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Everything posted by Case
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Mig-29S attacks 2 targets simultaneously?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
Sure, but you were talking about keeping a lock at 66 km, which has nothing to do with the Rmax of a missile. I'm saying that if Alfa is right and the radio link between aircraft and missile has a maximum range of, say, 66 km, then that does not necessarily mean that you can't launch missiles at targets farther than that. You have to make sure the distance between the aircraft and the missile doesn't get larger than that maximum range. -
Mig-29S attacks 2 targets simultaneously?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
This indeed sounds a lot more plausible. Thanks Alfa :thumbup: An interesting question that pops up is that launching at a distance of 60km doesn't mean the missile will be beyond 60km from the launching aircraft when it hits :smartass: So that even if it is advised not to launch beyond 60km, it doesn't mean missiles won't hit if launched at that range :D -
Mig-29S attacks 2 targets simultaneously?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
Can you explain further? Is the mainlobe not at the center by default? And how does the fact that the mainlobe is offset from the center affect the locking capability? Again, it seems to me the maximum range for a lock will depend on the radar cross section, so why can't it lock a big target beyond 66 km? -
Mig-29S attacks 2 targets simultaneously?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
I find this very doubtful. If we just look at the physics, whether or not a lock can be maintained depends on the signal-to-noise of the radar return the radar is receiving. Though range is certainly the most important factor in this, it is not the only factor, and I see no reason why radar returns from a target with a big cross section can't be detected and locked beyond 66km. Can you explain this further? -
Mig-29S attacks 2 targets simultaneously?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
The hole is not overriding it, but having the seeker pick up targets as far as 60 degrees from it's axis. The R-77 and the AIM-120 suffer from the same problem. -
Situational awareness, SARH, SAMS and the BVR (single player)
Case replied to Sulman's topic in Lock On: Flaming Cliffs 1 & 2
Let's get back onto subject. There are a dozen other 'I fired 20 AMRAAMs today' threads on this forum which you can read to find out where this discussion will go if we don't get back onto subject. You may have already tried this, but it is good to get some experience against 'easier' opponents, like a MiG-23, MiG-29A or a Su-27 without ECM. These carry SARH or medium to short range IR missiles and don't have ECM, so you will always have the range advantage when carrying ERs and can engage without losing SA. It'll give you experience on missile flight times and AI behaviour, as well as allowing you to visually confirm launches. -
Both will not be possible, as you can't write to either file when LockOn has them opened.
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That might work. Otherwise it may be possible to check for guided missiles passing within a certain distance from a certain point of interest, like a bridge or building, to trigger its destruction.
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Unfortunately it seems like it won't be possible to use static objects like bunkers for triggers, as kills on these will not show in the mp_log and probably are not exported. However, the information that is exported, like unit positions and destruction can, in principle, be used as triggers.
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I'd say this is exactly what test flights are for.
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Happy Birthday MoGas! :yay: Have a great day today!
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So much for staying anonymous... they can simply correlate the x-th submission with the y-th post in this thread :D
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Just follow the radar beam... since it it continuously locked it just has to ride it until the proximity fuse explodes the missile.
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It the target is not changing course much, then yes, it should be possible to extrapolate. Check this though: http://steeljawscribe.blogspot.com/search/label/Project%20VALOUR-IT
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The correct answer to this would be that you don't... you just die. The question you should ask yourself how you got in close with three fighters at the first place, and the answer to that question is that you shouldn't have. If you want to increase your chances of success... fly with a wingman and work as a team. Besides that, look for the smoke trails, fly at corner speed, pull g's, use countermeasures.... you may also want to drop out of burners when you think a heater is launched at you.
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That one is possible. Just need a pretty long lens. Since the observatory is on a hill you just have to make sure to be in the right spot for moon rise
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For anything to be realistic, both the Moon and Sun should have the same apparent size in the sky. At least for views from the Earth.
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For unlocking I just use TAB again. I think I even have it this way in my Cougar profile. Concerning the cycling through targets, I never heard of it. It used to work this way in Flanker 1.5, but I haven't seen it work in the Russian planes in Lock On.
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Be advised that this image is not real. It is an artist impression. :D
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F-22 production will end at 187 aircraft
Case replied to Force_Feedback's topic in Military and Aviation
I'm aware of the physics behind metal fatigue, I was just wondering if there might be something else Pilotasso was alluding to. -
F-22 production will end at 187 aircraft
Case replied to Force_Feedback's topic in Military and Aviation
Reducing airframe life because of metal fatigue, I presume? -
But you'd need the trucks anyway for people to use that airbase anyway, right? So all it'll mean is that people have to taxi to a certain spot. But even besides that, how are you going to stop people from refueling/rearming? You cannot stop them from pressing ctrl+w or ctrl+r, can you?
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Regarding refueling at the parking place, can you not just put the ATZ fuel truck at a parking place and then only allow refueling if you are within a certain distance from it? So say within 100m from the truck you can refuel/rearm? This way you don't have to hardcode all the parking places...
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Not sure if this is for LockOn or Black Shark, but for the former you can check temp/mp_log.txt for a log of in game events. Most likely Black Shark has similar files in the temp directory. These directories are in the root directory of the respective games.