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TheBigTatanka

ED Closed Beta Testers Team
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Everything posted by TheBigTatanka

  1. That's part of having "easy comms" enabled in the mission editor. Sent from my Pixel 3 XL using Tapatalk
  2. I'd say SA-11 is the most challenging takedown you want to do in the Viper. SA-10 should be left for cruise missiles and stealth aircraft..... So.... I think you need to think about what weapons to allocate to each BUK. I would ignore the search radars, and only allocate weapons to the launchers. Taking down an SA-11 is a big deal. If it has 4 launchers, i would want 2 HARMs per launcher (so a 4 ship of vipers), and additional jets with JDAMs or CBU-105s on them (maybe a 2-4 ship). If you don't know where the site is, you have to generate coordinates with the HTS and then fine tune them in the TGP. The radar isn't good enough to generate targetable coordinates, so you can only attack a mobile/unlocated SA-11 if the weather is good (maybe eventually the Razbam F-15E will be able to take the bullseye cut from our HTS and do a SAR map of the are and generate targetable coordinates for us). Once you all have the coordinates in your system -- I'd have your bomb jets turn in, turn on their ECM, and charge the target trying to get to a LAR (25k+ and fast). As they turn in, have some of your SEAD jets lob HARMs at the site, and space them to impact every 20 seconds or so. If any 11 turns on a radar, they die. The bombers drive in and drop as soon as they are in range, then abort back out. Pro gamer move -- have a tractor come and haul away whatever's left at the site. This kind of attack needs to be done with your buddies, AI probably can't do it. Co-op Liberation is a lot of fun. Remember, SA-11 takedown is a big deal. It's going to be well planned. Sent from my Pixel 3 XL using Tapatalk
  3. Something else we really need updated is the pre launch M and F numbers for the AMRAAM and the dynamic launch cue. As an example, if I wanted to launch a volley of AMRAAM and leave at a certain distance (say 20nm) -- i could brief my flight to shoot when they saw M20 on their prelaunch cues. Missile would then be pitbull by the time they hit 20 and they could turn around. Sent from my Pixel 3 XL using Tapatalk
  4. Not that this bug shouldn't be fixed... It should..... But thinking tactically, if you are shooting your last missile on the jet, i hope to God you are banzai flow (and thus don't need the timers). Sent from my Pixel 3 XL using Tapatalk
  5. Is there a good tactical use for an OAP without a DTC? I know you can use them to radar map or TGP look at something off to the side of your flight plan, and then use that to update your GPS position in a GPS denial environment.... But I'm not sure what tactical use they would have in DCS. Any thoughts? Sent from my Pixel 3 XL using Tapatalk
  6. For a while there was an issue where one of the big JDAMs didn't actually do much damage at all. Like it would take 12 to kill a warehouse. Not sure where that stands in the list of bugs/issues with the game. The 500 pound JDAM does pretty well. Weaponeering isn't a huge part of the game yet. Sent from my Pixel 3 XL using Tapatalk
  7. There's a form in one of the Greek manuals that shows you how much rudder trim to input for asymmetrical loads for takeoff. One day, when the flight model is finished, a coding wizard is going to make us a program to help us figure that rudder trim pre-takeoff. Sent from my Pixel 3 XL using Tapatalk
  8. The Roadmap for the F-16 and the min-updates from Wags are super-impressive. I'm reading about things there I never thought would see the light of day in an entertainment flight sim, and I'm pretty thrilled. It feels like we are going to have, very soon, the most complete simulation of a near-modern F-16 to date. Something I haven't seen brought up in a long while though, is what the plans are to update the HUD symbols so they reflect the pre-launch and post-launch indications from the AMRAAM? I'm talking specifically about the dynamic maneuver cue (useful for short skate), and the pre-launch F-pole predicted range (useful for banzai and skate flows). I believe we were told sometime last year that we were waiting on the missile API changes for the fox-3 weapons, and I think that's been implemented now. We also have radar range updates on the F-16 done; so I'm guessing there isn't much standing in the way of these features, except time and resources. I have to imagine it is a crazy amount of math to even estimate DMC and Fpole in a dynamic way. This thread is really just a "please don't forget about this" message. Keep up the good work!
  9. That's wild. I've never seen that happen before. I fly a lot of multiplayer in the F-16, but only with my buddies in our own servers. It really does seem like a network issue.
  10. One more question -- in a related topic: Do people have a standard way of tuning the contrast / brightness / and manual gain for TGP and Maverick images? I tend to go manual gain, and just touch the gain and contrast. It might not be worth getting too in-depth on since we are expecting FLIR improvements in the core game any day now? Do you guys adjust your Mavericks and TGP on the ground for clarity while bore sighting, or do you wait until airborne and cruising to the area?
  11. Thanks Furiz -- I'll add the step of moving the TGP SPI and re-latching it to the mover prior to weapons release as part of my flow. Glad to see the bug is reported and they know about it. I didn't have enough of a sample size to know if it was a bug, but it sure looked like one. Cheers.
  12. Question for the folks here who know stuff (looks at Fredderf)..... I'm not having consistent results attacking movers with CCRP from 15-20K AGL using paveway II on a self lase. I know that a better attack would be to have one wingman drop CCIP while leading the convoy, and I could continuously lase his bomb -- but my wingman didn't have tally and i needed to employ before this convoy went under a cloud..... So i want to know.... 1. What are your best practices for self lase paveway II employment (attack from behind, or from the side?) And do you continuously lase on movers (i think you are supposed to for movers, but I'm not sure). 2. Are there any issues with the SPI keeping up with the point track on the TGP? It looked to me (using the joint helmet) that my SPI was locked to a point on the ground where i first designated the convoy, instead of following them (which the SOI TGP was)... That obviously screws up the attack. Thanks guys. Sent from my Pixel 3 XL using Tapatalk
  13. An F-16 instructor once told me (concerning TWS vs Dual Target SAM), "If we ever have to shoot more than two people at once, there are bigger problems in the Pentagon." Another F-16 instructor told me "always always RWS, never TWS." The one scenario where i see TWS being useful is on a defensive counter air against a lot of bombers. Against fighters, RWS with DTS, gives your flight enough of a chance to whittle down your enemies on a launch and leave, that you can then turn back in and pick off the survivors as you go to the merge (shooting survivors all the way in). Sent from my Pixel 3 XL using Tapatalk
  14. It's a bug/not implemented at the moment. As currently modeled, the bullseye location on the air to ground radar is only reading where the air to air cursor is -- that can't be correct. Bullseye is used, IRL, to pass the location of SAM threats, or call the location that HARMs are being shot to -- so we should see air to ground cursor bullseye on the HTS and FCR working properly. So, I'm guessing this is a bug or not done yet. Sent from my Pixel 3 XL using Tapatalk
  15. Is it wrong that i have a secret wish for a new AI Tanker? Maybe a KC-46 with bright lights? (I'm a KC-135 driver, so don't tell anyone my secret wish). Sent from my Pixel 3 XL using Tapatalk
  16. So... You want to put a bomb on a sam site you found with the HTS.... There's a few limitations preventing that from happening now. 1. It has to be done in good weather, because you will need to get the TGP on the site's critical node. The zone of uncertainty is an ellipse with the HTS pod, and the TGP will be pointed at the center of that ellipse. The largest error is in depth, not width, so take your pod and look forward and aft from where the HTS is cuing it, not left and right. PGM 2 or 3 should be enough to find the site from 20-30nm in the pod. The TGP has a hard draw limit of 40mm. Keep in mind that for a JDAM attack you are really limited to SA-3 and SA-6, and SA-2 / 11 only if you use the jammer. Otherwise, you'll be in the no-escape zone of the SAM system by the time you can drop. JSOW is another option to consider. 2. I suspect that we may get a tighter ellipse and more easy to target coordinates when ED implements the datakink system for the HTS pods. With pods talking to one another from multiple jets arcing a site.... We can probably get tighter coordinates faster. i have no idea if or how ED plans to model this. 3. The strike eagle may be our saving grace for this kind of destructive SEAD.... We could find the system's general location with the HTS and pass the bullseye to a strike eagle, who could SAR Map it with their sweet radar, and find the SAM in any weather. They could then plan to JDAM the site while we Vipers shoot a HARM or two to cover their advance. I've tried A LOT to do what you are trying with the current system, and it's not easy -- but i find that being around 20-30nm from the system and just slewing the pod forward and aft allows me to find the SAM site. Again, I'm limiting myself to SA 6 and 3s. Sent from my Pixel 3 XL using Tapatalk
  17. There was a bug, not sure if it's still there, where datakink didn't work if your jet's clock was on a different Zulu day than the local day of the map. For example, it's 2000 local, but 0200zulu the next day (which is what your jet is set to). You could get datalink back by having everyone in your flight set their Zulu jet time to local time in the DED. Sent from my Pixel 3 XL using Tapatalk
  18. Pro gamer tip.... Roll in CCRP, step to CCIP for a diving release (bomb has more energy), and have your wingman lase your bomb in as you escape. Sent from my Pixel 3 XL using Tapatalk
  19. Sounds like we need some empirical data to see if pos. 2 does a better job of denying or breaking lock than pos. 1. I'm a little hesitant to invest that time until a few patches down the road, as I'm sure this stuff will change. Until we get that info, I'm taking the approach of (for air to air) using POS. 1 in SEMI and standby until I need to either notch/exit on launch and decide, or violate MAR. So, basically outside of MAR -- I'm leaving it off. For surface attack, I'm also using POS. 1 / SEMI / Standby in any scenarios where i want to use my FCR or HTS. Can turn it to active if MUD. Once I've located a SAM site in the TGP and creates a mark point, then i can turn on POS 3 and get ready to shoot a harm or charge in with a bomb and have the benefit of the noise jammer (which Redkite's video says is the most effective against SAM sites). Anyone else have some "best practices" for using this stuff? Sent from my Pixel 3 XL using Tapatalk
  20. My understanding is that you should be able to, in HAS mode, select the threat type you want to shoot by pressing the OSB on the weapon page that correlates to the SAM system you want to shoot. Then you put that SAM system in the HUD (because you are visually seeing it shoot), and fire the HARM. It's a no-lock HAS shot, known as a Slapshot. As opposed to a sniper shot, which uses POS or HTS data. You do this to shoot reactively against a SAM system when you don't have time to wait for HAS indications on the weapons page. Sent from my Pixel 3 XL using Tapatalk
  21. The 16 uses an MPRF radar, so it has a worse overall detection range, but is much much better at seeing things trying to notch it. Sent from my Pixel 3 XL using Tapatalk
  22. It indeed looks like a bug. SPI is not following the point track with TGP as SOI. Nice find. Sent from my Pixel 3 XL using Tapatalk
  23. This looks fantastic. Do we have any idea about the airfields included? Any major air bases? Sent from my Pixel 3 XL using Tapatalk
  24. I really want to know about this too. I'm hoping as soon as the AMRAAM is in a finished state, they will work on DLC and DMC, A-POLE and F-pole pre-launch indications. Sent from my Pixel 3 XL using Tapatalk
  25. How do you know that in DCS all POS shots are seeking right off the rail? You're saying that as implemented in game now, the only changes are pre-launch symbology and flight path, but not post launch seeker behavior? Woof. Sent from my Pixel 3 XL using Tapatalk
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