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Mike5560

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Everything posted by Mike5560

  1. It all depends on your speed and altitude for the minimum distance you should make the calls. Also whether or not you're dropping CCIP or CCRP. The higher and faster you are, the longer out you will need to set up for the calls. Though 7-8 miles should be sufficient to start your IP inbound call. I try to get the calls over with asap so I can call IN when the CCRP timer starts it's countdown. If it's a single player campaign where there's a crap ton of radio traffic, I would just call in even further out than the countdown timer. I just tried having a JTAC lase the target for me. Indeed, the SPI is removed from the TGP and sets to the nearest (or current activated?) steerpoint while doing LSS. I don't know however, if when you exit LSS if the TGP stays slaved to the last detected laser spot or the last coordinates it was anchored on before LSS. If it stays on the last laser spot, you could easily exit LSS, set TGP as SPI and line up for release. I wish in DCS you had the option to request laser on anytime during the sequence. Often a JTAC IRL will mark with a laser prior to the aircraft starting an attack.....not for teminal guidance, only for acquisition. On the flip side, it would allow for a delayed lase as well.
  2. OP, attached is a track of a training mission I made strafing a variety of targets. Maybe it will give you an idea. To me, it helps to approach the broadside of any vehicle (except for tanks) so you have a larger exposed area. Of course, this is a nice gentle medium altitude environment where I know where all the targets are. IMHO, it's best to get some good practice from medium altitude first, then work some terrain masking low altitude pop up attacks. Then progress onto the single mission "In The Weeds" which really tests your ability to work low altitude, unknown threat locations and limited avenues of approach. AAA airfield.trk
  3. Were you doing LSS from the JTAC's laser prior to releasing? I have no problem hitting moving vehicles, generally stay above 7,000 ft AGL (check elevation of target), approach the vehicle within 30 degrees from behind. Make sure either autolase is on and/ or latch is on and allow for 8-10 seconds of laser time. I've had problems where I have the target set as SPI in my TGP, I call 10 seconds, laser on, then go to LSS (JTAC says lasing) I pick up the spot, exit LSS and drop and had failure to guide using it that way, even while I lase in the target. I go to the F7 view and the bomb clearly hasnt picked up any laser as its not doing the bang bang dance. Also, how fast is this tank moving? I know IRL pilots have rules of thumb for leading the target with a laser (x number of feet per mph target speed, wind correction, etc.)
  4. F-16 floating pods Am I the only one that can see a floating pod on the F-16s? It appears to be a HARM targeting pod that "floats" a few meters forward of the air intake. Is there a fix?
  5. Assuming there's no other vehicle closer to you, 1.1 for both BMPs and APCs. But you have to be off maneuvering immediately. I start a 1 sec burst (maybe a little less than 1 second) starting at 1.2nm. You can see their guns firing while you're firing but you're moving at 250+ kts and a climb/ turn can be done, even without a chopped stall warning and not get hit. I think attacking their side/ obliques is better than head on or tail for them due to the larger exposed area.
  6. Tanks, for me, is 40-45 degrees every time unless its a lone t-55 I can do a real low <5 degree strafe. My typical profiles (I am no realism expert, and don't claim to be, but this it what works for me) Tanks Roll in (no speed brake) - 5,500 AGL at 1.5 nm, 200 KIAS. 0-40 degree offset, pac-1 at .9nm roughly. (Speed brake) 7000 AGL at 1.7nm 210-230 KIAS. Bmps/ APCS Roll in anywhere from 200 to 7000 AGL without brakes between 2 and 2.5nm. Firing 1 second burst at 1.2nm. Shilkas I come in a little higher so I have a little more speed on the escape maneuver if Im unable to kill it. I end up using over 100 rounds 1.5 - 2 seconds, as I am off at 1.4nm and the dispersion requires the rounds. If you're snapping wings off youre either coming in too fast or are off target too late. Start the dive nice and slow and be off target by .5nm. I think the "book" answer is .5nm though I regularly am off at .4 and still almost never snap wings. Less than 100 rounds is very doable on any T-series. IMO, tanks are the least dangerous of all armed vehicles (outside of arty) to you so kill all the AAA, APCs and IFVs first. (Mission dependant) If you have any bombs or maverick, take out any tanks that are mutually supporting eachother. I.E. two tanks close to eachother facing opposite directions. Your target may not light you up when you're about to pull the trigger but tanks facing you will as the coax gun has less to traverse to aim at you. Practice and lots of practice. Especially true for keeping the pipper on target. PAC is a great tool but still not perfect. Trim for your strafing speed, roll the wings slightly if you have to. I can post a track tomorrow if you want.
  7. I can't speak for the Su-27, but I have a HOTAS X that I use with it. Right now I mapped the throttle for, well the throttle as DCS will detect the rudder input by default as the throttle. I disable the rudder and just use z and x as sometimes I inadvertently twist the stick when turning, and rarely use rudder in flight. If you want to turn the nosewheel to steer you need to hold "s" by default while steering. otherwise I use: Throttle buttons - 5 - Beyond visual range mode 6 - Close cmbt vert scan mode 7 - Close combat bore mode 8 - longitudinal missile mode 9 - nav modes Stick - trigger - Fire cannon Hat switch - slew radar cursor 2 - target lock 3 - weapon release (missiles) 4 - countermeasures. I also like a curve of 12 on my pitch and roll axis
  8. Radeon R9 290.... Fingers crossed for EDGE support with this card + oculus!
  9. Awesome work! How were you able to zoom in and out like that and get those camera angles? I've tried to set up something similar to your video but with gun and rocket attacks on targets. Best I can do is either try to use the F7 view or the free cam attached to a nearby airfield. But when I press zoom in, the camera just moves instead of increasing the magnification.
  10. Thanks!
  11. I've searched "gun cross" through the flight manual, to no avail. Is there any way to hide the CCIP gun cross when employing, say, rockets? It's a bit irritating having the cross in the way of the rocket pipper.
  12. The way I completed this was: Study the route thoroghly in the briefing. Maybe even write down coordinates for turns along the route or make steerpoints. Dont tell them to advance until every threat (tanks, bmps) are eliminated. Use mavericks as much as possible, or save them for the targets deep within the SA-11s range and use bombs/ lgbs for the ones closest the friendlies. Use the wingmans bombs to attack targets just outside the sa-11s range, have give him the best attack direction (beaming the threat) in hopes he doesnt get engaged and jettison his weapons. Once everything you can find is clear, contact the jtac for anything he has. If nothing else, tell them to advance and remain in the area until theyve reached their first checkpoint. Either RTB and control-z the time and hope for the best, or refuel/ rearm as necessary
  13. There is probably a thread about this, but for some reason the thread search doesnt work for me. I noticed vehicles along routes will get clustered on bridges they cross and stop moving. Is there a fix for this?
  14. Bmp 2/3s will chew up a Hog quick. Even Btr-80s will start firing ~1nm with some 14.5mm. I personally save the high angle for tanks, and have good luck starting the roll in at 2.5nm at 5000' for bmps. Firing at 1.3, off turning hard at 1.1. Theres a big difference between 1 bmp vs a-10 and 4 bmps in a tight group. Hopefully you have more than just gun at that point.
  15. I didn't expect a valid solution to surface. It's not a new issue as others on the bug specific page have noted having the same problem with earlier updates. edit: The problem lies with the DCS updater (for some) and not any specific update. If you cannot fly aircraft after updating, read here as this was the fix for me: http://forums.eagle.ru/showpost.php?p=2167401&postcount=7
  16. All of my modules show up as "installed" in the module manager, with the option to view the serial number. Reverted back to 1.2.8.
  17. I'm not able to fly the A-10. I select A-10C and "player" for skill. When the sim starts, I get an AI-controlled external view of the jet. Selecting JTAC view on the F-10 map doesnt work, and "Take control" on the escape menu is not an option. Im reverting back to 1.2.8.
  18. Anyone else tried this and find it as satisfying as I do? Drop a gbu-38 on one target at say, 10k feet, and strafe on one pass. Doesn't really work on targets that are within the same group since vehicles scatter out of the JDAMs impact point unless you time the effects. Fun to watch the replay F6 bomb view and watch the hog roll in.
  19. Are you running the latest update in DCS world or the standalone? I dont know what update it was that I noticed a change but I used to be able to drop a steel trussed bridge with one gbu-12. Now it takes at least 2 2,000lb class bombs.
  20. One thing that couldve happened is you set your TGP as SPI and slewed it somewhere, a target for example. If you did a TMS right, either accidentally or not you just created a markpoint. If your CDU is set to mark, then a TMS aft long will set your markpoint as SPI, which in this case, would be the same thing. Your markpoint and TGP are at the same location, so TMS aft long doesnt change the location, minus some inertial drift.
  21. You should be able to consistently get a lock at around 7.5-7.7 miles with an IR seeker, at which point the 8 will fire, just do a 180 or a diving notch after launching and throw some chaff. Or force correlate with a G maverick and you should get about 9 miles range above 10,000ft.
  22. There are some frustrations about the campaign. The mission briefings are often vague, leaving a lot of guesswork as to why the mission success banner doesnt come up when briefed targets are destroyed. The campaign is rewarding though, once you learn how to deal with some of the nuances. As for the taskings, IME there are almost always bogeys around, and definetely radar sams/aaa JTACs are helpful for finding those key targets, but I dont think all JTAC nominated targets are required for mission succes, so be careful with that. Im a bit impatient, and dont want to refuel/rearm if I dont have to so Ill task my wingman with a target group (e.g. Engage armor with mavericks at my spi). Once he says engaging target I go search for other groups. Not realistic to split a flight like that but oh well. I can't pass an AI wingman an attack gameplan, and thier attack setup is rather unpredictable to integrate with anyway. If there's an "SD" on the RWR I'll anchor my wingman where I think he'll be safe until I can scout ahead. If the wingman gets shot at, he'll jettison his weapons.
  23. Ive practiced this many times with tanks (now mind you, you may want to start your approach a little higher against apcs and 2000-3000ft higher for IFVs). I start at 5000 feet, generally 2.5 to 3 miles away. I zoom in on the HUD and keep the jet level and on horizon until about 2.5nm away when i gently dive until the target is within the HUD. I make slight corrections to keep the target between the pitch bars and gently dive more to keep the target near the bottom of the HUD. When the CCIP line turns solid, I sharply dive down so i am pointed only about 10 degrees above the target. Keep the CCIP line over the target until it's time to release. I pickle about 1/10th of a second or one tank length after the pipper has crossed the target. Then I pull up quckly to about 20-25 degrees up to stay away from gunfire. Timing and a gentle hand is key. I just tried it and was able to get 7 t-72s with 10 mk-82s. Try to avoid diving too steep too early as this causes the pipper to race past the target. The method above is good for tanks and allows quick reattacks. For higher angle bombing, you can try starting your dive from 10000ft at 2.5nm (as indicated on the pod), or around 2.3nm from 8000 feet. Reattacks this way will take longer, since you have to climb. And this is just me, but I alternate which wing the bombs fall between attacks to keep the jet balanced.
  24. I find that the footprint of the submunitions always fall short of my SPI. If I place 3 T-80s in a triangle formation, but default spacing per the editor. I can kill at least two, usually all 3 tanks with one 105. I drop at 5,000 ft, funtioned at 1800 ft. I start my TGP crosshairs at center or the three tanks, then I slew the cursor about 40-50m downrange (since the submunitions fall a little short) and set as SPI. This is in zero wind, however.
  25. When realizing your how-to videos on youtube are loading too slow, you set your phone as SOI and youtube on there. Also when the car seatbelt chime goes off and you think MUDSPIKE. Though that's probably been mentioned.
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