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Everything posted by CrazyGman

  1. Compared to the F-5 and MiG 21 she takes off easy...remember guys unlike other aircraft it's full flaps for take off on the F1. Spool up till afterburner. Release the brakes. Rotate at 140-150, and she pulls up smooth without to much stick.
  2. I'm fairly certain it's not currently implemented. Had it both positions starting a flight in multiplayer with both missiles. Works regardless of position.
  3. Most times I fire the 530EM it's at 4-3nm at the most at a hot target outside that the 530 will frequently be defeated. You can't effectively turn the plane to notch in time for Chaff to be efffective inside those ranges. Same against any fox 1 fired at that range.
  4. In reality they get destroyed quite frequently. Almost everytime they deside to merge with 2 opponents. It's big and easy to spot. And you just get 1 guy to drag and bag them or tie them up and they die pretty quick. The short range IFF ability is also reduced since it's not instant and frequently you'll have to use the tv camera to confirm. Even if the server allowed the tomcat to take 2 phoenix missile it wouldn't really improve matters for it much in the long run
  5. It locks at 7km not 7nm. So roughly 3.8nm
  6. CrazyGman

    Radar functions

    At this point we still need to see "Anything" regarding the radar in operation. It's been over a year since they initially said they wanted to put the Mirage in early access and we don't have so much as a screen shot of the radar in any mode.
  7. No worries, I thought the same thing as you at first but the fire coming out the back made me wonder, and I thought that would be a odd mistake for them to make. Also at first they didn't have even the shell cassings animated at the launch of early access, so I guess they are doing then seperate and hopefully some day we'll get the linkages as well.
  8. slow the video in youtube to 0.25 speed. The flames obscure it a bit. But first the shell cassings come out the back, followed shortly after by the linkages from the 90 degree chute. You'll see nothing but linkages comes out of the chute. This also makes sense because the back flame is coming from the chamber clearing which is where the spent casings go. It's also like that on a M240L (FN MAG) linkages go out the side chute, shell casings go out the bottom and slightly back. Just due to the size and rate of fire with the Gast setup on the GSh-30-2k you get the huge flame out the back
  9. No it's correct you need to look more closely, and slow the video. The shells casings come out the back as in game, the 90 chute is for the linkages. They haven't gotten around to animating it yet.
  10. It seems when I'm in the pilot seat of the Mi-24P Hind when at default re-entered position I'm just a little too far back in the seat, (like my back has merged with the back of the seat rather then just in front of it) resetting my environment doesn't seem to fix it. I'm using a G2. My seating position in the AH-64D seems fine
  11. Yeah fair enough. OK if the S-8KOM has the armor piercing component the that makes more sense on that end. It just seems odd I guess. The S-8KOM is basically the weapon of choice used a lot, so I was a bit surprised to see that the M151 hir harder on soft targets and could be further from the target to do decent damage.
  12. Yeah but that is my point the warhead Weight for the S-8s are this S-8KOM 3.6 kg (1.1 kg of Hecphol-5/A-IX-10 explosive S-80FP2 9.2 kg (2.8 kg of explosive) both have more actual explosive then the M151 is the S-80FP2 using full warhead weight then? That still puts the S-8KOM lower far more then it should to the M151 I feel in game
  13. Well the S-8KOM is a heat warhead it's also suppose to have a fragmentation component that is lethal to 12 meters. But if the M151 is just high explosive the why does it have a higher piercing weight then the S-8KOM isn't that related to armor penetration?
  14. So looking at the explosive mass stats in game. The S-8KOM (which is the standard most common S-8 rocket used) seems to be really weak compared to the M151 which is the smaller rocket for the Hydra pod. Even the S-80FP2 which is a newer rocket and with a much bigger warhead supposedly is a lot weaker then the M151 rocket in game?
  15. Crap if that is the case the S-8KOM hits way way less then the much smaller warhead in real life as the M151 Why the heck is there so much of a difference, where would I even go to report to see if this is a bug?
  16. Posted on March 16, a little over 3 weeks old.
  17. Yeah basically that...although I feel they should have maybe spent a bit more time focusing on the radar instead of leaving the likely most complicated part last...I mean maybe I'm wrong and they've been developing it the whole time but we've seen nothing of the radar, except for the powered down scope in the cockpit no screen shots, no acm modes, for when they used the gun.... I mean at this point they should at least have put up a screenshot of the radar scope turned on and active...even if it ends up looking a bit different in final implementation.
  18. So currently the best rockets S-8 rockets for the Hind are the S-80FP2 rockets, as they do the most damage which makes sense because it's a HE frag rocket with a large warhead and the weight that goes with it, and it also is quite new, having come out in the 2010s However the S-8KOM is generally the most used rocket of the S-8 family and it's a HEAT frag warhead as well with a lethal range of about 12m supposedly. In game splash damage seems to be quite weak, and when compared to the M229 rocket which had a much smaller warhead weight wise. Does anyone else feel the damage of the S-8KOM rocket is weaker then it should be. Also can anyone confirm the date when S-80FP2s came out?
  19. Yeah i thought it only started after the first patch. In the initial release I believe it would stay put.
  20. I was wondering how long the INU alignment is suppose to take?.It seems to take longer for me in a mission editor start up mission. Then in videos on YouTube. I assume like a INS I want it to complete before I take off
  21. So if i'm the pilot and if I tell George who is the CPG to unslave in the command wheel. He will bring the TADS to center, but it won't stay there, it will focus on the spot when I commanded the unslave that was at the center position, and I will have to continuously command him to unslave to bring the TADS to the center position. In game this doesn't do much except make slaving the tads slightly slower.
  22. George does like to take his time locking stuff in LOBL. Which is where people get hung up that he is not engaging. It also takes longer if you aren't in good firing parameters as he won't las the target if your nose is way off or if your wobbly, though he will claim he is engaging, but he won't actually fire unless the dashed square goes solid showing he has actually lased the taget then giving him the command to fire will work. So yeah the missile will track the laser, but a lot of the problems is kinda how the missile itself works. Even when fired in direct mode where it "sees" the laser before and as it's launched. The missile has parameters to fly straight and slightly up before it will start to manuver to the target, this is to get it clear from the aircraft, to clear obstacles, and to get a more top down Attack profile. It will not manuver before a certain point even if that means that remaining on it's current course will put the laser outside of the missiles seekers gimbal limits, at which point the missile goes stupid. This on top that the missile has limited manuvering because it's really not suppose to be going after anything that is moving faster then say a truck. It loses energy very quickly when going after aircraft, and kinematical it just can't keep up with the tracked laser point. This is why it's so inaccurate. On top of the reasons stated above. This elevated flight profile of the hellfire was actually in some cases a liability as it made engaging targets hidden under bridges in Iraq quite difficult with the Hellfire, and some cobra pilots liked keeping their TOW missiles for specifically this reason.
  23. Here is the thing: 1: George "is" Petrovitch which means you need to be in good parameters to fire the hellfire or the gun (for ground targets too) or he a). Will not even bother to fire, b). He will miss. 2: The Hellfire is a terrible Air to air missile (almost like it wasn't designed for it) it has no proximity fuse like the vast majority of air to air missiles, has no expanding rod warhead, has very limited maneuverability, and even in "direct" fire has a top down attack profile. and has to be guided by a relatively slow moving gimble system (For the SAL version at least). All terrible things for a missile to hit moving air targets especially anything going over 300km which is almost all jets always. 3: The turreted M230 is a terrible anti-air weapon. it has a low rate of fire, a large dispersion, and a not stellar muzzle velocity. also shots at an angle with that type of weapon are even more inaccurate, and considering it's range is either manually determined for the distance you entered for engaging "ground" targets (or if you use auto ranging then it uses the ground to try and triangulate, which is even worse for air targets), or it needs the laser for accurate ranging which needs the TADS to be able to track the target (did I mention that it's not good at doing that for fast moving targets?) best case to use the gun for air to air would be put it in fixed position, just try between using it yourself turreted, and fixed, and see which one works best for you, but I'm telling you it's the fixed position. The fact that currently the ammo it uses has no tracer rounds also does not help. and in case your wondering here is a mission I did where I shoot down a Su-25. I could get a missiles off when he is maneuvering, but like using the Shturm on the Mi-24P (the old non-anti air version) since it needs a direct hit, it's about 95-98% change for a miss. Any reasonable chance of hit is going to require a non-maneuvering target doing a fairly predictable route, ideally away or towards you
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