

Seanner
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Everything posted by Seanner
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If you mean the part about malfunctions prohibiting weapon release, the software would handle that just as it already does. In my hypothetical design, the weapon would only launch in exactly the same conditions as it currently does, minus the one where you have to pickle JDAMs for 5 seconds. The only possible benefit to the current system is the 4.99 seconds of thought the pilot gains to reconsider his attack run. The balance between less finicky delivery systems and popup dialogs to ensure you aren't accidentally bombing the white house are surely in favor of superior systems? Btw while I tend towards having a smart-ass attitude my intent here is to have an actual discussion on the matter, so please ignore anything that seems hostile (like my previous post). You can respond in kind anyway..
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You lost me in between where you said what I said and where you disagreed with what I said ?!
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Silence! or HUD-makers are liable to add a popup dialog asking if you really want to consent to weapons release. You should be 100% committed before you got to the weapons release point. At weapons release point, all you should do is indicate to your machine friend that you would like the terrorist to catch your 500 lb football, be it verbal, button press, thought control, etc. There's no reason the button can't be a single press with software to carry out the few seconds of whatever has to be done once initiated. The machine's job is to work properly, and the pilot's job is to operate the machine. As soon as the machine starts second guessing the pilot, the machine will be "upgraded" with more override switches.
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I'm no expert on in-game control assignment since I use the Saitek software for all my joystick stuff... All I can suggest is to test another system with the relevant controls...e.g. if you can set your TGP to area then point, your TMS short forward is clearly bound correctly. That doesn't rule out some kind of obscure bug preventing the mavs from working, but we should at least confirm what IS working first.
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In light of this new video I retract my post!
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I know it's somewhere: getting rid of MFCD warning messages
Seanner replied to apoll's topic in DCS: A-10C Warthog
TMS short left -
If you are trying to not get shot down you have to stay out of enemy weapon envelopes. There are a few ways (in decreasing reliability) to do this: 1. don't fly the mission 2. don't get detected 3. if detected, stay out of range 4. if in detected+in range, you are probably seconds from dying, so evade and use CMs The only way you can accomplish 2&3 which IMO is the bread and butter of a proper plan of attack (1 you can't really do in the game and 4 you either messed up 2&3 or you had no choice to begin with) is by knowing exactly where and what the threats are. If the enemy has 4 short-range IR SAMs and you need to kill 8 tanks, you'd better use your mavs on the SAMs instead of the tanks. You have a 30mm gun as a "backup" for a reason. On the other hand if you only have to kill 4 tanks and can just dip in SAM range, it might be worth quickly taking out the tanks with mavs while dropping flares and evading, as being in gun range increases deaths to tanks and undetected MANPADs. If the enemy has lots of AAA and you have some LGBs, just fly ultra high and bomb the tanks one at a time. There's no secret to winning missions, you just have to fly such that you don't fly into a missile/bullet. Hide behind hills and popup to take out your target(s) to minimize exposure (and drop CMs while doing it). Loft bombs and rockets over hills. Your CCRP and CCIP bomb fall lines don't have to be vertical, you can bank into your target for the entire bomb run to dodge fire. Use your long range weapons to out-range defenses and use the gun to kill the actual targets. Do whatever you must so you don't even RISK getting shot at, or at least try to do whatever you must so you don't get SHOT, and at the very least hit your targets before you get hit back so after you press ctrl+E,E,E it wasn't a total waste of time. Also very important is recon. You should recon your target area for a while with your TGP, perhaps making several passes at 90 degrees to the target from long range, giving you plenty of time to do this without getting any closer, and all critical targets you can mark with a mark point. Then on your attack run you just slave things to mark points and you should've already found AAA and such...even MANPADs can be spotted (always use FLIR instead of CCD). Lastly, the JTAC is good about listing defenses. When he says 3 ZSU-23 1 mi northeast, you should probably not attack at low level from the northeast. Attacking from the southwest and using your gun at 1.5 mi gives you 2.5 mi separation from instant-death, which should be enough. Really the most important point to stress is patience. Read the briefings, listen to JTAC, recon the area, find the defenses, plan a way to avoid or defeat them, know how you are going to escape, what counter measure program you need to have continuously running or on standby, where the terrain is............................ With this knowledge, if your IQ is a positive number, you should be able to devise your own plan to maximize your weapon damage while minimizing the enemies. It might be fun to fly at military power along the flight plan at whatever altitude waiting to get in mav range, but rest assured some guy is playing DCS: SA-10 waiting for some idiot to fly straight and level at the target he's tasked to protect, and lucky him, it's an aircraft with comparable performance to the Wright brothers' plane.
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Diagonal line off of a HUD sensor symbol means it's the current SPI, e.g. TDC = box&dot + line TGP = diamond + line TAD = big dash box + line SP = box + line Mav = wheel + line Did I forget any? If you want the mav to point at the SP you have to: 1. make the SP the SPI with TMS long aft 2. slave mav to SPI with china long forward If you want an actual visual of your target first you have to: 1. slave TGP to SP with china long aft 2. zoom/slew/etc. the TGP and SPI a tank or whatever with TMS long forward 3. slave mav to SPI with china long forward Oh and in each case there is the final step of TMS short forward with the mav as SOI to actually lock the missile. This may not work at long range so keep trying. Also if the TGP or SP is very slightly off you will have to manually slew the mav seeker a little bit.
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Yeah I'm looking to take out multiple targets simultaneously, similar to the thread and associated video where it's done with JDAMs. According to the also realistic but old DOS-based Tornado flight sim (we need DCS: Tornado please...), 4 seconds or so between bombs is fine. There're missions where e.g. you take out 4 adjacent HASs from FL250. So yeah, not so much spacing as I would like between targets (may as well slew...and it's the only way in that game), but I can't even take out adjacent trucks with slewing with a 6+ second bomb interval in the A-10. No trouble with the first target of course...
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Alright thanks we agree now. This ends up being too much for my X52 stick to handle however :(
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This is where we are disagreeing. If you can explain how to slew the TGP while somehow keeping it slaved to the selected markpoint, I will believe you. The instant you nudge/slew/whatever it from the first point, it is no longer slaved and will not snap to future mark point changes.
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But when you slew the TGP it is no longer slaved to the mark. The idea is to mark 4 targets with sufficient spacing to where slewing all 4 would take too long. If you slightly slew it, sure you can lase the FIRST one, but I already know how to do that.
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Yes that or TMS forward long works fine for one target... How is one supposed to take on 4? It's not so easy to slave it back to the mark, change the mark, then re-bandaid-fix the TGP. Now if I had the real HOTAS maybe, but the X52 requires mode switches to have the full # of hats and it's very time consuming to do those steps that SHOULD amount to merely changing the mark...unless it shouldn't which is why I was asking if it's a bug or true-to-life.
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There seems to be either a bug in the game or poor real-life design with the TGP where it doesn't know/care it's slaved to the SPI. Steps to reproduce: 1. slew pod somewhere or boresight it with china aft...just make sure it's away from the steerpoint so you can watch it change 2. make the steerpoint the SPI with TMS long aft 3. slave all to SPI with china long forward Upon completing step 3, the pod (and everything else) will face the waypoint. The problem with the above is that you can't lase the target for more than a second or so (if at all, maybe the indicator erroneously flashes), yet if you designate the TGP as the "master" SPI as an extra step 4 with TMS long up (instead of having it slaved to the exact same point after step 3), the laser works. This means it is not possible to use LGBs in the same way people have figured out how to use multiple IAMs, unless you can slew manually REALLY fast. The goal is to cycle mark points with the HUD as SOI while you continuously lase, and the LGBs, if dropped sufficiently apart, should have time to hit multiple targets. A second problem I found while researching this is that the TDC doesn't always slave, e.g. 1. TMS long forward the TDC and slew it somewhere 2. china long forward so the TGP looks where the HUD looks 3. make sure the HUD is SOI and now TMS long aft The TDC stays where it is, but if you change the SOI away from the HUD it slaves...until you give SOI to HUD again, where it will reappear in the pre-slave position. It sounds like a helpful feature almost, but it's inconsistent as the TGP doesn't do that. Bug or real-life design?
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What! No.... it's much more entertaining when I shoot rockets and guns at a cluster of infantry to see one guy still kneeling in place until next pass!
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Okay this is an old thread, but other people might have issues with this mission and I just beat it so... In reply to Alec, you can refuel at Podkova, so if you need rearm/refuel you have to land at each, but they are close by so it's not a big deal. To kill the final chopper...it takes off right near the house...you should be able to visually spot it if you are high alt @ 5-6 km (just outside SAM range), making it easy to lock with the sh-fail. Ensure you press V for AA mode then missile the thing outta there. You can avoid laser burnout (happened to me on a good run before I learned about it) by not range finding every last thing and setting ingress points etc. Just lock on with the laser off to watch your wingman's progress, then flip it on to finish off the remaining targets. The shkval can still track a moving ground target laser or not... Other tips: The initial convoy can be attacked broadside despite an earlier poster's claim if you stay just below the clouds ~1750m at ~5-6 km. Nothing in this mission is the slightest bit dangerous in fact, since you can just hover high up at long range and pick everything off. It just takes patience because you'll need a rearm/refuel if you try to kill everything (apparently you can divert from the convoy?). This procedure in fact works on every mission... time accel to target, hover kill, time accel home. Forget NOE!!
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Having recently completed that, I offer a spoiler below: There are MANY BTRs in this mission, and they are often concealed by trees from the default ingress. It helps to use a few attack angles. At the initial point you can get probably 3-6 (don't remember exact, but if you look carefully they are there...easiest to see and still safe if you approach to within 4-5 km of front of town, near where the friendly BTRs are hanging out), then if you swing right over the mountain there are another three towards what would now be the ride side of the combat area (yellow box on ABRIS), and another towards the far left and back. You can try some other angles as well, and you'll still likely end up missing a couple. While doing this, don't approach the town itself or 3 AAA bunkers will smite you. You could kill them first, but this leads to the next tip...don't kill the AAA first! The friendly BTRs get annihiliated if you don't clear out the town's armor / RPGs / etc when they proceed on their mission. So try to use the hover-at-long-range-and-snipe-with-missiles tactic to kill as many BTRs as possible, THEN clear AAA to activate mission trigger and friendlies to go in, THEN waste your rockets at clusters of infantry hanging out around the edges of town, THEN...finally...seek out any remaining BTRs that probably announced their presence by firing on you or friendlies. There's always one I have trouble finding in an especially tricky spot near a building left of the road near the main entrance to the town, but once you are more or less on top of it, you can see it. Just be sure you have cannon on LONG, AP and HIGH before you reach that position because the BTR is probably upset with you. The main point though, however you try to do it, is that you can't complete the mission if the friendlies all die, regardless of whether or not you racked up a lot of armor kills.