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Reaper6

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Everything posted by Reaper6

  1. Didn't you use to be able to somehow show the video in posts? Reaper6
  2. I did some quick videos this morning of some rocket runs on a tank and some bunkers. The tank and bunker one I did with "medium" burst, because the tank was firing at me and knocked out my Shkval(of course, it's always the first thing to go!). The second one I did with two bunkers, one "static" and one "live"(just to make sure both are killable with rockets), with "short" burst. Usually it's best to attack the bunkers from behind. Not actually sure if it makes a difference when it comes to killing them. Just so they don't fire on you. Again unguided rockets are not the most accurate things. And to be honest I rarely use them, basically just to scare off jets online or manpads. I aim at the base of the target, the Shark tends to jump a little when firing. If you send 3 volleys using "short" burst, your pretty sure to kill the target. I've just started using the ShadowPlay, so I can make some other rocket videos later on. Pretty bad video quality, but I don't know how to fix that on YouTube? Reaper6
  3. So I did, lol. Sorry, it's a still a little early here :) Thank you for the correction. Reaper6
  4. The S-8KOM is a HEAT rocket. No copper is involved, just an explosive shaped charge and an air cavity. Maybe I'm wrong though? Reaper6
  5. I use to have a program to record my screen. But it was a trial period. If you have any suggestions I would be happy to post videos. Reaper6
  6. How so? Is the target an aircraft bunker(which is more likely to have 6m of soil or 1m of concrete. Or the Personnel bunker(which doesn't really look to me to have even a meter of soil or concrete). Reaper6
  7. Also, just to add a little more helpful information for training to use the unguided rockets... Unguided rockets are NOT precision weapons(obviously). The are mainly used as area suppression weapons. You can NOT equip the Ka50 with the S-13T Rockets which are the ones talked about previously (Ideal for hardened aircraft bunkers, runways. 6m soil penetration, 1m concrete.). You are only able to equip the Ka50 with the S-13OF which are Blast fragmentation variant for lightly armoured targets. More efficient than S-8, BUT extremely HEAVY! I spent literally HUNDREDs of hours practicing rocket engagements, both ground and air targets. A suggestion I have for you is to use the S-8TsM rockets for training(Smoke rockets). This allows you to see precisely where your rockets are landing so you can adjust. Which is why I recommend using the "Standby Reticle Mode", when engaging with unguided rockets. Your unguided rocket pods(B-8V208 Launcher/B-13L5 Launcher) DO NOT move, they are fixed unlike the Vikhrs which can make minor adjustments down. Ballistic Dial "1" for the smoke rockets, if you want to spend some time training with them. There are to different types of S8 rockets for engaging targets in combat. S8KOM-Modern tanks, lightly armored/soft skinned combat materiel(also good for bunkers). S8OFP-Personnel, soft and lightly armored.(I usually carry these, for use against pesky manpads! Also the last thing... I always only fire off unguided rockets as I said before using "short" burst. This is also helpful now(with the implementation of rocket smoke) against Jets. I always fire 2 at them to see if they are paying attention, I don't want to waste 2 Vikhrs, if they are just going to turn hard left/right to avoid my Vikhrs. If they don't turn immediately I send 2 Vikhrs, and have been fairly successful using this new tactic. **UPDATE** Tested today; S13OF Rockets on Bunker killed with 2 hits, M1 Tank killed with 2 hits. S8KOM Rockets, killed bunker with 2 hits, killed M1 tank 3 hits. Both scenarios @1km range(most precise range, when lased thru the Shkval and using the aiming mark in the HUD). Reaper6
  8. I think I made some videos a long time ago about using the rockets. S8KOM WILL destroy a bunker. I use the "standby reticle mode" no lasing required, and I set my burst to "short"(only 1 rocket from each pod will fire). This way is more accurate because if more than two are fired at a time your shark will pitch up. Not much of a pitch up, but if your shooting rockets from 4km, very noticeable spread on the rockets. I spent hours and hours improving my skills with the rockets, because they really are very useful once you get the hang of them. Also if you hit the NumPad "Enter" key it zooms in just enough to get a good sight picture with the reticle. Reaper6
  9. Shkval and ABRIS are used as MFD "viewports". I use 4 monitors, it's been a while since I set mine up. It has always transferred nicely with any of the updates. I believe you have to work from left to right on your monitors. Mine is my "main screen" then I have my ABRIS setup on a different monitor. Which is MFD2? I think. and then the Shkval is MFD1? I've never seen it setup as "left" "center" "right"(not to say it doesn't work). I also have my UV26 display and PVI800 display setup as viewports. I also use Helios for the gauges. Anyway, try changing the left/right to MFD1/MFD2 and setting your main screen FIRST in the .lua setup. Reaper6
  10. That's what I use and they are working great! Reaper6
  11. The Shkval is a DAY TV. It is 200% better than it was in BlackShark1, it use to be pure black at night. Just adjust your brightness/contrast until you get a decent picture. Still it's extremely hard to get a lock on anything. Reaper6
  12. You're welcome, but I would've prefferd NOT to explain it. Which is what other Helo pilots were thinking as well. Reaper6
  13. From what I have looked at thru mission editor about Operation longbow. Once Zema support vehicles are destroyed, thats it... I think the other capturable FARPs - will only spawn new vehicles when captured. Meaning if the enemy kills the support vehicles, it's done. They would have to capture it, then you recapture it to get back the support vehicles. If you just kill the support vehicles, and not the rest of the targets at the FARP. Then it remains unusable! Reaper6
  14. ADF is set Frequencies thru the ARK-22, you get 16 preset channels(8 inner/8 outer). The ones in Operation Longbow are default ones, which aren't helpful in reds area of operations. Reaper6
  15. You deserve a +1 for that, Amazing time flying with you... Reaper6
  16. Tested on the Nevada map-open road/no obstacles. Used civilian traffic/M1025 HMMWV(@72km/h)/AAV-7(@72km/h). Tested both types of ammunition; HE at a range of 3-4km, from a hover and @250km/h. AP at a range of 1-2km, from a hover and @250km/h. Tested from side angle attack, 45 degree, and head-on. Each target was destroyed within one medium burst of 30mm @high rate. Here are some tips that I use when engaging targets with the 30mm(Ground or air/stationary or moving). (1) NEVER SHOOT CIVILIANS! They mean you no harm... (2) moving targets - If for instance, your target is moving left to right. insure your "Target marker" on your HUD is to the left inside your "gate"(cannon motion limits box). The small circle in your HUD(Target marker) is NOT where your cannon is pointed when engaging moving targets, it is only where the target is. Therefore you need to allow room for the gun to "lead" the target(which is why you want the marker to the left inside the "gate"). If the target is moving right to left, then the marker should be on the right of the gate. (3) The type of ammunition matters when it comes to leading the target. HE-T is a heavier and slower round(385g-950m/s), so it will require more lead on a moving target. AP-T is a lighter and faster round(304g-980m/s), and requires less lead. (4) HE-T is effective to 4km, it will self-destruct at 4km. AP-T is effective to 2km, any further and it looses the velocity to penetrate any amount of armor. YOU WILL NOT KILL any tanks with AP, no matter how close you are or the amount of AP you shoot at it. (I actually need to correct that statement, I just killed an M1 tank from the back with a couple bursts of AP @ 600m) (5) I have practiced A LOT using the "Standby Reticle Mode" with gun in "fixed" position, to get a feel for how much lead is necessary with the gun. It will give you a better sense when using the Automatic Tracking of the gun. ESPECIALLY when it comes to shooting down other aircraft! Sometimes the lead required to hit a moving air target is no where inside the "gate" of the HUD. (6) The last thing I would recommend(and probably the most important). Is every time you shoot a burst at a moving target, re-lase the target to update the target tracking and range. You can do this by just hitting the "lock target" button(I think it's "Enter"). This will use up a lot of your precious laser time(I believe it is a total of 300sec), but you will also not be wasting ammunition missing the target. **BY THE WAY, IT'S NOT A "MACHINE GUN". IT'S A AUTOMATIC CANNON** Reaper6
  17. There was a server reset yesterday morning, so I wanted to test capturing Senaki. I was able to destroy all the Blue targets before they could capture it, and we were able to capture it. We then ran into a problem capturing any airfields Blue had already taken control of. The GCI was saying there were 3 hawk units still at the airfield, but they were invisible to anyone flying. It lists the Airfield as nuetral or contested after destroying all the targets(minus the invisible hawk units). We even get the message that the airfield has been cleared. But dropping troops there does nothing, even watching the troops, they attempt to attack the Hawk units. So I assume once one side has destroyed targets at an airfield and the cargo plane is able to drop the hawk site, it is impossible to capture. Anyway, great effort from the Red side yesterday! Coordination and teamwork were on point! I think if we were able to capture airfields, it would have been game over... Reaper6
  18. Illum rockets don't work with the Shkval currently, so they're useless at the moment. But the Shkval is 100% better at night. Reaper6
  19. Is there a problem with capturing Senaki Airfield? I've been able to destroy all the targets there twice(as far as I know all the targets), and get no message of it being clear. Also took an Mi8 there with troops and still does not capture it. I'm a bit confused, is it not able to be captured by Red team? Reaper6
  20. It's 2min & 20 sec for HUD to warm-up. And 4 min & 40 sec for DNS warm-up. Both times are started/controlled by the K-041 switch. You may also experience a reset of the DNS when RPM drops to low and generators don't produce enough power output(Shkval shuts off, etc). Or when repairing(Unless you connect ground power). If you try to enter hover prior to DNS finishing, autopilot channels begin to blink and the hover system will not engage. The 4 minutes/40 seconds does not start until at least one engines generator is producing power(or ground power is connected) and the K-041 switch is turned on. Reaper6
  21. It is ready for flight, but you still need the INU to be ready which it is not immediately after autostart. Wait 4 mins after you autostart. You also need to trim the heli around 5 degrees up. Reaper6
  22. The Auto over will not come on until te INU has had the time to go thru its alignment. Generally once you see the speed display on your HUD, your auto hover should work. If you haven't allowed it, the AP buttons start blinking. Reaper6
  23. Make sure you have "Turn-on-Target" and "Ground-Moving-Target" engaged. This allows the system to adjust where the rounds impact based on range and how fast the target is moving. Reaper6
  24. I think this is largely dependent on the "state" in which they are placed in ME. (Going off memory) but if they are in a "RED" state the EWR are constantly searching. I don't believe they are set to a red state from the mission I downloaded. Reaper6
  25. You spawn off the FARP, you need to start up and then land on the FARP(which is nearby), unless you spawn on an airfield. As long as their are support vehicles on the FARP you should have no problems rearming/refueling. Reaper6
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