

Sobakopes
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Everything posted by Sobakopes
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Player vs SAM is the bane of this game. All missions are sead then proceed to plink tanks with guided weapons. Just watch the game play itself with homing missiles and all sorts of cockpit screens. This game has a chance to see reasonable and sensible missions with mi8 and mi24 modules where you support and eliminate actual troopers with cannon and rockets.
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Actually F is T-baric so tnt equivalent should be like 10 kg. However without much fragmentation.
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А вообще есть ли какое-то ограничение по времени работы перископа петровича? Это ведь хороший прибор для обзора по сути если нет ограничения. Надо только чтобы он сам в него глядел. .
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Так ну или это какая-то новая атака, или просто вихрь у него как раз 600 мс.
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For hind and hip there are too many radar sams, fighters and long range IR. Infantry and man pads make the best chopper gameplay. What kills is complete absence of infantry, stingers, fortifications and fortified enemy outposts. Hind and hip are fun to use in semi partisan warfare like Afghanistan or Chechnya. With a rare tank or IFV in between. Also use random spawns. Check this to see what I mean https://forums.eagle.ru/topic/283224-syrian-random-combat-helicopters/?tab=comments#comment-4786861 Otherwise good direction. Short flight time. but keep in mind I mostly play chopper.
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По-моему атака где-то на 100 мс побыстрее всё же.
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Could you explain? I can't understand much in the video.
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In air ground ofc you could just rangefind with Apache because it's so easy and convenient. In air to air you still need to man range and set fuse at like 500 mm. I guess range finding an air target can be done but not in a heated situation.
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Have you ever tried gunnery with hip and hind? With hip you need to account for collective, ball position and range. You center the ball and eliminate climb or descent before aiming the rockets. You need to gauge and guess range for a specified aim setting on milliradians. With hind the on board ballistic computer takes all needed corrections in regards to your climb rate, collective setting ball position and sideslip. That's why asp17 gunsight is so convenient. You still need to gauge range visually because there s no range finder just stadia metric visual range funding. It has ballistic computer. Just that you set a range for it.
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Probably because on target means 50m short in the first place
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Hind and hip don't have rangefinder so you set distance. Apache also has this mode when you set fixed range for gun or rockets. During ww2 500 m was too far for guns in air combat. I would understand 500m for 12.7 gatling yakb because it shoots at 4500 rpm but not the chain gun.
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About every helicopter including Apache. I have in game experience using s8 for helicopter dogfights. I've had some success with KOM rockets. Flechettes would be only better as they don't need direct hits.
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Air to air they would be pretty good in helicopter combat provided that you set them to fuse at like 500m.literally shotgun. For ground you set fuse at 1200-1500m and you're good to go.
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There was no big incentive to further develop ffar rockets for ED everyone is just top gun. They should've done it with mi8. But now there is hind, hip, apache, kamov. I hope this will be a good enough reason to not only give various hydras but also s8 and s5 rockets.
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Ну ясно значит быстрый он. Про Висение спросил потому что он на висении норовит носом ëрзать. На ми8 он так не вырывается. Проще включить автопилот курса и висеть. Почему на ми 24 не поставили лазерный дальномер? На ка29 ведь не пожалели. Ка29 тоже интересный, но он, конечно, медленный. Хотя есть свои преимущества.
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Пара вопросов. 1) Является ли читерством автопилот удержания курса на висении на ми24 и ми8 или же это вполне типичный способ удерживать вертолëт на висении и распространëнная практика? 2) Можно ли сказать, что ми24 в среднем немного быстрее ка50? По сравнению с апачем?
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Hind is great. Stable to use fixed gun and rockets. CAS with rockets to help ground troopers all time favourite. There are countless troopers grateful to her pilots as life saver and powerful ally.
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В миссии битва Зугдиди это как раз проявляется.
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Actually the dev said that it will be changed in IR rework. Right now the game thinks that choppers are jets with huge hot nozzles in the rear.
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There shouldn't be any damage, just long term airframe fatigue. You can use 2nd gear to start your car as well and it won't instantly fall apart.
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Front aspect launch range for stinger is reduced from 2.15 to like 1.2 km. However rear aspect launches still happen at ~3 km or so. Why is the rear aspect more vulnerable?
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Между прочим ЭВУ очень эффективна. С передней проекции снижает дальность пуска стингера с 2.15 км до 1 с небольшим. Правда с задней проекции стреляет вдогон километров с 3х. Почему вдогон дальше стреляет? Если пристреляться, то можно превысить дальность ПЗРК.
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Зачем они так с крыльями