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Everything posted by CrazyGman
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Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
6 Fair enough and I do understand that, and I'm really not trying to ask for specifics, just a general idea like for instance you can read material on how much and what type of ordinance was dropped by units during conflicts. I actually finally found a reference to it which is what I was looking for. -
Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
Well no one has actually specifically said that they were an Apache pilot, and again while I don't doubt that some people here are pilots, I always prefer to have a healthy amount of skepticism. Now most of the accounts I've looked at are from US and British accounts, but I so far have practically no info from the Dutch side with their Apaches in Iraq on 2003. Do you know of any published articles or books? -
Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
I do understand that, but there are l enthusiastic members within the community and I was hoping someone would have come across an interview, or a book or article or video that describes or shows them being used, but I have been unable to hear a direct account of it. No I did understand, and I hope you don't take offense but mounting them and firing them are not the same thing. So I am looking for an account by a pilot/co-pilot gunner that mentions them being used, and I realize that due to the operations the Apache found itself in that even mounting them was rare, and even when they had them on which In your picture was 1 of the 3 (so probably 2 with the other stub wing) did the ROE situation come up where they would have been able to use it? -
Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
Still not hearing any real world examples of the AGM 114L ever being used in combat. I get that really the only time it could have been used likely was in the opening stages of the invasion of Iraq, but I wonder if the ROE prevented them from being used as the missile goes pitbull for final guidance and with the role the Apache was providing you want to have full control of where that missile goes in the terminal phase. -
Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
Yeah loaded it's pretty rate to see them, and from the accounts of British and American pilots I've read and listened to interviews i've yet to come across one actually being launched against an enemy. I'm hoping for a primary source. -
Have radar guided hellfires ever actually been fired in anger?
CrazyGman replied to CrazyGman's topic in DCS: AH-64D
Cool, do you have a source? -
Just curious, it seems from all the material I've read that pretty much ever hellfire missile used in actual combat has been a laser guided missile? Which kind of makes sense if you think that most of the combat the Apache has seen in the last 2 decades has been CAS against insurgents. I was wonder if any radar guided missiles where used in Yugoskavia, or in the 2003 invasion of Iraq or anywhere for that matter?
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Plus you know carry a tenth of your countries total amount of FOX 3s to be lost if anything goes wrong with your sortie.
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can not reproduce Cant fire ATGM 9M114 and 30MM cant kill LEOPARD
CrazyGman replied to Mainstay's topic in Bugs and Problems
I've been able to finsh off a damaged M1 abrams with the 30 mm. Has to be close range with high rate of fire and top rear from directly behind it though, side and front will do nothing -
Yeah I feel that having the as a added "pylon" option like the chaff flare dispensers in the MiG 21 would be prefereable
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How do people feel about the mi-24 exhaust supressors, i'm not sure if i like the look of them or not. I wonder how much added benifit they have as the Russian ones in the Syria conflict didn't have them installed but did put down flares in their attack runs. Maybe the threat potential was pretty low but the decided to drop flares to give "some" protection "afterall it works for jets" I've been flying with them on since the begining but i wonder what taking them off in game does in terms of the hinds prrformance (top speed) climb etc, i'm unfortunatly out of town so i can't test it, but I was wondering what the diference in game is and if anyone has tested it to sone degree. Also what is the penelties of having them installed in real life?
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I was wondering if we could get a definitive answer for this, as this is constantly obfuscated. Is any of the glass on the apache amoured, Or is it all just plexy? From the thickness and angles it seems like it's just plexy. I know on the cobra (which has minimal if any armor at all) the glass is plexi, based on how heavy armor can be and the fact the apache uses movement and it's sensor suite to stay at safe distances I wonder if any apache pilots or techs can put this topic to rest.
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Again weight/benifit. They are added wieght and reduce engine output slightly, and flares seem to be more effective anyway as an active defense, so the Hinds used in Syria usually flare during and after their attack run, just im case there is tge odd manpad around. In higher threat they might consider adding them
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DCS Mi-24P feels very twitchy
CrazyGman replied to Hummingbird's topic in Controller Questions and Bugs
I was able to pull the 360 degree yaw spin while keeping forward momentum. You really have to psy attention to what your collective and rpm govenor is doing to make precise manuvers -
I'm for coordinated defense and varied tactics, and I did attack from different directions but from the north and east is pretty difficult because of how close the farp is to the hills to the east and north, you pop up over the hill and get engaged by The avenger or the M1's main gun and the vulcans which wouldn't be so bad but the blue EWR already detects you far out from the Farp so flying high is extremely difficult, most times I get shot down by F-5s, Sadly the stingers are very difficult for petrovich to find, even spaming the direction he's looking in. And stingers are very hard to spot for any human player as well, i did manage to kill a handful, but the Hueys can put them up faster then we can find and kill them so it's not a matter of coordinating with players . I'm ok with having a handfull of stingers availible or if they were one shot by default, but there isn't much skill involved in grabbing 1 every 5-10 minutes in a Huey out from the farp and placing it 2-3 miles from the Farp at 20-30 degree intervals. Doing that a single huey can pretty much shut down attacks by Mi-24s and Su-25s And that's my concern. 1 unit and player shouldn't be able to shut down an entire objective by itself with no counter and I feel that's pretty much what having unlimited stingers spawnable at the FARP does. Perhaps i'm wrong, but what would you suggest to countering a single huey that can put up 4 stingers around the farp in the time it takes RED force to just spawn and get there, at the start of the mission, and then can continue spitting out stingers for the rest of the mission?
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2 hours..... Grevio I timed it in Tacview. You spawned 4 stingers by "yourself", not including speeddog around the farp in less then 30 minutes. So the 2 of you can put up 8 easily around the farp in 30 minutes. So we are supposed to take out a farp that can spawn unlimited stingers that can potentially have 5-7 up before the first wave of red even gets there? That's not even including the avenger and vulcans already there, and then all of the air cover provided by jets...Lets not kid ourselves. The 2 hueys by themselves with light loads can put that out to easy, and make the entire farp basically immune from air attack with out any additional air support at all.
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I'm ok with a mixed defense, of stingers, avengers and vulcans, of limited numbers available to be grabbed at the farp, especially due to the distance and the fact that it takes about 15-20 minutes to travel farp to farp in a straight line after spawning in. I'm ok with more units being available at Vody since the increase in travel time, can make up for it. and of course this works the same for red as well, limited IGLAs and other AAA, so that each farp doesn't become an impossible nut to crack for air units I'll also note that you guys placed additional stingers half way in between, and that I killed about 3 stingers myself, so that defense of 9-10 stingers can be done within a hour, but even 5 stingers with 3 shots each is just a bit much, when combined with the avengers, already there.
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Can we get a limit on the Stinger units available at the Blue FARP on Swedish Delivery. It's a target for red, but this last mission Blue put over 10 Stinger units surrounding the entire FARP, and I'm pretty sure they had pretty much as many as they wanted to grab, and considering they can just travel five minutes and grab another without consequence it just breaks the mission.
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cannot reproduce Observe switch not bindable after latest update.
CrazyGman replied to monkie's topic in Bugs and Problems
Can confirm can only bind to hotas the regular "observe" option, but cannot bind the "observe off" and "observe on/off" to hotas, the only way to use these now is to press the keyboard bindings for them -
MiG 21 ace in a.....edit: damn posted on the wrong page sorry
CrazyGman replied to CrazyGman's topic in DCS: Mi-24P Hind
Whoops was late last night when i posted. This is supposed to be in the MiG-21 page -
Well he only spins counterclockwise once in the entire routine when he's at more or less a stand still, which you can do pretty easy, you just increase collective this time to achive the spin in that direction. You can do the same manuver that i did but counterclockwise however It's harder to keep forward momemtum. Remeber turn clockwise lower collective. Turn counter clockwise raise collective.