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Everything posted by Holbeach
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1st A-10C use after 8 years in the hangar. Using the vv to aim, it took me, 691 30mm shot, 218 hits, which included, 20 damage hits to kill a T-72B. Or. 125 hits, 30 damage hits, from a 25mm AP, on the side. ..
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Carrier, Channel Dash, mission. Player on Hermes, chooses whatever he decides is the most important threat, then after attack, return to Hermes to re-arm and go again. Get off the deck quickly, or the initial air strike might finish your day. Deleted and Start again in a different location due to flickering terrain. ..
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DCS, Carrier Great Escape mission. ..
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SAM SA-10-S 300PS LN 5P85D is on indefinite coffee break
Holbeach replied to euthyphro's topic in Mission Editor
CP 54K6, SR SN66M, TR 30N6, SR 64 H6E, 6 x LN SP85D/C, Ural 4320T. all in one group. It will work, as is. There is a template under, Ukraine (blue), Russia red, as a guide. .. -
SEACAT........ Supersonic Anti Ship Missile, GIANT killer. In over 500 runs of this mission, this is the first time I've seen a Seacat destroy an anti ship missile. KH41 Moskit, killed from HMS Hermes. ..
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Frame rate doubles, when Harrier leaves the deck. Maybe a Hermes only effect. No problem, when you get a benefit. ..
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2 Sidewinders weigh 384 lb. The way to do this, is to put a load that you desire on, then reduce the fuel to a practical VTO weight, say 23,800 lb. ..
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You can't get away from physics. If you want to VTO with full tanks, all you've got is a gun or a couple of Mk 82. Far better to go 50% and a useful weapon load (like this), then fly at an economical rate, where you can get a pretty good distance. 50% VTO or 70% and a bit of a run along the grass. ..
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I cant vouch for MP, but single player, start a mission anywhere. From memory: 23,000lb VTO. 24000lb VTO ground effect, then transit. If the ground is flat. Up to 26000lb rolling TO. (Bumpy ride) Above that weight, it's taxi only, using the nozzle to relieve the weight on the ground. I've so far never been able to leave the ground at full weight, but manage 80 kts. on the level, rolling across the plains, before the nose wheel gave up. :helpsmilie: ..
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You can taxi, of sorts, even at full load, across the ground (not advisable). This is the Harrier, not just an ordinary aircraft. :thumbup: You can of course, start a mission from the ground. ..
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For future reference. I've made a simple scenario, to find out what does what to what on the ocean, centred around the Harrier and HMS Hermes. Carrier Channel Dash. (Great Escape) mission. The port of Mykolaiv, Ukraine, has been surrounded by Russian forces and the coalition fleet has to depart down channel and exit through a narrow entrance, to escape. The Russians cobble up a mottly force, of anything they can find. to try to stop them Nothing fancy, just a basic look, to find out how things work. Carriers: Hermes (Harrier), Albion, (helicopters) and Tarawa (Harrier). 2 Cruisers, 4 Destroyers, 2 rescue helicopters, are escorts. 2 Harrier groups (Tarawa plus 1 airbourne), 1 Mi8 group (Albion), plus 1 player aircraft. 1 Destroyer, 1 Frigate, 16 Su-24, tanks and artillery are red attackers. US Harriers, from Tarawa, cover the North bank, UK Harriers, (air start), the South bank. MI-8 hit the undefended truck convoy. It takes an hour to cover the channel. Not everything goes to plan, but it's a learning curve. Observations: Fleet is grouped to maintain constant speeds (25 kts), but this means also that, if a ship is disabled, the fleet will reduce to its speed, down to 0, untill it sinks. This means that, fleet can't make the entrance before Russian reinforcements arrive. I might have to go back to individual routes. Made 3 carriers as a group and the rest individual. Works well. Increasing attacking aircraft numbers, will penetrate to the fleet, but all will have shed their loads, due to strong SAM defence. Blue on blue will occure with Harpoon and SM2 missiles. A Harpoon hit on the carrier, will destroy all Harriers. Carrier will sink if shore batteries are not reduced by air attack, prior to passing. Replays seem to be working OK. Returning Harriers might try to land on the Bulwark. This will cause the ship to stop. Put ship in centre of group, has stopped this happening. If a target remains, Harriers will strafe (forever) with single shots, which will always miss. (Removed gun pods). All red attacking aircraft are ineffective, due to load shedding when attacked by missiles. (See below). Remove escorts and no carriers will survive. All red aircraft will attack with anti ship missiles. CAS doesnt work on ships, only anti ship loads. 2 Cruisers, no Destroyers. 1 Carrier, 1 Cruiser, will survive. More would have survived if the Carriers hadn't been grouped. Added Moskva, approaching from South. Added Ticonderoga for a head to head. All P-500 SSN12 Sandbox shot down by SM-2. All 8 Harpoon hit Moskva. T starts gun fight. T wins fight. It takes a lot of H to do any damage. Moskva has no defence against cruise missiles and is therefore at a disadvantage. Helicopters landing on Albion are excellent, visually. Harriers on Tarawa, poor. Harriers may prioritize targets before attacking designated. Battle changes at every play, without my input. Removed Ticonderoga. Moskva started Grumble attack, from South, at about 25nm. Killed 3 Harriers before being destroyed by 21 Harpoon. This 1 change had a dramatic effect on the overall outcome. 1 hr 35 min. More dramatic, was moving 16 SU25T anti ship closer, to 7 nm. This had the effect of catching the fleet with its pants down, while it concentrated on the Destroyers. AShip missiles were launched before a decent SAM protection was organised. Hermes lost. Bulwark and Tarawa reduced to 12kt. 16 Su25T: 1 Carrier sunk, heavy damage but a slide show due to heavy smoke. (Wrong. See below). 12 Su25T: Heavy damage to all carriers but none sunk. Best. 08 Su25T; No missiles shot. No damage. 4 Harrier on Moskva from 7nm, scored 10 AGM 65G hits and disabled SAMs. 12 Harrier scored 18 hits for a kill. Delay N bank artillery 10 min or Harriers will attack them first. Tank AP has no effect on carriers only HE. Air attack centered on carriers, might reduce their speed, which means escorts forge on ahead, leaving them behind. This just isn't the done thing. We all stick together. Full grouping is back for all 9 ships. Air attack has less effect, but damage varies with each start, especially to number of Harriers launched. Also affected is the fleet speed, which can be reduced to 12 kts or less by damaged ships. Harriers now return to Tarawa when board cleared of reds. Removed gun pods, to prevent continuous single shot attacks, which prevents return to Tarawa. Went onboard "Obratzsovvy" 1976, Portsmouth. Red attack DD from astern, where there is SM 2 shadow. This gives them their chance to launch missiles, without shedding. Pyotr Velikiy. Kills H. Too strong for this job. (26 AGM 65G, to kill it). Neustroshimi. Kills H. Grisha. No kill H. Molniya. Too tough for its size. 77 127/76 mm shells and 2 Harpoon to kill. Rezka. 6 AGM 65G to kill. Moskva. 18 AGM 65G to kill. DD 052C. HHQ9 kills Mavs. YJ 62 cruise killed by SM2. 34 H hits and 39 127mm didn't kill it. First few H hit, then the majority, passed over the deck and close into the sea. Albion. 31 KH 29L to kill. Changed UK to AGM-65G. US remains as 12 Mk 82. Added some lightweight convoy SAM. (removed) The addition of 1 23mm AAA to the truck convoy, decimated the 4 Mi-8 attackers, without any loss to themselves. (Removed). Dead aircraft remain on Tarawa runway, preventing returning landing. Should be cleared away. Delay red airstrike 2 min to allow blue departure. This had the effect of allowing the orderly return of all jets. 12 Su25T aren't the cause of a huge frame drop during the attack, but I think it's the mass of AAA the ships throw up, that is the cause. Low frame rate/graphics card, revelation/cure. I've spent hours and hours, trying to find a cure to the low, 7fps, rate at the height of the initial air attck on the carriers, which is crucial to this mission. Making alterations and watching the action from the sidelines, made no difference at all. AAA was reducing the frames to an unacceptable level. MSI showed the card was simply doing nothing! Then I accidentally left the throttle open and my jet fell into the sea. Bugger me sideways, the frame rate was now back to normal. Even with SSAA back on, the lowest I see is mid 20s at the height of the action, with 120 max. All it needed, was to move my Harrier off the Hermes, to kick the card to into life. Turn off labels in F10. Artillery has a longer range than ships, in an exchange. Harriers trying to return to Albion, will lock in the sky. Player on Hermes, chooses whatever he decides is the most important threat, then after attack, return to Hermes to re-arm and go again. Get off the deck quickly, or the initial air strike might finish your day. Start points. Ground. AGM 65G. Hermes. AGM 65G. Albion. (Mi-8). Rockets/guns. Tarawa. 12 Mk 82. ..
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I would pay for it. I just hope I would live long enough to see it. ..
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Good luck with the project. :thumbup: Helmet mounted camera, promotion video, from 2010. ..
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Yes, you can still do the same as in those videos (in game). No, you can't raise the gear with full load on the legs in real life, whilst in operational condition. ..
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Here's the rest of that thread, when it was reported as being fixed. (5 years later and it hasn't been fixed). https://forums.eagle.ru/showthread.php?t=134205 ..
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Rudder Trim Movement Takes Too Long in 2.5.5
Holbeach replied to imacken's topic in Bugs and Problems
The point is, it is a completely unreallistic slow speed, you only have to look at the wheel rotation to see that. Imagine scolling for full rudder trim on a scramble, at that speed. .. -
See if it is still the same as it was 5 years ago. Moved. ..
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I watched that tanker, low over my house on the approach to Marham, on a very hot day. 38.5C recorded at my house, way too much for me. Great pictures. At least that wasn't a wing nut on the radome. Now that would have been funny. :megalol: ..
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I can't tell if my messages are reaching you or not. so.... Seacat firing at Gazelle, 20500' and hitting at 16,500' from HMS Bulwark. 2 fired. All 3 liveries installed correctly. (I hadn't installed the Livery file). Here is HMS Bulwark and Albion, with numbers and deck codes. Good job. Thanks. ..
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[ATTACH]214368[/ATTACH]
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I found that Tarawa accelerated and Ticonderoga lagged behind the main group. Making them part of one group cured it. ..
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HMS Albion, R07, was also converted and would fit in nicely. Thanks. ..
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Thanks. HMS Hermes, with HMS Bulwark in the background. ..
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Is it possible to change the 70s version number, to R08? ..
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What turns me on! HMS Hermes and HMS Bulwark, task force Black Sea. ..