Jump to content

A.S

Members
  • Posts

    1914
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by A.S

  1. nice but you know what s missing most - how many slots you can host on each runway
  2. A.S

    Hitman!

    Happy Birthday :holiday:
  3. well ...that´s true...but you know how fast things change to "i know things better then you" posts :music_whistling: :smilewink:
  4. i found a good read.. http://www.airpower.maxwell.af.mil/airchronicles/apj/apj88/spr88/siuru.html http://vayu-sena.tripod.com/interview-pugachev.html
  5. Stealth. Stealth what.... maybe to much StarWars Stealth Thrustvectoring Cobra..Cobra what.....(someone please find me a source when that maneuver was used in combat scenario) Technical details read from sources put up partially as PR or propaganda..... There is no point in arguing in what is better ...."BETTER" alone needs a defintion here....where Better...in what Better.......etc etc.... Nothing is rely-able if not proven in service, combat or test records... So, instead of fictiv arguing bout TV-Program Jets...it would be cool to get some links from flight records or similar. stuff like this is interesting to read: The 57th Adversary Tactics Group undertook some interesting tactics not contained in the overall [scripted] intelligence scenario. These involved surprise threats, generally Red Air [enemy] fighters, entering the air battle unexpectedly. White Force [exercise control] staff would confirm that the threat was Red and Blue Air [the “good guys”] had to react. The tactic worked. An F-16C pilot assigned to the 64th Aggressor Squadron gained the first-ever F-22 kill in Red Flag. [94th commander] Lt. Col. Dirk Smith told AFM: “At least half of the 94th FS crews had less than 50 hours in the F-22 and no matter how magical the F-22, any pilot can make a mistake. The beauty of Red Flag is that we were able to go out and practice our tactics in a challenging scenario, make a mistake, learn a lesson, and be that much better prepared for actual combat.” 2/14/2007 - NELLIS AIR FORCE BASE, Nev. (ACCNS) -- The F-22A Raptor is flying in its first Red Flag exercise that started here Feb. 3, showcasing its stealth, super cruise and other advantages absent in legacy fighters. Within the exercise, pilots from the 94th Fighter Squadron, Langley AFB, Va., are flying F-22s against Red Flag aggressors, with pilots from the Royal Australian Air Force of Australia, and the Royal Air Force of England. This is the first time the F-22 has flown with coalition forces. The 94th FS deployed 14 Raptors and 197 personnel to play in the Red Flag exercise, which ends Feb. 16. Including the F-22s, more than 200 aircraft are participating. Among the foreign aircraft involved are the RAF's GR-4 and RAAF's F-111C. In addition, the F-22s are flying with the B-2 Spirit and F-117 Nighthawk, the aircraft that pioneered stealth. Other typical aircraft at Red Flag are the F-15 Eagle, F-16 Fighting Falcon and more. If you talk bout aeronautical warfare everything comes down to performance including the whole weapons and info-structure of modern battlefields. Observations, defensives, countering or disturbing technics...alternative solutions. What i want to say is very simple....a very low RCS doesnt make a jet invisible....there are enough other sources to spot and knock it out. So if we want to compare abilities very specific we would require very detailed informations...and i really doubt that we will find them so easy. All just fan-boy speculation gents......therefore ..what we can do is to find news and post bout missions, testflights and such records.
  6. joyrange standart 400 joyrange 4000 makes it very interesting (remerber i came up with this back in days :smilewink: then we found it in LoGUI) but here is the real meaning of joyrange values There is a tool called "diquick". What it does is reading out the values for devices like joysticks...in different formats and used for calibrations. So if you try that with x52 and x52 Pro you will see that u get for X and Y axis 0-1023 bandwith.....thats the resolution they can handle (sensors) so....therefore....joyrange 1024 !! but you still can override it to 4000 ...just makes it hypersensitive. PS: Personal Settings. I use a straight linear line and deflection response for pitch and roll with no deadzone for all modes except NAV and Ground mode ...there i use 15% curves ( NAV mode i fly aerobatic too )
  7. ...feels like on the rails....who said that? :music_whistling::smilewink:
  8. you can add fuel how you like....it says so in briefing .... so tanks ...but got the idea
  9. whatever....hope we could finally help lightening the darkness :pain: ...:ermm:
  10. you are right ..Lockon does screw it up BIGTIME i made few tests ingame .....cold/hot beam...head on....notch ..different angles ...all kind of situations BUT: it looks for me :drunk: ..that all is fine ...except L is displayed instead of R and reverse if target is closing and it shows Angle Off instead Aspect Angle :P .....:suspect: :juggle: Pic 1 post #37 shows it right ..ASPECT Angle 150 on BANDITS RIGHT ... = 15 R Lockon would show in that same case 15L basically what lockon does is...it shows you the shortest way to turn for bandits heading ...nothing more. and therefore !!!!!!! not usefull as interception guide .. ..( what is actually used for IronHand :smilewink: ) .. well if you drunk it works
  11. Aspect Angle (AA): The angle between the longitudinal axis of the target (projected rearward) and the line-of-sight to the fighter, measured from the tail of the target. The fighter's heading is not a consideration. Antenna Train Angle (ATA): This is the angle between the nose of the fighter and the radar line-ofsight to the target. ATA is referenced in degrees left or right of 0° azimuth on the MFD. Collision Antenna Train Angle (CATA): CATA is the azimuth of the radar antenna when tracking a target that is on a collision course with the fighter. This is the fighter's quickest route to an intercept/collision/tally with the target. A target on a collision course drifts straight down the MFD. Its azimuth never changes. An easy way to determine CATA for a cospeed target is to subtract aspect angle from 180°. For example, the CATA for a target with a 150° aspect angle is 30° (180 - 150). Figure 4.65 shows these angular relationships. EDIT: wrong part and lockon examples deleted here
  12. Corrected bugs and added features 1.12b Compatibility with the Windows Vista Operating System. "Ghost" spikes and nails on RWR SPO-15 and TEWS bug fixed. Corrected target acquisition for SAM depending on range to given target. SAM's will now engage the closest target first. Random MP ("Multiplayer") black screens fixed. Fixed incorrect MP flaps animation on A-10A. Removed combat flaps position on F-15C and Su-33. Engine sound on MP aircraft will play correctly now according to actual RPM. Upper inlet animation on MP MiG-29 during engine startup sequence is fixed. Canopy open/close speed on all MP aircraft is now correct. Increased the power of the anti tank mine (landmine object in the Static Objects list). F-15 HUD target designator "freeze" bug fixed. The target range is no longer displayed on the F-15 HUD in HOJ mode. F-15 VSD target bearing indication fixed. F-15 radar scan width settings no longer reset after locking a target. F-15 range to target HUD indication when AIM-9 selected is fixed. F-15 TWS designated targets are no longer tracked when a target goes out of radar FOV when using a narrow azimuth. Su-27/33 and MiG-29A/S/G HPRF and MPRF head-on detection range is fixed. Jammer detection range logic fixed. Spectator's ping logic fixed. SAM missiles can not longer see targets thought terrain. Ship Fiendly Fire bug fixed. Application/PC freeze when changing object in mission editor when summary window is active is fixed. A2A missiles resistance to passive counter-measures is tuned. Standard Flight Model aircraft take-off shaking effect in MP removed. Game block during mission loading which was appearing at the end of month is fixed. Implemented a new joystick profile system. Now a player can use several joysticks of the same type and name. Each joystick instance will have a unique configuration file by way of a uniquely assigned GUID. Axis smooth logic fixed. The drag index for ECM MPS-410 "Omul", L-081 "Fantasmagoria", ODAB-500 has been decreased. AGM-114 and AGM-65E missiles now have the proportional navigation type homing. BGM-109, P-700 and P-500 missiles main engine operation time is fixed. CH-47D, SH-53E, AH-1W, UH-60A, Mi-8 will operate from carrier deck now. Target aspect indication in track mode is fixed. STT track memory logic fixed. F-15 radar freeze bug fixed. Rearm using Alt-R is fixed. The indication in STT mode on Russian fighters with range to target more than 100km is fixed. Kh-55 cruise missile removed. Tu-22M3 is no longer carries the Kh-65 missiles. The bug with vehicles positions located over structures in MP is fixed. EOS lock range is fixed. 9M114 ATGM warhead strength is tuned. :music_whistling:
  13. Tell me about :helpsmilie: :megalol: ...no worry man ...you do AWESOME JOB for Simmers :thumbup::thumbup::thumbup:
  14. yupp ..good add :thumbup: that´s why you turn OPPOSITE of L or R in order not to end up on his nose as mentioned in posts before.
  15. I think i understand your confusion: Aspect Angle and Aspect Angle both times we speak bout the same Term but .. Aspect Angle generally in flight geometry: Aspect angle describes the relative position of the attacker to the target, without regard to the attacker's heading. It is defined as the angle measured from the tail of the target to the position of the attacker. *********************** Aspect Angle in VSD: indications like 14 L 14 R DO NOT only describe a full geometrical readout like you would have to understand on paper...... It is an interception guide or/and indicator !!! and as such to understand if shown in VSD. In TWS you have the aircrafts symbolized with an arrow. That alone is an indication for you to see how to maneuver. In STT you just see a blank symbol with no grafical attitude indication BUT you see 0-18 L/R. That provides you enough information to "crank" to the right side in order to engage, keep bandit on the angle limits, reduce closure and to have enough seperation for turning room - be it into the bandit or having right tragectory for defensives. by defintion in Interception Terminilogy: read Book (above) page 106 4.13.2 down to page 109 Both times we read or speak bout Ascpect Angle but with different meaning PS: there is no 45L or 45 R - it goes from 0 to 18 ... Angle Off is also known as HCA (Heading Crossing Angle). This is the basic, root form of other, more specific geometry’s (Angle Off Tail - AOT, and Angle Off Nose - AON).
  16. you read this above and you are even more confused now? read this To understand the real maning of this 13L/13R display "Thing" i suggest reading Multi-Command Handbook http://www.fas.org/man/dod-101/sys/ac/docs/16v5.pdf page 109 .... It has to do with Intercept Terminolgies such as: Forward Quarter Stern Conversion Single Side Offset Trail Sweep Pincer Drag Lead-Around Hook Option Break Away Cross Block ...these are just examples..... but it has alot to do with entering from BVR to WVR in ACM ( Tajectory Optimization ) (not everything is a 40km dot in the skies :PPP )
  17. 4. In order to perform an intercept, all you have to do is follow the procedures. It's just like baking a cake. You don't have to understand the chemical process, you just have to follow the steps. When you get to 10 miles from the bandits, go to STT and turn to put the target you are locked to in the HUD. This is the part of the intercept where things get serious. There are two reasons that we put the target on the nose at 10 miles. The first reason is so we can get a tally on the target. In the HUD, we have a Target Designator box with a target in it. The next image shows a HUD with the TD box labeled The other reason we turn to put the target on the nose at 10 miles is to get small. It is much harder to see a jet that is pointing at you because there is less surface area to look at. When we get a tally on the target, the intercept is over and it is time to use BFM. Remember in this fight that we only have a TD box on one of the two targets. As soon as we get a tally on the bandit in the HUD, we need to look for the other guy. Don't make the mistake of putting your eyes into the "random flail" mode. If the bandits have stayed in a visual formation (which is about 90% of the time), then the other bandit will be just outside the HUD when you get a tally on the guy in the TD box.
  18. Back to groundschool and basics Angle Off Angle-Off is the difference, measured in degrees, between your heading and the bandit's. This angle provides information about the relative fuselage alignment between the pilot's jet and the bandit's. For example, if the Angle-Off between you and a bandit were 0°, you would be on a parallel heading with the bandit, and the two fuselages would be aligned. If the angle-off were 90°, your fuselage would be perpendicular to the bandit. Aspect Angle Aspect angle is the number of degrees measured from the tail of a target to your aircraft. Aspect angle is important because it indicates how far away your aircraft is from the target's 6 o'clock position. Aspect angle has nothing to do with your heading. Note that the aspect angle stays the same, regardless of which way your aircraft is heading. Along with a measure in degrees from the target's tail. In order to determine if the angle is left or right aspect, start at the target's 6 o'clock facing the target. If your aircraft is in the right hemisphere, you have right aspect; in the left hemisphere, you have left target aspect. Aspect angle is important because, if you know the aspect angle and range to the target, you then know his lateral displacement or turning room from the target-and lateral displacement is very important in BFM. just a reminder cuz it causes often confusion :book: THAT 13 L / 13 R THING :huh: ?? The Intercept Now we have to complete the intercept, get a VID and shoot this guy. Since we need to get a VID to shoot these bandits, the best intercept to fly is a stern conversion. By rolling out the bandit's 6 o'clock, we will have time to pick up a tally on the bandit and get a shot. If we go in at high aspect, we may not see the bandit until we are inside Rmin for a missile shot. What is a stern conversion, you ask? A stern conversion is shown in the next image There are several steps to flying a stern conversion intercept. 1. Switch to SAM (Situation Awareness Mode) or STT (Single Target Track) radar mode to get the aspect angle of the bandit formation. The next image shows a radar display with the aspect angle of the target marked. 2. Turn opposite the aspect angle to get turning room on the targets. ( personal quick note from me (AS) here: there are reasons why you dont go the shortest way - headon- to target. either gun nor missiles...cuz you want to survive by keeping options open... may it be a 50/50 gunshot or the ability to dodge misisles ...thx Yoda for LRM hihi..) In other words, if the aspect is 160° left aspect, then you need to turn right to move the targets to the left side of the scope. Do not turn so far that you take them off the scope. Just turn far enough to put them about 40° on the scope. The below image shows how you make this turn. Notice the figure has a god's-eye view and a radar view. All you are going to get in the jet is a radar view. It is up to you to use your gray matter to convert a radar display to a god's-eye view of the intercept. Now is a good time to show what happens if you don't analyze the aspect properly and turn the wrong way for offset. Let's say the aspect was 160° left and you turned left for offset. Would this work? The answer is no, and below shows why. If you turn the wrong way, you will actually be taking away your turning room rather than increasing it. This will not be obvious by just looking at the target's position on the radar scope. 3. The next step is to hold the targets at 40° on the scope and drive in. In order to hold the targets at 40°, you may have to check turn into them occasionally. The explanation for this is a little outside the scope of this book, but put simply, a target that is not on a collision course will always drift away from you. Think about this statement in driving terms. If you are driving on a two lane highway, you will notice that the oncoming traffic moves across your windshield and then suddenly flashes by. The oncoming traffic never just stays in the exact same spot on the windshield unless you are about to end up with chrome between your teeth. The same thing applies in air combat. During an intercept, you are driving the target away from a collision angle in order to get turning room. That means that the target will keep drifting farther away from you unless you turn to hold it at a particular angle
  19. you know where you can select profiles for each axis ...Z,Yaw and Pitch... ..things like Smooth....Aggressive....or LInear.... Linear means ingame headmovement will repsond 1:1 to your real head ....without deadzones or smoothings...... it requires a bit to get used to it ...but once used to it.....you will see why it is so sweat to have 1:1 response without "interface" but before (and i know others like it different) any argumentation starts here bout what is best.....it is up to everyones like how he sets that up :smilewink:
  20. Very nice !!!!!!!!!! I really enjoyed THIS perspective of them ...thx for sharing. :thumbup:
  21. Few Tips from my Side Cockpit FOV < 60 not good! Unfortunatly possible to zoom in so much but in also zooms in the outside world in same kind and pretty unreal..isnt it ? :music_whistling: Cockpit FOV 60-80 good ! A good range to be in ( i use this middle at 70 ) Cockpit FOV > 87 not good! Causes errors and u might see less then u think. -wrong early blackout ( above 87FOV G-model impacts incorrect) -lossing visual sometime caused by "out ot the Box" effect. -smoketrails dont look puffy anymore, more like toilettepaper-2dmix *********************************************** here a copy of my FOV min and max Anlges (made in LoCFG). CameraViewAngleLimits[PlaneIndex.iSu_27] = {53.0, 97.0} CameraViewAngleLimits[PlaneIndex.iSu_33] = {53.0, 97.0} CameraViewAngleLimits[PlaneIndex.iSu_25] = {43.0, 87.0} CameraViewAngleLimits[PlaneIndex.iSu_39] = {63.0, 97.0} CameraViewAngleLimits[PlaneIndex.iMiG_29] = {53.0, 97.0} CameraViewAngleLimits[PlaneIndex.iMiG_29K] = {53.0, 97.0} CameraViewAngleLimits[PlaneIndex.iA_10] = {33.0, 87.0} CameraViewAngleLimits[PlaneIndex.iF_15] = {53.0, 97.0} Between this min-max values i operate ZooM with TrackIR Z-Axis LINEAR at value 12 "stay real ....stay ol school .." :thumbup:
  22. :megalol:
  23. very smart solution Finger...nICEE :thumbup:
  24. i think you messing wide barrell rolls to get the missile out of the rails and bleeding energy at good range with the last no other chance left as a tight short jink roll in pray. (displacement )...and that only if you are aware of it so close OR if missile has no boom left maybe in its terminal stage...then maybe, but not < 8-15nm (depend alt) headon barell roll dodging like do-able in LO without LRM << there is the difference EDIT: there is one case where it might be used .... high speed 2-5 G barrel roll with missile on rear aspect and if you run away from it :) talking bout barell rolling.....tEx is the man :worthy:
  25. *adding 2-3 more Su-27 on RED *balancing su-25 payloads (we were informed asymetric loads are not allowed in real ) *adding 1 more alternative Load for Strikers ( 2 different loads to choose from ) *reducing visibility range just a little bit *moving light ground armours a little bit (meanwhile all know where they are :) ) very soon EDIT: *adding 2-3 more Su-27 on RED *balancing su-25 payloads (we were informed asymetric loads are not allowed in real ) *adding 1 more alternative Load for Strikers ( 2 different loads to choose from ) screw the rest for now :P :yawn:
×
×
  • Create New...