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Xavven

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Everything posted by Xavven

  1. I confirm this. I'm playing a DCS Liberation campaign and the "Workshop A" is a common factory target. It takes two GBU-31(V)1/B with the GND setting to destroy it. If left on AIR the building will not be destroyed.
  2. FWIW I agree with @Bukkwild The ED forums are moderated a bit too harshly. I get @NineLine's justifications, because the forum rules are there, but real life isn't black and white. An analogy would be that police tend not to cite drivers exceeding the speed limit by 5mph or less. I've been on the F-16 forums for only a few months, but in that time I've seen threads that criticize the development get moved to "chit chat" or straight up deleted when I personally didn't judge them to be over the line, trolling, overly ranting, etc. It makes me question whether the moderation is actually for the good of the community (rotten apples do need to be taken out let's be honest), or whether the motive is more defensive in nature. To me, well it makes me suspect ED is abusing the forum rules as an excuse to remove negative reviews or mentions of "that other sim" (we all know which one) because frankly it would cause a loss of sales if people came to the DCS F-16 forums and saw encouragement from the posters here to try "that other sim" instead. It's fine to close a topic when it becomes a flame war between a couple of users though like we've seen recently. The mods have made some good calls too. I just wish they would ease up a little on moving and closing topics that are more borderline.
  3. You're in TWS mode, so there's no radar lock. You have a target selected (see the circle around the second target from the left) and you are currently outside of rmax of your AIM-120. You do not need a radar lock in TWS. Just close the distance and fire.
  4. Obviously the dilution effect (http://psychology.iresearchnet.com/social-psychology/social-cognition/dilution-effect/ ) has occurred here so I will repeat it again, this time without additional arguments. Just label them in the dropdown menu differently, so instead of just "HARM" label it "HARM (Disconnected and Cannot Fire)" or something similar.
  5. I see a simple solution here along the lines of what Torri said. Just label them in the dropdown menu differently, so instead of just "HARM" label it "HARM (Disconnected and Cannot Fire)" or something similar. We literally have training bombs, captive mavericks, captive sidewinders, etc. already and yes it confuses new players. Why didn't my maverick fire? Why did my target smoke instead of blow up?
  6. What's the range of a lofted JDAM from high altitude compared to a JSOW released from high altitude? Is the difference tactically significant?
  7. It's a bit disappointing. I had a situation in my Liberation campaign that necessitated taking out a factory when the enemy had air superiority. Even getting close enough for JDAMs was dicey. It would have been much better to hit it with AGM-154C, or heck, a bunch of AGM-154A-1 would do it too. Hmm... I just had an idea, though. I wonder if the AGM-154A would be effective at offensive counter air against parked aircraft.
  8. I agree with you fully on your main point. Unfortunately I don't think ED is necessarily going to comply. They are inconsistent. On the one hand, they are allowing 6x mavericks on the F-16 because it's technically possible, even though it is never done IRL. They are allowing 3 bags to be mounted, again even though it is never done IRL. So far so good... But on the other hand, they are not going to implement APWKS rockets because they weren't used in exactly the year 2007, which is the model they are making. This is despite my understanding (and correct me if I'm wrong) that a F-16 blk 50 built in 2007 would have no issues at all using APWKS rockets 10 years later. So I wouldn't hold my breath on getting AIM-7 on the F-16. But honestly, I don't really care that much. I'll take AIM-120s, thanks.
  9. Yeah, until the CEM are fixed, I've all but written off the AGM-154A as useless. Besides that, I know it's a game but I try not to use weapons that leave large amount of UXO.
  10. OP you might find a guide useful, like https://www.youtube.com/watch?v=Byn5HSkndzU It's 35 mins long, but hey, you're playing DCS and it's a study sim. The video explains what's happening with your radar when it scans the sky. Radar contacts don't always show up 100% reliably and DCS tries to model it, although right now the consensus is that the DCS F-16's radar is way too powerful/reliable at the moment.
  11. Your radar has to detect him first. In other words, you need the white dot. The red triangle is another aircraft telling you where you should aim your radar to pick him up yourself, but your radar cannot lock something it hasn't seen yet. If I'm getting a red triangle then I narrow my scan azimuth so that my radar sweeps over the target faster. Adjust your scan elevation so that you're searching above and below the last known position. Once the white dot appears, then you can lock.
  12. Check master arm switch. I definitely never had this problem, so am definitely not speaking from experience. That's my story and I'm sticking to it.
  13. I like that I can go on a strike mission and not have to run from a couple of MiGs. Wingmen and I splash 'em with AIM-120s and go finish the strike mission. I also like having an afterburner, and that it doesn't take me 5 minutes to climb back up to altitude after a couple of A-G gun strafing passes. And I love HARMs. SAM sites, bow down to your new ruler!
  14. Go to https://www.digitalcombatsimulator.com/en/ and click the FREE TO PLAY button in the upper right. The 14 day trial thing doesn't apply to Steam, only the DCS store.
  15. I think there's a vicious cycle here where CA's low priority reduces interest in it, which keeps its priority low, and so on. There are some low-effort, high-payoff improvements ED can make here I think.
  16. Modernize the controls in the map view. Starcraft is a good reference. Right-click on ground to move, right-click on enemy unit to attack, hold shift while right-clicking to queue multiple commands. Add a hotkey to toggle the measurement tool. Allow selection of multiple unit groups by dragging a box around them (again like Starcraft) and allow assignment of units and custom groups to number keys 1-9. Change the formation and ROE dropdowns to an array of buttons Display the following for aircraft: Fuel remaining, fuel consumption, and estimated endurance time Current remaining ordnance and gun Current tasking and details. Example: Engaging T-72 with AGM-65D from heading 90, egress 360 Allow assignment of which weapon to employ on current target (e.g. force an A-10 to use maverick instead of hydra rockets) Allow setting a minimum altitude on attack runs (e.g. keep A-10 out of MANPADs range) Add setting for afterburner use Add buttons to assign certain tasks, such as: RTB Rearm/refuel at airbase (include armament menu) Fly to tanker and refuel Perform BVR tactics like pump, grinder, etc.
  17. It looks like two GBU-3(V)1/B in Airburst mode do NOT kill a Workshop A static building, but two of them in Ground (no delay) DOES kill it. Did multiple tests with consistent results. Anyone else confirm?
  18. Oh geeze, it was literally that simple... For some reason I had it in my head that this would screw up my navigation alignment or GPS or something, so I didn't even try it.
  19. I just starting playing DCS Liberation and boy has it shown me where I need improvement. I never had to pay attention to departure time, TOT, etc. so I never cared to learn the TIME page on the DED. But now if you want to go strike a target, you better be at your JOIN waypoint at the right time or you won't have any escorts. At first I used the F2 info bar to check the time, then I started using hack time, setting it to the same as the F2 info bar. Now I'm curious -- is there a way to set the system time or DTOS or something to get the desired effect and free up the hack time slot for other uses? Also, is DTOS still a WIP? I can't seem to enter a valid value for it.
  20. Agreed, and what I have heard is that speed brakes should be extended on final because engines have a long spool-up time. If you had to execute a go-around, it's better to have your engine half spooled up already and retract speed brakes than it is to have no speed brakes at all but engine closer to idle. You get power faster under the former conditions.
  21. Follow these instructions and you should land just fine. https://www.youtube.com/watch?v=_XDbnECGdhg
  22. Hi, all! After reading a few good threads about where to mount my AIM-120s (on the wing tips) and how many tanks to take (2 under wing, no centerline), it got me thinking, what are appropriate and realistic CAS loadouts? I've read so far that 6x Mavericks is not realistic, and 4x Mavericks was done briefly in one conflict but it's more common to see 1x or 2x Mavericks. I've seen an asymmetric loadout of 1 rocket pod on one wing and what appears to be 2x of some kind of guided bomb on the other. But enough speculating on my part. What are realistic CAS loadouts for the F-16? EDIT: Oh, and do F-16s always take four A-A missiles or is it common to take a couple pylons off to save weight and just live with 2x AIM-120?
  23. Hey, ya'll Hate to burst everyone's bubble here regarding AIM-120s on the wingtips, but if you read the internet enough, you'll find four things: 1. Everyone just "knows" the F-16 carries AIM-120s on the wingtips because it reduces flutter. It's common knowledge at this point. There are even articles from credible sources published recently, like May 2021 recently, that say the same thing. Case closed! I mean, it even says "definitive answer," and there's a statement that it damps flutter from none other than Lockheed Martin itself, so that's the answer. https://www.theuth.co/the-definitive-answer-on-why-f-16s-carry-aim-120-amraams-on-their-wingtip-rails/ And here's a 10 second video showing the flutter that the AIM-120 is meant to damp: Hah! Look at that puny AIM-9 doing a terrible job at damping the flutter. Better put an AIM-120 on there, buddy! 2. The drag index of missiles on stations 1 and 9 are effectively free, so putting the AIM-120 on the tips has less drag than putting it on more inboard stations. 3. You're likely to use your BVR missiles first, so if you've closed to sidewinder range, it's best if you had gotten rid of wingtip weight first because your roll rate will be faster. ...aaaand 4. You'll eventually come across this podcast from a Navy fighter pilot who reveals that he has a friend in the AF who flew F-16s for a living, and his answer is that the extra weight of the AIM-120 on the wingtips was causing structural stress on the wings leading to reduced service life, internal fuel tank leaks, and other problems. So while you may see plenty of pictures of F-16s with AIM-120s on the wingtips, apparently they don't do that anymore. Now this is isn't from the AF pilot directly -- we have 1 level of hearsay, so take that however you like. Here's a link to the 3:40 mark of the podcast. The key part of the answer is from the 4:50 to 5:20 mark. CONCLUSION: Personally, I'm going to withhold judgment when I see people putting AIM-9s on the wingtips. EDIT: There are also some counter-arguments to the above video. See https://forums.eagle.ru/topic/206291-how-come-aim-120-on-the-tips/page/2/ Apparently despite the stress the AIM-120 puts on the wing, they're still flown operationally that way "all the time". And the flutter/vibration damages the AIM-9 seeker. Looks like no matter how you slice it, the F-16 and the missiles need regular maintenance. Who knew? The AIM-7 was only mounted on stations 3 and 7. The answer I read is that it's because it's ejected, not rail launched. Disclaimer: I'm not a pilot, just a regular dude reading internet articles, so I could be wrong. Apparently it wasn't until block 25 that the F-16 started using the Sparrow and the F-16 didn't even have BVR capability for a number of years. But it did carry the AIM-7 through Desert Storm, right?
  24. There's a bug with PRE on moving targets. When you use a MAN or AUTO handoff, you're left with a ground stabilized maverick instead of a collapsed tracking gate. So for now we have to use VIS or BORE to hit moving vehicles.
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