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2win_TOWR

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Everything posted by 2win_TOWR

  1. Ok, i´ve just made some tests with airborne Radars, which are the most dangerous threats to helicopters (i guess). Fact is, if your speed is below 27.7 km/h most fighter-radars wont detect you. Some other will only detect you, if you are going faster than 50 km/h) Theres is a value to be found in the "\1C\Eagle Dynamics\Ka-50\Scripts\Database\db_sensors" radial_velocity_min = 100.0 / 3.6, relative_radial_velocity_min = 100.0 / 3.6, 100:3.6 = 27.77777 (km/h) Try it and you will see below this speed you are safe, if you run faster you´re almost dead. (tested with F-16C) I don´t know how accurate this value is, compared to real life, but i think its way to slow. That would mean, even a tractor on a field could be detected by an APG-68 as a potential target. Now imagine the Radar screen, when an APG-68 scans an area in lookdown, where a Highway is located. I think the minimum speed for low flying targets must be higher. I remember, with the APQ-120 (F-4F Phantom) it was around 120 km/h. So entering a hostile Area in NOE-Flight with around 100 km/h would make a RWR almost redundant. But like i said, i dont know, where ED´s datas come from.
  2. As for the TOW, i would´nt say, this is a barely-visible trail. :D An ATGM with such a huge and long smoketrail is suicidal for any Anti-Tank gunner. After the first launch, everbody knows where you are. The missile engine should burn only for a few seconds and almost smokeless. Anyway, meanwhile i found a solution. now without smoke trail: At the moment this affects only the TOW-Missile. (have to do a little research about other missiles) for me its more realistic and also a lot more difficult to evade when you are in the helicopter. You´ll get a warning, but you dont know what is heading for you, unless you saw the launch. Cheers :beer:
  3. Is it possible? those long trails are pretty unrealistic. for example (TOW-missile) : would also be more thrilling, when you don´t see them coming.
  4. I always get a script-virus warning, when going to your homepage. So i´m not sure about downloading this file. Nice work, anyway.
  5. REALLY????:laugh:
  6. Err, i wouldn´t call it cheating, cause the only one, who´s cheating, is the AI. So, my intension was to cut a bit off their balls. And why not trying to balance it, until the first "official" patch arrives? You may call it so, if you are the only one using it on MP, but not for SP. That would be the same, as it is with LOPE, some play fair, some not. Yes, i know that. Abrams frontal armor has almost an RHA equivalent of nearly 1300 mm, but even if i attack from rear or side (far less armor) , i would still need 2 missiles. As an Anti-tank chopper pilot, you would avoid it to attack the front, remember you are sitting in an a high mobil Weapon system and you can define your attack point. Given by the limtations of the groundvehicle damage model, i think the modification of those missile-settings is justified. not necessarily, firing this missile against an target at this height would minimize their range drastically. With the limitation af the AI, they would attack you at this height with the max. range of the missile. I would call this absolutely unrealistic. So i think 300m would be a good compromise. Original files of the 30mm HE round has a value of 72 g explosive filling, in reality its just 48.5 g. That means you would need more direct hits to kill a target like a BMP or a Bradley frontal. (assumed you are in effective range) If you attack from the side or rear you need just a few hits. Also for the AP rounds realistic values were given. Yes, making them ready for use takes maybe some 10 sec. I just can tell what i know from my service. I was in the Luftwaffe,(admittedly not entrusted with any defense tasks) , but some comrades, that were trained on the "Fliegerfaust 2", (or Stinger), said they had 3 Missiles ready and it took around 1 minute to be ready to fire again. Note, its not just to activate the missile, you also have to go back to your firing position and aim your target again. I will spent some time this Weekend, playing around with this and will give you an update then. Cheers, :beer:
  7. Like all other gameplay tweaks, all players should run this. (Or no one) I will upload a new modman file, were you have both ammunition types again, but with the real life values for the both types, which are not accurate by default. As for the Vikhr: i dont see the point why the missile should not be able to destroy an Abrams with a direct Hit, even more if you hit the rear or side. Recent models of the Shilka or Tunguska using quite likely Laser-range finders to adjust their guns.
  8. I have served in the Bundeswehr-Luftwaffe from 1996-2000 in Neuburg a.D. working on the J-79, and i can remember myself about the frustration of those F-4 Jockeys not to be able to lock on those little Bo-105 and even the UH-1D (from Roth which is pretty nearby) when they have gone NOE with around 120 km/h or 65 kn. So detection maybe, but locking was pretty impossible. When the choppers went along the A-9 freeway, they lost the contact totally, just because of all these cars that went faster. The APG-65 just filtered them out. Also those Rotorblades were made of some kind of composite material, which makes the targeting even more difficult. But i dont know the performance of todays fighter radars??? Yeah, maybe it was possible because of their speed over ground??? Also AIM-9 indicates a visual detection. Btw. excuse my english, its not my native language
  9. But honestly, what radar guided systems the U.S. have? Patriot und maybe Hawk. (seeing from the point of view, the U.S. is the main opponent) I dont think those Sytems, would and could be used against Helicopters. And even if there where some in your target area, you would stay so close over ground as it is possible. It remains the threat from above, the fighters. But you are a helicopter in NOE-flight with a speed below 100 knots. For most doppler radars u would be invisible, just because they would exfiltrate you, because you could be a fast moving car. It is a fact, that fast moving cars on a highway would cause numerous contacts on, so called "look down shoot down" radars, when they are travelling with mor then 150 km/h. So there must be a minimum speed, which is detectable. Even your rotor should prevent you from detection, cause the Doppler detects Movements over ground, not movement on itself. If you are on your way in this conditions, a fighter can only detect you visual. And that means, he will use short range IR-Missiles or more probably guns. So after all, i dont see any need to have a RWR on board.
  10. For that you have the KA-50 with just one Pilot instaed of two! :D
  11. i know, what you saying, but if there was a real danger by radar guided weapons, they wouldn´nt send in the choppers. Its not like they have to take a situation as it is. Thats why the russians had always weapons with special tasks. Working off a check list. After the first wave destroyed the radar guided SAM´s, you can send in the choppers, cause they dont need RWR anymore. Simple and cost efficiency.
  12. And thats the Point! If a conflict would show, that a RWR on the KA-50 is really needful, they would equip it. In this relative small Georgia conflict, the Helicopters were used after the Su-24´s destroyed most of the Radar emplacements. So why impliment this at this point? By the way, one can find a lot of pics in the internet showing abandoned georgian Radar-guided missile sites, which was encounterd by russian troops.
  13. You are absolutely right!
  14. Hi, Question is, what skill level do you give those units? In this SIM a lot depends on this setting. You have to know, average skill level has just almost half of the capability that excellent level has. (And this applies for every unit in game) Look at the ....\1C\Eagle Dynamics\Ka-50\Scripts\AI "skill_factors.lua". "Excellent" skill has a factor of 1.0, which means, it is capable to detect targets at Max. Range "Average" skill has just a factor of 0.55 and so on, which means, its capability to detect an enemy is almost halved.
  15. And with this knowledge, you should scrap or sell your copy and stop complaining. Im sure, some would really appreciate this. :thumbup:
  16. anyone tried it yet?
  17. different sources, different data: at range 500 m: 30 mm at range 1000 m: 28 mm at range 1500 m: 25 mm http://www.mlmintl.com/30x165mmAP-AP-T.pdf so a Bradley & Co. should be aware of a gun run. Btw. the settings for HE-round´s seems to be not accurate. Explosive fill: (ingame 72 g) (supplier: 48.5 g) V° : (ingame 980m/s) (supplier: 960m/s) http://www.mlmintl.com/30x165mmHE.pdf Makes a pretty difference as i just found out. With 48.5 g explosive filled HE-rounds its hard to kill a bradley frontal.
  18. changed Fire textures and smoke columns: install with modman cheers :beer: Fire_Smoke.zip
  19. hi folks. I was a bit annoyed by the ability of those APC´s that fired volleys and volleys of missiles at me. So i started to edit some related files, trying to figure out, what those textfiles are good for. Adding something here, removing something there and here is a first result. Here is a list of what i have changed: There are some more little modifications, such as a tiny lower accuracy of automatic guns and a little increase of their range. But now, the weekend is over, and my free time goes with it. :cry: Because of this, please test this little Mod, build some Missions and compare before and after. Tell me if you find some issues. Installation as usual , with Modman. cheers, :beer:
  20. I know that, but i never found any confirmation that the Hind´s were airborne when they get TOW´ed. If you have any reliable Source, i´m all ears.
  21. Nice to hear that. Actually i have their storage reduced to 0 (expect the 2 loaded) because i didnt found the right setting for reload time. Also i changed the maximum target altitude down to 40 m. Reason: 1. setting minimum tgt alt to more than 1m isn´t practicable, because IFV´s don´t attack anything which moves lower than 1 m (LineofSight, not Terrain) 2. never heard of TOW-ing choppers. :D So, hiding behind trees or in forests is still impossible, but now i can nearly sneak at treetop level towards enemy positions not fearing to get downed by an unstoppable wired guided missile. Btw. the gun settings i leave untouched, cause they seems to me pretty realistic.
  22. Me and my Wingman! I really liked him! :badmood:
  23. Please fix those unlimited ammo vehicles. I mean, 13 TOW´s in 4 Minutes, fired by one M2 Bradley??? :ranting: And i´m sure, if I had´nt quit, it would firing till now. Sorry to say that, but with the current status, BS is pretty useless as a Chopper-Fighting Simulation. Flying around and some sightseeing, YES thats Fun. But fighting against an allseeing AI with unlimited and unstoppable Ammo. NO!! thats no fun at all. Seems, there is a long way to go. just my 2
  24. I´ve tried it several times to shoot down an enemy chopper with vikhrs. They hit every time, but my target flies away with no damage. :mad: Take a look: (Airborne target ON, Target locked, Launch permission manual or Auto makes no difference) (Missile on the way and beam) (Missile hits target, aaaaaand.........) (Nothing!!!) :shocking: I can repat that little game in every daytime, at any speed, height and distance, at any environment. Always the same result. Even with 12 hits by those Vikhr´s, the chopper flies away pretty unimpressed. Whats wrong??? :helpsmilie:
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