatever it's called and flying directly at the AAA briefly to lock the TDC on it. Then make sure you have TDC as SPI then slave all to SPI. The idea is your plane slews faster and more directly than the pod :)
  8. In the track he has the steerpoint as SPI. There is the diagonal line coming off the SP box, and the bomb drops overhead of his intended target and ~1.5nm from the SP. 20 second fall time at 280 kts is going to be just about 1.5nm. Maybe you aren't holding the TMS forward long long enough. Also be sure the MFD with the TGP shown is the SOI before you do that. If successful, the diamond on the HUD representing the TGP target will have the line coming off it and you will see TGP in the lower left corner of the HUD. Also I don't think you need latch if you are autolasing...not that you cant turn it on anyway.
  9. Also the laser doesn't work if you haven't slewed the pod away from a slaved point. Make sure you don't have the bigger crosshair in the pod picture...it changes to the smaller ones once you've slewed it.
  10. I would think you'd have to use the method where your alt reads the FE on the ground or you risk crossing below a mountain peak...say the minimum safe alt is 5000 MSL and your alt reads 5100. Well....you may or may not hit a mountain when flying through clouds based on what the real alt setting was supposed to be...at least you'll know your precise slant range to the runway a millisecond before you die?
  11. To add to what Inseckt said, stalling is a function of AoA more than speed. At 300 kts, if you yank the stick back, the rate of pitch will exceed the rate at which the aircraft's flight path changes -- quickly leading to stall. The A-10 is not FBW and will not prevent you from departing controlled flight -- it is up to you to pull back JUST before the point where you would stall (regardless of airspeed). Also, any sort of large degree turn will take far longer than the process of rolling and increasing gs, so there's in a sense no hurry to IMMEDIATELY turn hard...not that getting hit by a missile is fun...but if you have to break 90 degrees over quite a few seconds that extra 0.2 seconds of pulling back on the stick isn't going to matter very much...
  12. Scroll the mousewheel. I wish they would reverse that with the volume..
  13. Please view the quick track attached ;) Roughly 400 kts, 4g pullup to -70 degree flight path as back pressure is released and rpl 6 @ default spacing for victory. Done twice in a row as proof of validity. Note: worthless tactic ;) Anyway, IMO this proves that there aren't so many variables in releasing a free-fall bomb, and CCRP should be able to hit a target with no wind. inverted toss.trk
  14. 2+2=4? Does everybody at ED have this ability to state new information?
  15. So what you're saying is, "cluster bombs have a higher chance of hitting a target than iron bombs." But does anyone know why the iron bombs always go long?
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