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dundun92

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  1. dundun92

    Red BVR AAMs

    I probably should clarify, this is more against human players. Against AI, theres a lot of ways to beat it 1v1 even with worse missiles
  2. dundun92

    Red BVR AAMs

    The best red BVR missile is the ER. I will grant, being SARH its not an easy missile to use especially vs AMRAAM carriers. But with proper employment and support tactics, the ER really is hands down the best red BVR missile (if we exclude the SD-10 on the JF-17, which is probably the best missile in game rn ). Generally, ER support tactics involve launching at a medium range (e.g, 60km at 12km alt), shooting, and diving at gimbals to the deck; this kind of ER shot will generally force bandits to either turn cold, or drop a lot of altitude (see this video for some details). With some practice vs AI/humans, its not hard to figure out the optimal range to do this at various altitudes (generally, at high alt, its anywhere between 40-80km depending on 120B vs C, and exactly how high the bandit is). While you cannot win a 1v1 joust with these fights, it does allow you to push off threatening bandits. In general, your best "BVR" killshot is a stern aspect shot in the ER NEZ on an unaware bandit (<8km on the deck); the ERs big motor and large NEZ helps alot with this kind of shot. Shooting from front quarter is risky because its easy for an AMRAAM carrier to spot the smoke trail and quickly snap an AMRAAM onto you, which while can be survivable with some smart notching, is a situation you want to avoid. As for the R-77, many people like it as a BVR missile; I personally dont. I usually only take 1. Its a great sub 5-10km WVR pre-merge jousting missile thanks to its maneuverability and ARH capabilities, and in these last-ditch scenarios can mean the difference between trading or notching and surviving. But as an actual BVR missile, its pretty bad (especially at lower altitudes). It is worse than the 120B range wise thanks to its draggy grid fins, and at low altitudes, looses quite a bit of speed in turns. A high alt, it is decent (it would probably be more viable here if ED gave it loft), but the ER simply has way more range than it here, and a properly supported ER is simply much more lethal. As such, its usage as a BVR missile is quite limited IMO, and it is best used as a support missile for close in scenarios. As for the ET: firstly, against certain targets with super low IR cross section (JF-17, F-16), its hardly "BVR" as the track ranges are so insanely low. 2nd, while vs AI and clueless people on airquake it will hit people, most more competent pilots are going to have the SA to judge you have probably fired an ET based on your range (perhaps even spot the smoke trail), and pre-flare to defeat the ET. In sum, its again one of those specialty missiles like the R-77; it has some use cases (e.g, shots vs beaming targets in NEZ where an ER wouldnt track), but its limited at best. Personally, I only carry 1 ET as well. Im sum: do not take 1v1 jousts, you cannot win them unless they screw up badly. If bandits try and sort you, just turn cold, reset the fight into friendlies, and use them for help. Try to find unaware bandits, and get within 8-10km behind them and take a lethal ER shot that will be hard for him to evade. If a bandit is high and you cant just extend, use a properly supported ER shot to push him down and turn him cold.
  3. I can confirm, there is a new slight cockpit shake effect in the Flanker this patch
  4. I linked that one because thats the only one I could find from a quick search; IK at some point both the 220 and 100 performance charts were uploaded by Chizh there; the one I had linked in the deleted post came from the 220 doc
  5. I was under the impression that this doc was OK as this was uploaded by Chizh himself on the DCS userfiles? https://www.digitalcombatsimulator.com/en/files/645686/
  6. No, that got fixed. Whether its "fully" or realistically fixed, IDK, I havent tested personally, but there definitely is stores drag, has been for a few months now
  7. what is the exact loadout though (6 AMRAAM? 8 AMRAAM? 1,2 or 3 bags)? We need to know so we (and ED) can cross check with the RL manual EDIT: OK you said above no bags, im gonna assume 8 AMRAAMs for worst case, and check
  8. Just a note, corrently all the Su-33 slots are taken until we get 4 more F-14s, so for now I can put you in Su-33 reserve. The only way to get a guaranteed slot right now is to go F-14, just as a FYI
  9. Thats because PD-STT AIM-54s operate as a Fox 1 in terms of in game logic an CM rejection, wheras a TWS one is ARH and behaves like ARH; ARH seekers in DCS react to chaff differently than SARH (see R-77 vs ER for exampe; R-77 in NEZ is actually pretty lethal, doing the same snaking/recommit vs notching targets, while ER will straight up go for chaff in clear sky lookup on a hot target lol)
  10. The 24th Archers are a competitive DCS squadron (who also play IL-2), focused on high skill and proficiency in BVR combat. We take cadets of all skill levels, from completely new to experienced; as long as you are willing to put the time and effort in we will train you. We are not airframe exclusive; however, we specialize in the F-15/16/18, JF-17, and Su-27/J-11A. Several of our members have competitive experience in several DCS tournaments (TACT 21-1, House of SARH), and we hope to expand that list and gain more experience in the coming months. Join our discord server if you think you'd be interested: https://discord.gg/8quvrW27rh
  11. Any deaths after takeoff cost 1 point, not just A/A kills. A/A kills are just the best way to guarantee enemy deaths, rather than depending on SAMs/people running out of fuel to do it
  12. A/A objectives are shooting down enemies, hence the -1 points for enemy death. There are no specific A/A objectives other than that, if that is what you are asking
  13. Mission Map: Full A/G Briefing: Each side has three objectives: two command centers, and 1 airbase runway COMMAND CENTERS: Each command center has 2 ammo Shelters, 4 bunkers, 6 tanks, and 2 SA-9/1 avenger launcher(s) for air defense. Fully destroyed = all ammo shelters, bunkers, and tanks destroyed. Damaged = at least 1 ammo shelter, 2 bunkers, 3 tanks destroyed. RUNWAY: Fully destroyed = 6 bomb craters. Damaged = 2 bomb craters. Target for blue is BEIRUT, target for red is PAPHOS. Only 1 runway needs to be damaged/destroyed. Airbases have AA/SHORAD for air defense
  14. HISTORIC BATTLES SERIES: F-14 vs Su-33 OFFICIAL DISCORD: https://discord.gg/wfhqcM9VkN Historic battles is a series that pits aircraft with historic rivalries, either by design or happenstance, against each other in a mass PvP event. This particular event is a 1990s restriction, placing the F-14 against the Su-33. DATE AND TIME: Saturday, February 12th at 1900z. Run time of 3 hrs. SCORING: This edition includes both A/A and A/G objectives for both sides. The side with the most points at the end will win. The scoring system (same for both sides) is outlined below: Death after takeoff: -1 points Teamkill: -1 points (in addition to death penalty) A/G Objective Damaged: +5 points A/G Objective Destroyed: +5 points (in addition to damage points) WEAPONS RESTRICTIONS: F-14s are allows to carry any weapon except TALDs, and are limited to 2 precision weapons (LGBs). Su-33s are allowed any payload. SCENARIO RESTRICTIONS: Both sides have an AWACS and 2 Tankers. Both sides additionally will have GCI support, with 1 GCIs per side, this will increase per the balancing section below. Map used will be Syria. BALANCING: In order to ensure a balanced event numbers-wise, the amount of available slots will increase when all of the original slots are filled. The registration will start as an 8v8; once all 16 slots are filled, it will be increased by 4 per side up to a total of 20v20. Each increase will allow 1 additional GCI, and 1 additional squadron member. OTHER RULES: A squadron may enter up to 4 pilots per side. This increases by 1 per every slot increase. There will be a server ping limit of 350 Communications will be on both the discord server, and on SRS To register on the discord, simply ask for F-14/Su-33 role in the "historic-battles-role-request" channel GCIs will use Combined Arms. ECM use is prohibited due to AWG-9 being unaffected by ECM You can sign up as either F-14A or F-14B F-14s will operate from the USS Forrestal; Su-33s will operate from the Kuznetstov (non-SC, but if enough people want the SC one it can be added). STREAMS/PRIZES: As of right now, there is no designated streamer, if anyone is interested just PM me here or on discord. No prizes, this event is just for fun! REGISTRATION FORMAT: [Pilot name], [F-14A/B/Su-33/GCI Blue or Red] ROSTER F-14 (2/8): Doormouse/WhiteRabbit CptMacMillan BLUE GCI (0/1): Su-33 (8/8): <24th> dundun92 [100☭] Breakshot [100☭] Frostie [100☭] Coxy [100☭] Rich HRP | Guericke HRP | Trigger HRP | OverG Reserve RED GCI (0/1):
  15. I was actually responding to the claim that the AIM-54 kinetics at high altitude had to be made underperforming to make the low altitude, and that we therefore should expect significant boosts in kinetics at high altitude, which isnt the case from what HB has said. The guidance improvements will definitely improve energy retention for the AIM-54 for lofted shots, but its not going to fundamentally change the kinetics. 35nm shots were, and still are well within the 54s capabilities even with the broken guidance, though the terminal energy is unrealistically low from bad guidance.
  16. Yeah, when I last RIO'd in the F-14 that was a big issue. I would have a perfectly good TWS-A track with a good AIM-54 in flight and suddenly it would move the cone to a target near the edge and then show the dreaded X on the active track. Meanwhile it has a perfectly good track on that edge contact
  17. Im not sure why everyone is assuming the high altitude NEZ is "just as unreasonable". It matches (indeed, slightly overperforms due to lack of plume effects in the CFD) straighline NEZ from the whitepaper at all altitudes. Like, the AIM-54 NEZ wasnt just broken down low, it was way overperforming high. Not as much as down low (1.7x vs 2.5x), but it wasnt fine before at either high or low altitude. With the new loft profile the AIM-54 at high altitude is arguably more dangerous in long shots, now that it lofts to 90-100kft in really thin air, and conserves a ton of energy; in many cases like this the current 54 is better than the old one. This is hardly a "band aid" fix for low altitudes when HB themselves have states that for the most part the FM is fine, it was an attempt to match more closely to the CFD at all altitudes; the problem is guidance issues causing too aggressive turns, pulling too many Gs too far away, etc. Unfortunately, years of the old AIM-54 have set some false expectations, which is becoming really apparent. Hopefully, the guidance issues get fixed on EDs end as soon as possible; but those expecting a significant increase in pure kinetics, that just isnt happening.
  18. There are 2 indicators: A, the burn time (Mk60 is 30s, Mk47 is 27s, the CFD graphs show a 30s), and you can compare the CFD speed vs time to the variants comparison speed vs time. The Mk60 in the variants almost hits M3; meanwhile the Mk47 only hits ~M2.6-2.7
  19. mentioned it in the other thread, but the whitapaper uses the Mk60 not Mk47, so youd need to compare to that
  20. You are using the wrong variant; the whitepaper uses the Mk60 not 47
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