

Cik
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Everything posted by Cik
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people like to think that modern missiles are actually at least semi-effective whether they are is hard to say. my guess is yes(?) but i'm sure they said that before vietnam. "what's the PK of your weapon system?" everybody always answers 90%- but are they ever really? missiles are actually chiefly bad because of CM effectiveness. theoretically you could hit a target at 20nm~ with R-27ER, even assuming some defense assuming you launch high and fast (~1.4m angels 40) but realistically speaking he's going to pop 4 chaff and he will decoy every pylon you've got. F-pole then becomes irrelevant and so everybody complains. granted, if they actually worked people would probably complain about king sukhoi tossing down rods of god from angels 40 1.4m and receiving kills at pretty nice ranges. but yeah everyone i know says it's busted, though exactly what's wrong with it and in what ratios you don't get a lot of agreement. but the fact that BVR is twisted into some sort of terrain masking competition 90% of the time speaks to the fact that it's seriously twisted, just imo.
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why has no one thought of this before actually lmao expand the blue water part a little bit into the SCS/ECS and you would have a really, really cool theater.
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hog drivers have been waiting for half a decade IIRC, so i wouldn't raise your hopes.
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whole issue with R is that it sucks, whole issue with ER is that F-pole is nearly irrelevant in DCS (mach 2, 40,000 feet? enemy makes halfheated maneuver, releases 2 chaff bundles, whole plane worth of missiles defeated) ER would actually be good as long as it had a 10+% chance of actually seeking. as is it is <1% so might as well just crawl around and play in the dirt like everyone else does.
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fight fire with fire i guess :^)
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hi guys. are there any plans to add units to the game to more accurately model an iranian/UAE/saudi/whoever OOB? right now we are missing really important stuff like TEL-mounted ASHM, tactical ballistic missiles, quite a few USN ships (arleigh burke for one) along with a variety of small iranian ships (borghammar or whatever it was) in addition to this we could probably use a variety of other misc missing units such as man-portable anti tank missile launchers, missile-technicals, etc. many of these are really important, especially the iranian kit as it allows them to project force from their coast- without them the players will have nothing to hunt and the iranian AI (or players) will have nothing important to defend. as it is you have a decent SAMwall to get past, but what to hit? tanks driving around in iran somewhere will have little to no effect on the war unless the persian gulf gets really, really dry. without this stuff i don't know if you can have a credible campaign. plus alot of the stuff is basically just vintage russian gear, so it would be nice to have in general for caucasus too.
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Suggestion for Visibility Enhancement System.
Cik replied to chihirobelmo's topic in DCS Core Wish List
making the visual system realistic is not a bad aim, and it has nothing to do with balance. at the moment, all screens see unrealistically in either direction. pushing all screens towards realism (wherever that is) is not a bad aim. but i mean whatever, continue to crow about how great your hardware is or whatever, missing the point entirely. -
Suggestion for Visibility Enhancement System.
Cik replied to chihirobelmo's topic in DCS Core Wish List
the graphs are right there senpai, the equation achieves equality. you are just utilizing a fallacy anyway, just because perfection isn't possible doesn't mean we shouldn't attempt to move towards it. not perfect, but more perfect than before. also you seem really defensive for some reason -
we really need iranian TEL-mounted weapons in general if we are going to do any sort of real warfare scenario justice. i'd expect realistically speaking it would be a SAM suppression/TEL hunt operation for quite a while before you started moving up anywhere, though how a planner would proceed would depend on the ultimate objective i suppose. if it's a "show of force" operation just a power demonstration (limited strikes) would be enough, but if the goal is to defang the regime or even overthrow the government obviously it'd be a much longer campaign with a far broader purview - you'd have non-aircraft assets involved more than likely, and you'd have to go after actual ground combat related equipment like tanks. my expectation is that if there is a throwdown (past, present, future) it will be relatively limited with BLUE's objective being a return to status quo (IE, strait of hormuz freedom of navigation secured, passable with no mines everywhere and iranian power projection forces cut down enough to be less threatening) but you will have to figure out the spark and the geopolitical situation as far as who's looking for what outcome and what sort of posture that suggests for all involved.
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draw rings on the map corresponding to coastal ASHM and tactical ballistic missiles, then move everything (map permitting) outside that. it will be a good start probably. no reason to take unnecessary risks. you can always move in closer later if desirable, after all of the threats are burning craters in the desert. keep in mind that most of these frontline tactical fighters are AAR-capable, even though no one uses that feature as DCS maps are too small. if you have to fly in from saudi, you easily can.
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some of that just isn't going to apply. in particular your average DCS engagement is really, really weird from a BVR standpoint due to a bunch of issues with missile modeling.
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if you are equipped with SARH missiles you can mostly forget about BVR kills in FC3. your kills may be with your BVR missiles (relatively rarely) but will take place at WVR distances (2-7nm) if you have AMRAAMs you can theoretically achieve BVR kills at 10nm~ depending on your altitude, his altitude and closure speed (sum of your and his speed) but mostly you will get kills in merge at ~7nm as everyone flies around on the deck, lowering the range to a WVR competition in most cases. strategy is: SARH: shoot, crank to gimbal limit, rotate through (turn nose on) fire again, crank, fire again crank etc; repeat until dead or forced permanently defensive (or rare case win) if you are fighting a AIM-120 equipped fighter and the target is forward hemisphere on you you must skate or break LOS before 7nm as if you do not you will eat an AMRAAM. if you can survive merge, you can generally win WVR (assuming sukhoi) if you skate (IE, run away) you can run away. for a limited distance. outnumbering allows you to be more aggressive. surround them and the unengaged (IE, rear-side hemisphere on bandit) can press while the forward hemisphere guys bail to avoid AMRAAM. fox3 fighter: get to RTR and fire AMRAAM, support and then skate. fire lots of missiles as you want to avoid merge. get tons of kills mostly as your missile is generally far better in every way than most fox1 fighters. laugh (maniacally) realistically speaking you should be flying high to maximize the kinetic range of your missiles, granted this may be a bad strategy as for whatever reason missiles don't have a great deal of range and so flying on the deck and trying to minimize opponent range against you (and LOS against you) may be effective. tl;dr BVR kills are mostly not going to happen. maximize advantage going into WVR is the purpose of BVR currently in DCS.
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whoa that's a lot i didn't realize you guys were going to expand it that far north. you don't think we could get say, diego garcia down there? or maybe a few hundred miles of ocean would suffice.. also are we going to get the more southeasterly airbases on the coast? i'm going to put together a campaign or six and so the more i have to work with the better. in addition, we still need tactical ballistic missiles and TEL-launched anti-ship missiles if you guys have some spare time sometime :music_whistling:
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rake the leafs off my stennis thanks :^)
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[ALL MODULES][SP/CO-OP] Liberation Dynamic Campaign
Cik replied to shdwp's topic in User Created Missions General
shd, are multi-base attacks planned at all? IE attack is launched on kutaisi from multiple bases taking forces from each? as currently implemented distributing your forces (as done in real life) is mostly pointless as really what counts is having a numerous force at the base that launches the attack. also, it means that as soon as a base falls behind the "front line" all of it's attendant aircraft (sometimes like half a sq. or more) are useless (unless i am wrong about this) really if i buy half a sq. or hornets at al dhafra, they should easily be able to participate in the whole campaign as no DCS theater is really that big. even without tanker support F-15/18 can easily fly CAP over the vast majority of the theater. -
if AoA >20 you will not gain speed
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no combination of factors: drag too high missile loss of speed too high missile maneuvers lack efficiency and deflect fins too much, leading to too much loss of speed CMs are so effective that F-pole is basically meaningless with 90% of in-game missiles (save maybe AIM-120C) though you can theoretically hit a target at ~70km you never will because 2 chaff bundle and halfhearted maneuver decoys missile nearly 100% missile off-rail PN allows small corrections on part of target to bleed missile speed more than is probably correct ground clutter too effective(?) flying low actually sort of matters, especially for missile defense. in online servers contrails are always at 23000-35000 and so flying at 30k is death as you will get picked off by EO flankers who can see you a thousand miles away you can still gain a moderate advantage from flying just below trails though, especially on servers which remove the 120C, which is a missile that is so much better than everything else you can get away with playing dirt eagle because even though you lose half your range the seeking and F&F is good enough that you can win anyway. i almost exclusively fly at 20-40k and do pretty well, whether in flanker or hornet. granted you usually have to shotgun 80% of your BVR missiles and most of the time what gets you a kill is a nose-on sidewinder shot at <5nm but whatevs.
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it just teaches you wrong and it's negative learning though. best thing is, bind controls enough so you can fly (so axes, and that's mostly it) then from there learn one system at a time. take notes: detailed ones. even if you don't reference them often it will help you remember. once you have a handle on low level systems you can start combining them, and branching out your knowledge of how they interact. there are plenty of online tutorials on youtube to learn most subsystems pretty well imo. general practice is very important. the most important thing is it builds muscle memory. you can cycle through the avionics without thinking about it while you monitor the battlespace and surroundings. day 1 pilot doesn't know how to fire a maverick, doesn't know how to fly the plane day 10 pilot knows how to fly the plane, but not to fire a maverick day 20 pilot knows how to fire a maverick and fly the plane, but can only do one or the other at a time- often he loses SA and dies because he's too "heads-down" day 1000 pilot doesn't even have to think of the discrete steps of anything anymore. no need to think "TMS up 2s, coolie hat right right hold, china hat forward, tms up, pickle" he thinks "now i will engage this target" and everything is essentially rapid fire automation from that point on, and his eyes don't have to leave the skies for half a second in that entire operation. that's mastery and it's what you're after. it will take time and there's not much avoiding it. but it's a fine ride up anyway, so it's all good.
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you'd need mission planning tools on top of that though, ideally outside mission editor.
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easiest weapon to do is probably AGM65X just because it's been done twenty times and all that's really need is to tweak the avionics to get it to mate correctly. hardest is probably targeting pod / GPS, with AGM-88 somewhere in the middle (as it's totally new) but who knows what their priority is. we may see A-9X and AGM-88 first. my guess is that the v. high effectiveness stuff (SLAM-ER etc.) will be last but who knows.
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that seems speculative at best. if M-link can trip RWR, why does AMRAAM/R-77 not trip RWR? they maintain M-link up 'till terminal AFAIK. imo you'd have to rewrite the whole system if every M-link tripped missile warning.
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stay above middle of ball readout, lead the deck by holding TVV forward of wires that's what i do though i can't confirm whether that's what they mean or not
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SA-13 is range-only, afaik it isn't supposed to generate a launch warning but it does (tbh i could be wrong about this though) SA-19 definitely appears on RWR but it will never bother locking you because it's probably just going to be in a TWS style mode and that will be good enough. it might however hardlock you if it is going to use it's AAA component and if that happens you have screwed up.
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it's guesswork. we don't have mission planning tools like you are used to.
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not as far as i know. they aren't really standard equipment on most of the jets i'm familiar with, for a bunch of probably fairly good reasons. if you are in WEZ of anything heatseeking you have already screwed up tbh, esp. in a fighter. practice good pre-emptive IRCM and you will be all good.