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Reaper6

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About Reaper6

  • Birthday July 11

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  • Flight Simulators
    KA-50 Black shark, Combined Arms, A-10C
  • Location
    Louisiana
  • Occupation
    Retired Military

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  1. You can see a lot thru the track. But also I have a HOTAS, which is "synched" when entering the simulation. So switches you might have on or off may not be the case for me or others. I saved this track as a mission file and ran different scenarios with it using mission editor. I flew the default mission, which is an air start and experienced the same slewing problem as you. I ran the mission using a cold start from the airport, and experienced no problems at all. So this bug may well be caused by the autostart function in which some of the switches are not turned on. Possibly even with the K041 switch, in cold start it takes a few minutes to get "ready"(up to 4 minutes). Where as a hot start/autostart/or already in the air may have a different result. Weather may also play a part along with temperature, try the same scenario in the summer and see if you get the same results. I think really though it may be part of the hot start, at least from my perspective of doing the mission from starting in the air and having the slew problem. And then from a cold start at the airfield and having no problem. Reaper6
  2. You need to post as much detail as possible when this situation happens. So the devs can possibly recreate the scenario when this happens. Such as... What is your air speed, what weapon if any is selected, is the target moving or stationary, laser on or off, What your location is, what is the targets location, on which map, did you autostart or manual, is it near any building power lines or trees that could interefere with the line of sight of the Shkval. These are things the devs really need, basically the exact state of your heli when this bug happens. This is why they posted this thread https://forums.eagle.ru/showpost.php?p=577014&postcount=1 (that hardly anyone reads before reporting a bug). More than likely the devs will ignore anything without this information, because it would take them hours and hours looking thru code with little to no information. Next time you experience this bug, pause the game and note in much detail as possible what is going on. Just a suggestion... Reaper6
  3. I think this has been a thing since the introduction of BS2. It has something to do with the laser. If you turn your laser off and uncage Shkval, it will stay, if your laser is on and do the same thing. Once in a while it will wonder off, maybe due to gyro in the laser stabilization or something, who knows... I generally keep my laser off until I'm ready to fire, and I've had no more problems with it. Reaper6
  4. Personally I think the mission was just fine. I don't think most people realize what it takes to put a mission like this together. I think to get rid of the manpads, make it only daytime, 120Cs, etc is ridiculous and is what you would expect in a real life scenario. You're not good at flying at night, well... What better way to get good then, well.. flying at night! Complaining about manpads, when that is literally the only defense against jets that a transport chopper has(or had). You just want to fly right up to an unarmed heli and get a quick kill? ridiculous! This side has this advantage, that side has that advantage is all just nonsense to me. I get mentioning things that could make the mission better for everyone. But to take things out of the mission because it's "too hard", I think that is why most fly the 104th server. It's not the typical fly to this waypoint, kill this target and go to the next waypoint and on and on. I mean no offense to anyone, but most of these suggestions are just ruining the campaign. Anyway, great job to the 104th for running the server, you have way more restraint responding to some of these requests then I ever would. Keep up the great work! Reaper6
  5. Rockets video using the Standby Reticle I set up a little target practice so I could record a rocket attack on various targets. With a load out of S8kom on inner pylons, and S8ofp on outer pylons. But hopefully got the idea how to practice rockets with the Standby Reticle. I'll try and put up more detailed information about the Standby Reticle later on. I think the rocket correction table is useful, but merely as a reference point. There are just way too many factors at play to give a solid "put the target on this mil line and shoot" instruction. Like with the military(at least in the US), every piece of equipment comes with instructions. whether those instructions are useful in real world scenarios is a different story. I would think that the correction table was made by an engineer(no offense), using math only for the calculations. Or else the correction table would not even fit inside the cockpit of the Shark. You would have a table for every type of target, every difference of humidity, Altitude ASL(for you and target), what is your direction of attack vs direction of the wind, on and on. So slap something on there that is small and makes sense mathematically and call it a day. There are tons of manuals how to get a good shot using a sniper rifle, mostly dealing with math. Which is not useless information, it's just a reference point when you fire your first shot. After that your logs, range cards, metrological data, experience, etc is what is most important. As for how the model in DCS is, I couldn't even begin to imagine(probably mathematically lol). TAKajq8QM3c Reaper6
  6. Unguided rockets are in no means a precision ordinance. I believe the table is for the OFP rockets(HE, used against personnel, soft and lightly armoured targets). Considering you really don't want to get to close to use KOM to kill tanks and such, when you have Vikhrs. You can also research the "flashlight effect", when using unguided rockets. Basically a steep trajectory concentrates the unguided rockets into a small impact area. While a shallow trajectory spreads them out, much like a flashlight hitting the floor or wall at an angle. Unguided rockets are an area suppression weapon. With tons of practice sure you can knock out things with a degree of precision. I only mention using the Standby Reticle as a means of practice to better understand the use of rockets. There are a lot of factors that come in to play when firing unguided rockets. Your altitude, their altitude, your speed, their speed, your angle of attack, wind, etc etc. Which is why it takes hours and hours of engaging different types of targets with different types of rockets. The rocket data is just a guideline or starting point, from there you adjust on the fly. Using the Standby Reticle, you can estimate range of the target, speed of the target, etc. But most aren't that interested in getting in to all that... I recommend using the worst conditions imaginable when training, even night time, rain, snow, heavy wind, etc. So when the conditions are favorable it's 100x easier. Much like landing on a ship in the Shark, I would put the worst weather conditions, moving ship at high speed, and at night. So you land on a ship during the day when the sun is out, it's nothing. For me I load up the OFP rockets on multiplayer servers, just mainly due to the heavy manpad concentration(usually). But for me, they are ALWAYS A LAST RESORT. Your canon has a better standoff range then an accurate rocket does. I will even fire off a pair of rockets in the direction of an enemy aircraft, just so they will piss off and leave me to my work. 9 times out of 10 they only see the smoke trail, so that's all I need. But if you're really hell bent on being precise with rockets, then you're probably on the right path. Just tons and tons of practice, and trying new approaches. But I must say, I spent probably 1000+ hours of doing nothing but just rocket attacks to get anywhere near bring precise. Where your rocket hits a target is a big factor of whether you kill it or not. Reaper6
  7. I would guess so that it can ferry its own supplies to some forward operating base. Or perhaps just for "SPIE" rope(Special Patrol Insertion/Extraction)lowered into the pickup area from a hovering helicopter. Patrol personnel, each wearing a harness with an attached carabineer. Reaper6
  8. barometric altimeter, and ABRIS are also great when determining your height... Reaper6
  9. Has anyone found a way to move the kneeboard position without failing the IC? I've tried using the kneeboard program as well posted in the forums. I'm running 4 monitors and I really wish ED would make the mirrors and kneeboard a dediocated viewport already. Reaper6
  10. What on earth are you doing at 300m???? The Vikhr will pretty much outrange most basic air defenses(as long as you stay 50m or less). 8.7km at 50mAGL, that's all you need. If you're trying to get 10km out of your Vikhr, you're putting the Shark in a situation it's not made for. Just my opinion of course... Reaper6
  11. I say use what you got! If you get to transport manpads, then why put a time limit on them to engage. I depend heavily on jet pilots being lazy, which in most(not all) cases they are. Meaning they depend way to much on their electronics vs tactics or a plan. Which is why I tend to stay away from bulls/Gali most of the time. There have only been a few jet pilots that understand my tactics or the capabilities of the Shark. For the most part they have spent little time learning to fly, use the radar, etc. And then they think a helicopter is going to be an easy kill. I spent day after day getting shot down by jets in multiplayer servers(a long long time ago). Until finally I spent YEARS learning every single system in the Shark, learning just how far I can push it without breaking it. Hours and hours of practice in single player engaging HUNDREDS of AI jets. Hell I even purchased FC aircraft, A10, and others just to understand some of their capabilities. Now there are only a handful of Jet pilots that really concern me, and more than likely they have put the same amount of time and effort into their air frame. And for the most part you get tons of the "no way! you can't shoot a jet with a Vikhr, that's really suspicious". And they never realize the years and years you've invested into training to get to that level. I made the mistake of coming up to a huey guns blazing a couple times, to not waste a Vikhr. And now, unless I've seen them drop a manpads prior, I shoot a Vikhr and call it a day. I've recently been flying more of the Mi8, and you have little to no advantage when a jet is around. I don't get mad when I have to kill hundreds of manpads teams around Gali, it's part of the battle. Transport pilots get no love until someone needs an airbase captured, so whatever advantage you can capitalize on, I say go for it! Reaper6
  12. Manpads can rearm if they are around friendly airfields/farps/ or supply trucks. You have to be a certain distance from the FARP you picked up the manpads, in order to drop them. You can only carry EWR(2 crates), right now as far as I know, as far as air defense. Which I think is useless at the moment because they are all invisible. All the other units are placed there at mission start, except for the ones spawned when you capture or in other scenarios. Manpads can also be partnered with ManPad Comm, in which they carry an additional 3 missiles. But I don't think that is the case in Operation Longbow, it's just 2 Infantry troops accompany them. Reaper6
  13. I think the way it is it's pretty fair, considering it is their one and only defense in a transport chopper. It's frustrating to me too, but I understand the concept. And for some reason Blue has a couple AI AH-64D's, not sure what that's all about... Reaper6
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