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Holbeach

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Everything posted by Holbeach

  1. I find that skill makes no difference to firing ranges. Altitude, on the other hand, does make a big difference. ..
  2. I tried 76 FFAR 2.75 inch, from around 10 nm, but whilst they looked impressive, landing on the airfield, they are too puny to do any real damage, when spread out over a wide area. No harm in trying. ..
  3. AFAIK, skill level, relates to reload time. Are you looking for, max SAM range in a single situation, or max launch range, which will have a huge number of variable, e.g.a SM-2 will launch at a much greater range for a 2000 kt target at 80000', than a 458 kt target at 48'. (Anti ship missiles). Aircraft, different again. ..
  4. Yes it is. It's just a case of getting the codename correct against the particular ships in game. More importantly, the SA-N-6 on the PV, will detect and shoot down Harpoon. The SA-10 on the Moskva, will do neither. ..
  5. The Pyotr Velikiy, uses the SA-N-6 Grumble, not the SA-10. ..
  6. SM-2, USA ships. Anti ship cruise missiles. Seacat. UK. Anti ship cruise missiles. SA-N-6. Russia. ASCM. ..
  7. When is Manual sight to be implemented as well? This will open up new possibilities. ..
  8. I've been doing this for several years, with the P-51, F-86 and especially the Mig-21, but I'm now using the Harrier for loft and dive toss from various altitudes from about 20000' to 500' with FFAR and Zuni rockets. Yes it is IRL tactics. You can find all the details for lofting rockets in "A Manual". No, a computer won't do this, (in the Harrier), it's all down to skill. :) ..
  9. DCS, Harrier, Zuni, loft. Pull up 20 nm from target, 1 airfield. 16 Zuni rockets. This lot fell a bit short, but we managed to bag 1 Mig-21. (Just for fun). ..
  10. It's the 408 series. ..
  11. DCS, Harrier, CCRP, Dive Toss, Clusters. (Practice). Dive Toss is used when you don't know the exact location of the target and it needs to be positively identified. This airfield is heavily defended by AAA, so a normal run is not possible. Clusters require less accuracy of the pull up than bombs. The targets are a row of parked Su-25. ..
  12. Summary of Cruise Missile faults. (For my reference). KH-35: Too slow. Terminal lofts instead of lowers. Kh-31A: (Best of the lot). Terminal loft. Kh-31P: (Worst of the lot). Ramjet engine doesn't start after booster, so range is limited. ...........Immune to SAM/CIWS. ...........Su-34 version also has incorrect profile, which makes the range even worse. (Posted in the bug section, but no response). Kh-41: Rapid acceleration, then locks at 972 kt. 165' cruise, (too slow too high), before locking target, at 4 nm and accelerating at terminal speed, 1393 kt. P-500: Rapid acceleration, then locks at 972 kt. 210' cruise, (too slow too high), before locking target, at 4 nm and accelerating at terminal speed, 1244 kt. P-700: Rapid acceleration, then locks at 972 kt. (too slow too high), before locking target, at 4 nm and accelerating at terminal speed, 1244 kt. Harpoon S: Too slow. Moskva, (S 300 PS, truck version Grumble), and Molnia have no reaction to it, with either missiles or CIWS and will take every hit, therefore in a straight missile fight, Ticonderoga or Perry will always win. Pyotr V, has S 300F Grumble (Naval version), which does kill Harpoon. ..
  13. With stable update 25535461, I can confirm, it now has black deck textures, but changing the ships heading by 90 deg, brings back the dark brown deck colour, with the change of lighting. ..
  14. The only way I could get a, full collective no lift off, was to tilt fwd 20 deg first. This would cause internal damge and no lift off. Assuming this doesn't occur for the OP, then for me, 2 hrs of landing/TO practice, produced no problems. ..
  15. You need to save a track file, in the debrief screen, then upload it, for somebody to analyze it, when reporting a possible bug of this nature. ..
  16. GE here too, not very strong, but it is there. ..
  17. You need about 60% collective, to get a fully loaded Gazelle off the deck. I certainly wouldn't be using full collective, which would only kill the engine. Check your bindings. Make sure it's not centred. ..
  18. I've just been doing exactly that, with no problems. You need to be more specific. ..
  19. Kh-35, (misnamed Kh-31A) AS-20 Kayak, Russian Anti Ship Cruise Missile. (For my reference). At 458kt, it's much slower than it should be and its small size makes it a bit puny. Easily destroyed by SM-2 or CIWS, the target needs to be swamped in order to get one through. Designed to pierce the target sides with a HE/frag charge, after sea skimming at 15 mtr, it shouldn't terminal loft, like this one does, it should descend to a lower alt. DD/FF are its targets, with a 145kg warhead. The Kh-35 is smaller than the similar Harpoon, but it feels like they are sharing the same FM. Kh-41 Moskit. (Sunburn) 4.5 tonne, Anti-ship, supersonic cruise missile. Powered by ramjet at 972kt (too slow) sea skimming 250' (too high), increase to 1393 kt (M2.1) , around 30' ASL terminal. Launched by Molnia from 20nm, (well below the RL version), in this case, 3 hit and 1 was shot down by Seacat. Hermes damaged, but not enough to slow it down. Devastating against DD/FF. 300 kg penetrator warhead. Can be destroyed by SM-2 and CIWS. ..
  20. SEACAT...... Cruise killer. 2 shots for the skimmer. 1 at the pop up and the last one took out the Su-25TM. ..
  21. Same thing applies to the Kh-31P, but no reply in the bug reports. Maybe you will have better luck. ..
  22. I had a similar problem. Black connector and melted cover into the board from the psu, where it was shorting due to a bad fit. I bought a new card, because graphics kept crashing, but no change. AISuite, showed all voltages dropping below their lower limit, when the card came under heavy load and it auto shut down. Spraying the joint with Servisol Super 10, cured it. ..
  23. For my reference. Let's have a close look at the, Long Range air launched Anti Ship missile, (ai aircraft), threat to the Hermes/Harrier fleet. Kh 31A. (Anti Ship). launched at 25nm, 250', will accelerate to its max speed under booster, then maintain its speed by ramjet at 1264 kts and sea skimming height. It can be shot by SM-2 or CIWS guns or hit target at full speed. Warhead 90 kg. Kh 31P. (Anti Radar). launched at 55 nm @ 40000' (max), from Su 24M, will accelerate to 1800 kt under booster, but the Ramjet engine does not start and therefore it will decelerate and reduce speed to a low terminal 350/550 kt, but will always hit the target, (if in range). It is completely immune to defences, which will never shoot at it, (invisible). 8 shots 8 hits, every time. Launched at up to 70 nm, from a Su 34, it has a completely different profile. Unlike the Su 24 attack missile, which keeps to a high aItitude before diving on the target, (correct), it uses a less efficient direct approach, (LOS), and because it dosn't have an engine running, will hit the sea after 40nm. Launched at 40000' it will just about make the target from 40 nm. Launched from a shorter range and low level, it will loft, by which time, most of its energy is lost, then dive on target. Conclusion. Kh 31P, is buggered, but still usable. These missiles are designed for DD/FF ships and pose little threat to HMS Hermes. 34 hits produced slight damage. KH 22, Kitchen. This 6 tonne beauty, is a threat to any ship. With a 1 tonne warhead, (same as a Doodle Bug), it takes 8 to destroy the Hermes, or 1 to disable and 2 to destroy a DD/FF. The Su-23M3 can't maintain 40000' with 2 on. 32000' is more comfortable, with a launch at 160nm. It will loft to 80000' and travel at 2008 kt (locked), before diving on to the target. It is easily destroyed by SM-2 or CIWS. ..
  24. It's not very deep. :) If you do this in the middle of the Black Sea, you will drop through the ocean floor into a blue abyss and descend forever. I got to 650' before I ran out of breath.
  25. Labels on the traces, were the big frame killer, especially on rotary AAA from ships. So turn labels off in F 10 and the problem is solved. I can't see any difference in frame rate after removing dots from the map. Removing small calibre, I can live with, but removing shells, especially from ships, is a real pain. A button would solve this and suit everybody. I don't want scripted, I want dynamic and knowing what's happening with the ai is essential. A firing colour would be better than nothing, but it wouldn't show you where it's all going. Thanks for the reply. ..
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