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Tombstone

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Everything posted by Tombstone

  1. Just don't take those briefings to literally, 50%+ mission briefings in Su-25T camp. have target waypoints +1 wrong. Briefing for example says attack targets at wp. 4 while in reality you'r supposed to attack at wp.3.
  2. My experience: Su-25T camp: Wingman wont survive his first attack run 90% percent of times. Command post strike: Sweep/CAP pair of Su-27 engages pair of enemy Su-25, but is unable to finish them. On more than one occasion those Su-25 intercepted my flight later in mission. Quick mission: Friendly fighters go after AH-64s and A-10s leaving me to wind up in dogfight with 3 F-18s. I would say that AI is quite terrible, and personally I wont like to be at their mercy. Which attack aircraft essentially is.
  3. ... and given the effective range of unguided weaponry you will need a lot more of those flares. ..
  4. @Dr_Arrow: I think that mission design is more product of sim limitations (AI), than what people want.
  5. 1: I don't like them either. Using unguided weaponry in such AD rich environment is IMO suicide. I use 2xKh-29L, 2xKh-25l, Vikhrs and AA-missiles. I used to load 2xS-25L instead of R-73 to maximize my AG performance, bu given their range they are probably not worth added weight. 2: If there are no radar guided SAMs you can fly higher than that. Point nose off the target to reduce closure rate, though this can cause vikhr to lose the beam, especially when firing at close range. Try to take out AD first, especially stingers. They are usually last vehicle in column. 3: Depends how much AD is left in the area. If there is strong AD presence, I usually do not fire more than one or two missiles per pass. EDIT: To answer title question: Optimal attack range is maximum weapon range. Also its important to destroy entire groups (columns, flights...) to score "result" points. For example, shooting down one A-10 and another one forcing to drop its stores and abort wont earn you any points.
  6. At zero speed, control surfaces wont move at infinite rate either. That means that there are other factors, than aerodynamic forces acting upon surface, that limit actuator+surface assembly speed. Like inertia, but I think that flow constriction imposed by control valves are more significant. Now, why are you so sure, that throughout flight envelope aerodynamic forces should become dominant? Sure, control surfaces wont move any faster with load on them, but exactly how significant this change would be. Have you got any relevant information on this? Like rate of movement vs. force diagrams? I doubt that they would be linear.
  7. Zero force point of the stick moves too, or just control surfaces?
  8. Hi, on one of recent missions I'd got hit into left wing by SAM. Stream of white mist appeared at pylon 2, and I started to lose fuel. What surprised me, wast that I'd lost all my fuel, while I was expecting to lose no more than 1/2. Also after fuel tanks runned dry, white stream (I guess it represents atomized fuel in air stream) was still there. Is this the way its modeled in DCS, or its just coincidence and I'd sustained more "hidden" damage that caused this? Thanks.
  9. Extra time to cover time of flight calculation errors seems reasonable in terms of keeping beam on for extra time. But why shouldn't I be able to fire extra missiles into it? I need to aim whole aircraft on target, so it doesn't seems that beam is aimed straight in front of aircraft to capture the missile and then slewed onto target, which would interfere with already guiding missile(s). Also in real life, what should pilot do if missile appears to be dud (engine failure, loses beam, etc.) immediately after launch? Break off or hope that timer will time out sooner before he gets into range of point AD? The more I think about it the less it seems as good idea. There is a whole bunch of things that can be overridden. why shouldn't this be too?
  10. I find the whole laser thing little unclear, I need to enable the laser (rshift+o) to fire/drop semi active guided missiles/bombs, but for beam riders (Vikhr) it lases on demand. I also get slant range on Shkval without laser, so what does it enables then? Only target designator function? Limited lasing time/cool down was explained in some tutorial I think and IIRC i read somewhere on this forums that cool down period can be overridden by repeatedly pressing rshift+o, risking damage to laser. So why shouldn't I be able to override "suicide" timer?
  11. Hi, how can I (can I?) override timer that keeps ticking approx. 6 second after Vikhr impacted its target and prevents further launches? I have tried launch override (Alt+w), it allows me to launch without lock and out of range, but not while timer is still counting down. Thanks.
  12. mission description Hi, there is also incorrect mission briefing, it says: but in fact its waypoint 2 (3 is the target).
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