

Cik
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What new feature of the Hornet are you most looking forward to?
Cik replied to Wags's topic in DCS: F/A-18C
multiplayer will evolve into a hellscape for everything that isn't the hornet, anyway. how to counter standoff penetrating terrain following cruise missiles? the only way is to put 20 point defense systems at every airfield, in which case you've obsoleted most of the platforms which can't handle it. to handle HARM, you'll need half a dozen S-300 everywhere, which will obsolete everything that isn't swinging the biggest mallet around. personally i hope they make AGM-45/78 because any of the higher-tier standoff weapons are going to either 1. nuke everything or 2. necessitate such a ridiculous defense turtle that everything else will be useless. i expect really that the higher end weapons will simply be banned on most (good) servers, as they will be patently ridiculous to defend against. -
What new feature of the Hornet are you most looking forward to?
Cik replied to Wags's topic in DCS: F/A-18C
it's just going to depend on how effective chaff is against it. either chaff is effective, and it'll be useless like R-27ER or chaff will be ineffective and it will make A-A something nobody else need bother showing up for. -
What new feature of the Hornet are you most looking forward to?
Cik replied to Wags's topic in DCS: F/A-18C
SLAM-ER. i will conspire to get it banned, by getting a few people together and deleting bases from standoff distances online. but seriously, probably ATFLIR/DLINK/HARM. unfortunately we are going to have the BMS problem (henceforth known as the DCS/BMS problem) in that the SAMs are going to be too dumb and HARM is going to be rod from god effective in wasting everything, with a standoff distance that will be impossible to beat. without banning 1/2 of the weapons available on the future hornet, it's going to absolutely destroy multiplayer. hornet will be the most capable thing in the game by literal miles, at every role and in every situation. -
I'm incapable of detecting and countermeasure incoming missiles
Cik replied to kunterbunt's topic in DCS 2.9
look for the giant white smoke trail stretching across the sky -
i have never had any trouble killing them on the ground. in the air they will pop 2 flares and decoy entire missile rack, but they seem vulnerable to explosions in general. they should be noticeably easier to kill than a tank. close hits with rockets will do the trick. note: they probably aren't going to blow up into a wreck like a tank, but the crew will die and the engines will be inop and it will be a kill.
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i'd definitely like an improved alcohol simulation in DCS. also if we ever get a vietnam map, and an F-4, we'll need an LSD mode.
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you are placing BVR expectations on missiles in DCS. even AMRAAM barely qualifies in current patch when visual is obtainable at pretty sane ranges (3-6 nm) which is actually great because it used to be really terrible and has improved greatly relatively recently. it's perfectly capable of flying BVR distances, but often will not be BVR-capable because: 1. everyone flies on the deck like idiots all the time, depressing ranges 2. targets will often be cold(ish) which decreases range by at least 50% 3. if target is capable of maneuvering (has time and energy) and chaff, PK is approximately 0% at more than 5nm~ 4: missile guidance logic preserves energy poorly, depressing ranges also, "BVR" is one of those buzzwords that gets thrown around a lot (or did) like "all-aspect" in reality, it's a spectrum. is the AIM-9P5 "all-aspect"? it can be after you sacrifice a chicken, do a raindance, are at point blank range and the target is an afterburning SR-71 at mach 3. likewise, AIM-7 is "BVR" but less so than AIM-120B/C
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from what i saw the pendulum mostly swung on low red activity at certain times. sure, blue can't stack 40:1 but it can still stack 28:1. honestly, once you are fighting double your numbers there's almost no defense regardless of skill. with DCS SARH 1v2 is mostly unwinnable assuming you get an opponent who knows what he's doing. granted it was still alot of fun. when's the encore?
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SAM missiles are SARH. as far as i know, search radars can't lock you and thus they can't guide missiles at all. SA-3/6/10 can't shoot without target engagement radars that i've ever seen.
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move to precontact, trim nose neutral at tanker's speed, extend your receiver, align nose with basket, drive straight at basket at +-1/2 kn above tanker speed. once in contact drive up past the basket's max extension and hang out for however long. at what point are you having trouble exactly? drogue refueling (at least currently) is a million times easier than boom, at least in the hornet (harrier's receiver is really terrible so adds difficulty)
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tunguska is not radar guide, it is radio-command guidance. that is to say, it never actually locks you to guide the missile. it keeps track of you via a search radar function, and then constantly steers the missile by transmitting updated track coordinates of your position constantly. SA-6: lock you, establish datalink, launch missile, missile guides to reflected radar energy. missile hits you (or not) based on it's ability to steer to you and to see you at least most of the way. 2S6: radar sees you (or visual, or any other means i suppose) launcher gives launch order to missile. motor ignites: steer 20 degrees left, 5 degrees up, 2 degrees down, 5 degrees right etc. until it hits you. doesn't lock you at any point because the missile doesn't need reflected radar energy to hit you. just needs a datalink connection to the launcher and for the launcher to be able to see you somehow.
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eh, it'd be nice to have the tankers regardless, and thanks.
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good news. no chance we could get basket tankers for blue though? it'd be nice to have. pretty please?
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hey, nice to see. SOP seems very detailed. my only concern is that blue side has no tankers for basket (hornet/harrier) i suppose it's not possible to put them in before the campaign starts? i'd like to fly the whole thing from stennis (F/A-18) unfortunately the short legs when flying to the vaziani/beslan/mozdok area might start to get prohibitive in terms of station time.
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guidance logic is what screws you, not necessarily speed. launched from 1.4m and high the R-27ER achieves a really great range. problem is 1. chaff will decoy with 100% effectiveness, and 2. it will "follow your nose" so tiny jinks on your part will have it doing 100% fin deflection the whole way in while it bleeds off it's mach 5 energy achieving nothing of value.
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hornet's fine, as long as you are ready to deal with the fallout when you inevitably waste a friendly every fourth kill because the IFF is unreliable as fug targeting a "hostile" A-10. lock. roll into HUD nose-on. wait 15s. hostile. switches to friendly two seconds later. 10 seconds later it flips back to hostile. fire sparrow, immediately switches to friendly. two seconds before hit, hostile again, sparrow impact, switches back to friendly. cik has hit RED A-10 xxx 20 points awarded wew obviously sparrows still suck. maybe with the addition of flood they will be better as the critical weakness is just that the radar loses lock as soon as the enemy starts a halfhearted turn in any direction. as a missile truck it's excellent, 6x AIM-9M is nothing to sneeze at. as a low-speed knife-fighter it's excellent, properly flown it eats su-27/mig-29 for lunch, anything else save maybe mirage is no competition whatsoever. my advice, R-27R/T vs AIM-7/9 is shoot two sparrows at a time to unload and force defense starting at 10nm (assuming decent altitude) start unloading lots of sidewinders early and often, then split. often you will bag them as they run out of flares and/or fail to spot sidewinder launches (smokeless motor) assuming you are not tangling with archer-carriers, you can easily flow straight through the merge and bag them with little chance of failure, assuming they don't have friends. if you have AMRAAM you win by default so just use your standard eaglestrategy - wait until nez, laughing at everyone's attempts to shoot you with 2 chaff bundles, unload an AMRAAM, crank, support, skate. same should really apply here save the radar's worse.
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>using retarded bombs in modes that are not CCRP do you even vietnam kid
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it's a HEAT warhead, not frag. the reason they aren't effective is just because explosives in DCS are anemic. they should probably massacre at least light armor, and put more than scratches on heavier armor. why even have this class of weapon if it doesn't do anything (IRL)? looking at DCS you'd think anything that isn't a maverick is 100% worthless against anything with armor <20mm thick.
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maddog isn't meant to be used, it's a fallback mode in case of FCR fail. i mean, if you are talking about the same maddog mode that i am.
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you take all that into account fam against a hot target with a max radian turn of X and a pilot which will defend at Y seconds post-launch with a total energy of Z, the PK of this AMRAAM is 0% but even assuming you are "dead dead" IE, the AMRAAM has enough energy to hit you, some of it's subcomponents may fail- the seekerhead, booster, fins, etc. may cause it to miss regardless. displaying PK as percentile is 100% fine, assuming you lay out the conditions as to when it happened. you can run a model that has some stochastic element and generate a spread and then say "under these conditions, AMRAAM has a PK of 90% and it's an 100% valid statement. also your statement that pilots don't have any idea of how an enemy missile performs is a little weird, there are large organizations called intelligence agencies who's job it is to generate performance characteristics of enemy equipment senpai, you would never actually get into a duel with someone without knowing how their shit works if you could help it
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if you're going to add unarmed stuff, why not add military unarmed stuff? C-130/5/17/etc would be way more interesting and useful.
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if you are WVR and past the merge, you should punch stores unless you are fighting a cargo plane just imo. defeating red air is what the escort is for, if you are a striker and you are in a dogfight, things are bad enough that you should hit SJ and fight it out.
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you have afterburners senpai, just go vertical. if that doesn't work, then the game is broken.
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Radar gets stuck in extremes
Cik replied to Svend_Dellepude's topic in Controller Questions and Bugs
if i lock a target, roll and crank and then lose the target, my radar scan angle won't move until i roll wings level again. not sure what's up with it, but it delays my target engagement often by 10s~ or so pretty often.