Jump to content

1qsb28

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by 1qsb28

  1. seems like there is just one or two CW/conical scan type audio files being used for all radars. The fan song should most definitly be a rattle snake sound as the beams sweep something like 16 times a second (unless in LORO mode) any search radar such as the Flat face or Bar Lock should be just a single "chirp" once per rotation. "Singer low" and "Singer High" seem to be omitted altogether.
  2. I would really like to see an APR-36/7. The old Billboard and Strobe based RWRs have probably had more more missiles thrown an them than any other RWR in history, and would add an extra/interesting challenge to interpreting the threats being faced. I realized they went with the new hardware to have a system that's useful against a larger threat library, but I just have a soft spot for the old strobe displays.
  3. I wanted to ask about this with regard to the "Activity" and "missile launch" warning lights. I have been flying almost exclusively against the SA-2 and I am seeing the Activity and Launch warnings illuminate simultaneously 100% of the time. if my memory serves correctly, the Activity light should be illuminated when the fansong C-band missile command transmitter is turned on to the low-power mode....the Launch light is triggered when the operator switches to the High-power missile command mode. Given this it seem the activity light should illuminate for some short period of time BEFORE the launch light. Also, the SEESAM mod would generate a "singer-low" and "singer-high" warble tone based on if the missile command transmitter was sending guidance corrections or not. progression during a standard launch sequence would have been E or G band acquisition (low rattle snake), E or G lock up (hight rattle snake), missile guidance switch on low power (Activity Light), missile guidance switched to high power (Steady Launch Light w/low singer warble), missile guidance corrections begin broadcasting (Flashing Launch Light W/Singer high warble). ...The actual launch of the missile could take place at any point during the process up to just before guidance corrections begin being transmitted and no change in threat display was actually based off the launch its self. are these features based on command guidance to be added the the ALR-46 at some point later or is it currently feature complete? I realize that DCS probably does not model all of these mode changes but do they model the function of the missile command signal at all or is it limited to search/lock/launch? P.S. I have also found that the HANDOFF button, while opening the audio of the priority threat, does not step through the different threats if more than one is presented.
  4. FWIW, in the real world with a swept wing jet the technique to arrest an on speed sink just prior to touchdown is to reduce AoA. High AoA on a swept wing creates considerably more induced drag than lift, therefore increasing pitch will drastically increase drag while only moderately increasing lift and result in a THUD. Conversely, dumping the nose a degree or two will lose a bit of lift but will dump a considerably higher amount of induced drag...combined with ground effect this slight pitch down in the flair results in a feather light touchdown ie "Rolling it on" No Idea if DCS models the aerodynamics that closely, but give it a try. PS. rolling it on like that is mostly a pilot ego thing...every IP/LCA Ive ever had wanted the jet planted firmly on the aiming point...
  5. Two small items to add that might help: 1. make sure the Flight Director mode is set to NAV. doing this will give you range to the target on the HSI...shooting outside of 10 miles is a waste. 2. when entering target altitude in MSL on the WRCS as the WSO, also set the WRCS mode to "AGM-45" I have done 5 or so runs using WRCS mode starting from FL250 to 300 and have had one Shrike successfully hit the radar, but it only did 25% damage. I have found pitching up too slow or pitching too late and the missile sails WAY high over the target. pitch too fast or too soon and it falls short. I begin holding down the pickle button about 15 miles out and that seems to work each time. The radars each missile can track are listed on the armament drop down selection. you need to cross-reference which radars are associated with the SAM system your going after. FWIW, so far I have not been able to get the appropriate shrikes to track a Bar Loc or Fire Can.
  6. so i was planning to blow $4K on a new top end 4090 build just to run this module...i didn't end up getting around to it before the drop so I installed it on my potato I7 8700/GTX1080 just to see it and it actually runs very well in VR. slow to load but once your in the air its fine. was very surprised.
  7. Based on interviews with Vietnam Weasel crews, yes they fired ARMS at Bar Locks. On the 10% True Podcast a Pilot and EWO agreed they were the top priority and if a standard ARM was carried it was always used on a Bar Lock first. If multiple Shrikes were loaded, one had the seeker for the Bar Lock. fantastic podcast for info on the Weasel mission.
  8. The Barlocks were actually a high priority for the weasels.
  9. thats great, I never said the ECM pods didnt work...I said they weren't necessary and not the primary method to defend against the sa-2 ...any tactical jet could defeat the missile by out turning it. in fact, according to the USAF most weasel crews never bothered to turn their ECM pod on and only carried it because the USAF required them to. The following paragraphs with quotes from Medal of Honor recipient Leo Thorsness and his fellow weasel crews lays out that they did actually "dive under" as part of out turing the sam: "The next problem was to deal with the oncoming SAM. “The first stage booster that launches the SAM creates a good-sized dust storm on the ground, so if you happen to be looking in the right direction when it blasts off, you know that Sam is airborne and on the prowl,” said Col. Jack Broughton, vice wing commander at Takhli. “After the booster has done its job, it drops off and falls back to earth, leaving the propulsion to Sam’s internal rocket power. If you can see Sam, you can usually escape. It has little, stubby wings and it is going like hell, so it can’t turn very well. You can take it on just like another aircraft, and if you force it into a commit position and outturn it, it will stall out and auger in.” At the warning cry of “Take it down!” the Weasels went into their most famous maneuver, the SAM break, a high-speed dive past the rising missile, followed by a sharp pull up and change of direction. “Sometimes by descending you can even lose the SAM radar tracking you, or force the SAM to overshoot and pass harmlessly by,” said Capt. Don Carson, a Weasel at Korat. “If this does not work, at least you have one heck of a lot of airspeed you can use to make a break at the last moment and maybe make the SAM miss your aircraft.” So yeah, turning on the thing was the primary means to defeat it....the ECM was often switched off.
  10. For what its worth, I figured out the value for G limit in the lua; Nr_max. I went into the High digit SAM's mod and changed the G limit to 4 G on the Sa-2 in that mod pack and it is much more believable. it will still kill anything that doesn't make any defensive maneuvers against it. In an A-4 you can out turn it about 85% of the time but it will still get you if you're not aggressive with it or run out of energy. Hope this helps anyone else looking for a temporary band-aid to fix the super-sam and bring it back to a Vietnam sa-2.
  11. we will have to agree to disagree on this point. lower performance tactical aircraft (by today's standards) like A-4s, A-6s, F-100s ect. were all defeating the Sa-2 in the 1960s, long before effective ECM was part of the equation. By all accounts from those who were there, if you could see it, you could beat it by turning into and or below it...No ECM needed. It was the SAM you didn't see see that killed you. Thanks for the input...I noticed in the "High Digit Sams" mod info it references this fact as well. The version of the missile in their mod is limited to 6 G and is an improvement over the stock DCS model but still a little too good; 50% against a clean F-16 and 80% against a clean A-4. I looked at the .lua for the High Digit model to see if I could reduce the limit another G or so and see how it does but I am not a coder and could not tell which value is the G limit. Any help figuring that out would be much appreciated.
  12. So ive updated to the latest open beta after being away from DCS for a while... is there anyway to undo or roll back the so-called "update" to the sa-2 flight/performance model? I has gone from some what unrealistic in its tracking behavior to a wildly unrealistic super SAM in in its performance with endless energy and unlimited G. It Is no longer even remotely usable for representing an sa-2 GUIDELINE. Yeah, the sa-2 before this update was easy to beat...But, *so was the real missile IRL.* Literally any jet powered aircraft in Vietnam with the possible exception of the B-52 could easily out maneuver the missile, as long as the pilot could see it, with one simple turn into or under it. I found on such story were an A-6 at 200ft AGL beat FIVE SAMs in a row, yet in DCS a completely slick F-16 can barley out turn one missile, with about 90% of Sa-2s fired scoring a hit. So is it possible to undo just this update for just this SAM or maybe create a mod to put the Sa-2 back closer to what is was before? it seems far more unrealistic now than it previously...
×
×
  • Create New...