Jump to content

Hobel

ED Beta Testers
  • Posts

    2641
  • Joined

  • Last visited

Everything posted by Hobel

  1. As I have already said. you can recognize units much better, you can make better fine adjustments with the TGP and you can Lock directly to the right target and transfer everything with the handoff. Try this in the video without switching back to the SOI TGP and hit the right targets. I simply save time here before I constantly switch between WPN and TGP with the SOI.
  2. This is because the closer you get, the smaller the area in which the tracking gate can lock on false targets. this is because the behavior does not change, if units are very close to each other it can still happen that the seeker jumps around between the units that are close to the tracking gate, here in the example it is under 6nm and the seeker jumps around. When I attack a Farp I want to kill all AAA/SAM units first, with the TGP the detection and identification is very fast and if I have the right unit, I can hand it over at the same time. it should also be said that in DCS you can currently only lock targets up to max 9nm with the Maverick D, the documentation shows that it is even possible to Lock at 20nm! at this distance you can only see a small IR dot with the Maverick search head and can no longer see anything and this is exactly where the TGP and the Handoff come into play.
  3. Here is one Option from high alt. this is a clean scenario where i attack a SA-2 position other missions other challenges. but here's a way to take out the SA-2. Use MK37 tape and Direct Mode(Never use loft mode...) to destroy the EWR/search radar, after that the SA-2 is blind, provided that it loses the lock and you fly out of the "track cone". Attacking the Sa-2 track radar with the shrike is a bit tricky, because if the loft is too high, the missle does not see the emitter, "blindspot". If you shoot the shrike too flat, it loses too much energy, in addition, if the SA-2 no longer tracks, the Shrike no longer sees it either. Tacview-20240708-025832-DCS.zip.ac yes of course there is something to it and one wonders why 65kg of explosives do not destroy or at least disable the SA-8, 2 shrike-45 are a bit much for such a light vehicle.
  4. and that's what I meant you hit the notch of 30kts and often come out but the missle can't see you even though it's over 100 vr do you have the track from the mission?
  5. Nice. Upload Tacview?
  6. Do you have tracks of your situations? And which Sam is it exactly? Used correctly, the Shrike-45 is a very good weapon.
  7. I would slightly disagree due to the behaviour of the aim120 in dcs. If you notch and you are relatively fast and hit the missle threshold of 30kts once, then this increases by 2-4+++ times, so you have more room to notch even though you are fast + the advantage that you are not a lame duck. Here are 3 examples: the faster the target, the later the aim120 tracks the target. Tacview-20240702-021923-DCS-notch 50kts .trk.zip.acmi 80kts.acmi Tacview-20240702-021736-DCS-notch 30kts .trk.zip.acmi
  8. for the shots mentioned, 40angels and +1.5 are perfectly adequate. loft was a bit too much otherwise the missle arrives with a good speed in the target area and I shoot here under 40.000feet and only 1.0M. Of course a human would have avoided this missle, but he still has to go on the defensive and give up altitude. just try it out on GS and only shoot from over 40nm, loft is the key here minmum is 15-20° Tacview-20240703-122539-DCS.zip.acmi
  9. Tacview-20240702-170954-DCS-120_Exploit.trk.zip.acmi
  10. wait a minute buildings? so that makes a certain difference, vehicles standing next to each other in DCS and representing a larger IR source is different from a cold house vs. a Hot vehicle. could you show this scene?
  11. Oh, I see, now ty. but you don't have to edit Lua, enter AFN 111.5 for Kobuleti as an example in the editor, so you can then find the airport with the AFN
  12. And I have explained above what the reason for this is the targets are too close to each other the sensor of the maverick has in relation a too large tracking gate therefore it may be that the wrong target was locked, then you try with the TGP a new handoff with TMS RIGHT/UP, I did it on the 2nd try no problems, this behaviour is pointed out in the docs. If you make a good BSGT, it is more than accurate enough(Btw a bus is not suitable for this.) and the targets are not as extremely close together as in your example, the handoff is a good tool Better target detection and fine adjustment with the tgp and then you can do a handoff directly and that works well in dcs . The only point that could be made is that the D cannot track targets that far, the document talks about over 15nm in some cases, but even then we encounter the same characteristics as already discussed
  13. yes other modules like M2000 or F14 still have the "auto blink", because that's how Jammer basically works, so it's intentional for those modules.
  14. yes there have been changes, there should be a kind of warm-up for ED modules, to what extent it fixes the problem I have not yet tested
  15. 100feet or even 30m is not much at all - this is what it looks like for the IR seeker at 8nm 3 targets are in the tracking gate so it is not surprising that the wrong one may be locked, if this happens press (TGP SOI) TMS UP or right to start a relock until the correct target is selected. the Handoff and IR Maverick are very cool tools but targets that are close together can cause problems which is not uncommon. other aircraft have the same problem public document https://apps.dtic.mil/sti/tr/pdf/ADA361645.pdf page 136 https://media.defense.gov/2010/Sep/29/2001329786/-1/-1/0/AFD-100929-043.pdf what exactly has changed? on other aircraft the D Maverick behaves in the same way as on the F16 the logic in the F16 makes it the easiest overall
  16. i would recommend only using direct mode with the current implementation, it is in principle better even with lofts. as shown here the controls of the shrike is very limited and if the launch is not optimal the shrike/loft misses. the direct mode has much more margin for error, and is better in almost every situation
  17. And now we're driving round in circles for the second time. again, your videos are old since there have been guidence and pf updates, which has an impact on the scenarios depicted in your videos, so send new tracks if you can. There were also ecm adjustments, so if ecm was used in the video that is another factor. Uploading old videos even though there were updates afterwards and declaring them as proof is not good.
  18. kinematically yes, but here there would be even more aspects to add some missles that have irl 100meter PF have only 20m in DCS, of course there is then a role effective. the same with the Aim120 in DCS, the PF is only 9 meters. theoretically the missle has more than enough information to know whether it will hit or not, for example if the missle is 30-50 meters or more behind the target and has a negative approach speed, it will explode and at least throw fragments towards the target. On the one hand, the missle wants to kill the target, on the other hand, the weapon is disarmed and does not simply fly towards the ground and probably still hits uninvolved parties, similar to a roll, the missle would detonate and thus at least still cause damage.
  19. the thing is simple at the moment, the thresholdof the Aim120 is 30kts. if the target has a slow ground speed, the threshold of the Aim120 remains fixed at 30kts. However, there is a point that as soon as the target exceeds a certain ground speed, flies into the notch and then comes out of the notch 30kts, it seems as if the threshold has shifted by 3-4 times.
  20. I also see an enormous number of user errors... hardly anyone knows what they are doing. specific examples would be helpful i am also on the server from time to time and always shoot my missles at 40-55nm and have a good PK.
  21. when is the streamable video from? the YT video is 3 months old and there have been several updates in the meantime. Basically -wobble fix -PF was increased from 7 to 9m The wobble fix in particular is very important, as the Missle often wobbles to the dead or wobbles past the target. left after the fix xr5piv.mp4.f7c2ff0671d3e843455c437efc0afd02(1).mp4 so the YT scene might already look different now. therefore and due to the fact that there were some fixes new tracks would be helpful.
  22. but this is simply a user error. The objects are very close to each other, just a few metres apart, and basically form one large object, so it's no wonder that the handoff is not clean. In such a situation, you have to lure the Maverick onto the target yourself from the point where you can see that you are lock the bus, I take over and then lock the correct target with the IR mav. In the second example, I make an FC with the TV maverick and also hit the target.
  23. it is simulated and should therefore work
  24. Actually, the weight of the engine increased significantly from the E to the K, so it is not really appropriate to compare the two. The K4 has a 30mm cannon and muntion in the nose + the significantly heavier and more powerful engine.. The tail of the BF109 has hardly changed compared to the engine section, so the center of gravity has probably shifted in other simulations where you can fly BF109E and K4 the difference in weight is sometimes more and sometimes less noticeable in different situations
×
×
  • Create New...