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gachatar

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Everything posted by gachatar

  1. The CBU-97 needs a very steep dive because once it opens up, the submunition dispensers parachute down almost vertically. I usually just drop them in CCRP in a moderate nose down.
  2. If you need tutorials for the new features, check out the last 4 videos in this playlist.
  3. You use it to take a selfie with the TGP and send it to your cute wingwoman through the datalink.
  4. As mentioned before, Smoothtrack for android/iphone is a pretty good cheap alternative. I used Delanclip before, but it has a certain "deadzone" when 2 of the 3 leds line up where it just loses track and it's annoying, plus it's one additional cable on your head. I tried many facetracking solutions, most of them are horribly inaccurate and/or have terrible lag, Smoothtrack worked the best so far for me.
  5. Not implemented ingame.
  6. More like 90 missiles, one target. At least if you have an AI wingman. I needed the last tank in a group killed, so I sent my wingman on it. He had 2 mavericks, bombs and APKWS pods, after 5 minutes of "missile away" I realized what's going on. Yeah, I know it cannot penetrate tank armor, but the AI doesn't ;)
  7. It typically happens for me when turning towards the target and about to fire, before I released any weapons. Maybe it doesn't like that I do a nose down to get on the target.
  8. Some admin put this into bug reports, but honestly I'm not even sure it's a bug, maybe intended behavior considering that it's been like this for a while in the old A-10 too. I never intended it as a bug report, was hoping for some discussion or tips.
  9. When I'm flying circles to find targets, target something with the TGP, set to point track, everything is working great. Then I turn the nose towards the target, and just when I'm about to get ready to attack, almost half of the time the TGP just jumps 10-20 meters to a random direction. This messes up my attack run completely since now I have to find the target again, and by the time I do I'm now too close to attack. Why the hell is this happening and how can I mitigate it? I had to resort to making a markpoint of every single target I want to attack so I can make it my steerpoint and get back to it when it happens. This isn't something new, it's been happening with the old A-10 all the time too. This isn't the same as the dreaded gimbal roll, only a small jump of the TGP crosshair. But speaking of gimbal roll, that also fails to reacqire the target all the time and just goes boresight. You know it happens when the slant range shows "64.0". Can you do something to recover from that without losing the target yet again, or at least prevent it?
  10. What would be pretty cool is firing two rockets at two nearby targets with a few seconds of delay between them, and then snapping the laser to the other target once the first rocket hits to change the course of the second rocket. It should work in theory as long as you don't move the laser too fast and the rocket still has energy.
  11. Good, finally I'll be able to easily deliver that rocket headshot to infantry which is the only thing that kills them.
  12. I tried searching but didn't come up with anything. Does a dictionary or phrasebook exists for the Russian radio chatter that happens when you fly a Russian airplane? It should only be like a hundred pre-recorded words so it should be easy to learn in a few hours, and it would be awesome for immersion to actually understand what my wingmen/AWACS/ATC are saying without having to read the text.
  13. Suppose that I want to add Vikhr missiles to an A-10C's loadout. Why? For the glory of Satan, of course! Let's not debate about realism now. Anyway, adding them to pylons was trivial. I can select them in DSMS and launch them, but only without lock/tracking, so they fall into the ground a few hundred meters ahead. They seem to ignore the TGP's lasing even when carefully aligning the nose to the target, and changing the missile's type from laser guided to autopilot (which is the same as the maverick) didn't work either. I'm interested in any kind of solutions, but didn't find any further clues in the lua files. Is it a hardcoded function that they only notice Frog and Shark lasers, or can I somehow modify the missile to either work with TGP laser, or let it acquire a mav-like lock?
  14. Did you do something weird to the machine guns of tanks and other land vehicles in the last few months? I'm getting completely destroyed in my A-10C whenever I want to take something out with guns, something that didn't happen at all before. I started testing in the first quick start mission for the A-10C, and the 3 tank pack (3x T-52) is shooting me down every time on my first attack run. Of course, I killed the SAM and the Shilka before, it's only the tanks there. When I last played a few months ago, I could easily take them out one by one. Now, out of 4 tries, all 4 times I started losing systems, usually an engine on my first attack run. Of course, I attack from behind and all that. They seem to have a much faster reaction time, and also they seem to do more damage. IFVs and APCs are even worse, they seem to shoot me down almost as easily as a AAA.
  15. I also have a question about the games on steam. http://store.steampowered.com/app/61000/ This is the link for Black Shark. It only says "Black Shark", but is this BS2? Its original price tag (€25) suggests that it's the upgraded version, but it doesn't mention it anywhere on the page.
  16. Thanks for the replies. I think my biggest mistake was not working together with my allies enough and trying to do everything alone. I'll try to communicate with JTAC more and see how it goes. I guess I'm not used to games where I have useful AI units on my side. In the campaign, can I actually rely on SEAD to eventually take out the enemy SAMs for me?
  17. Hello, In the last week or two I got through most of the basics. I know how to use each weapon, roughly know what each instrument does and can complete the first two instant action missions with ease. Now I feel that I hit kind of a wall. I started the campaign, and I feel pretty much useless on the battlefield. There are lots of units on both sides, and I can't find a way to find the important targets. There are just too many enemy units all around the place. In the instant missions, I only had to deal with a single enemy group at a time, with only one or at max two anti-air units which were very close to the steerpoint, so I could find them with the TGP easily. On the first campaign mission as soon as I get within 15nm of the target area I'm instantly spotted by at least 3 radars, and there are plenty of AAA all around the place. I'm not sure how should I begin to find the AAA and SAM among all the other units like APCs and tanks. Slowly looking through the ground with the TGP is awfully slow: I have to zoom in on every single vehicle to visually identify it, since 80% of the enemies are tanks, which I mostly ignore (I wouldn't have enough mavericks to kill a third of them anyway). It's also a problem that they are often hiding near buildings of the town, which makes it extremely hard to spot them. Is there a better way of finding the dangerous targets to take them out? Every time I do this mission I either spend 15 minutes circling around the place, trying to spot targets while the other A-10s and AH-64s are zipping around the place, cleaning up, or I go in too and get shot down. What I'm looking for is some advice in basic tactics in how to approach a battlefield with AAA and SAM scattered around.
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