-
Posts
310 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by BonerCat
-
nvm, i can't read
-
You can pretty much retract the flaps a few seconds after your wheels are up, assuming an AB takeoff With mil power takeoff, wait a bit, and just remember to get them in before 225kt IAS
-
For the phoenixes (assuming a mediocre energy state, let's say mach 1 angels 25, and a hot-ish bandit at similar altitude), if i want a reasonable PK, i like firing them at about 50nm-60nm for the AIM-54 Mk.60, and about 50-40nm for AIM-50C Mk.47. (I don't really use the A Mk.47, but i'd take 5 miles off of the C, cause weaker motor) However, at higher alts and mach numbers (M 1.2-1.3, Angels 40-45), you can easily fire an 80nm Mk.60 or 60-70nm 54C, and suprise the hell out of an unsuspecting/inexperienced player. Chasing shots are usually effective up to 25-20nm at higher alts, and 10-5 at lower alts. It does highly depend on the speed of the target. Phoenixes are reasonably effective down to 5-ish miles range, at which point they have little time to accelerate. They will still work in a pinch, but an AIM-7, or an AIM-9 would be better that close Sparrows are a vastly different animal They are generally regarded as a sidearm to your phoenix. You don't really want to go up against other rifles with a handgun, but it reaches a bit further than the knife-ish AIM-9 In head on shots (again assuming mach 1 angels 25) you can expect a sparrow when you launch it at about 10-15nm, however, the sparrow, being a slow missile, is exceptionally bad at hitting maneuvering stuff after the motor burns out, which often drives me to fire at 7-5nm. Those shots hit, almost every time (assuming i keep the lock and don't die) You can get far more range out of a sparrow, but with a far lower PK. Many people will prefer AIM-9's over AIM-7's, and just fire head on at up to 5nm. If the enemy doesn't see it coming, it can be surprisingly effective. Keep in mind, you can get much longer ranges form these missiles in perfect conditions In testing, launching at angles 45 mach 1.5, i managed to get a 120nm kill on a hot Tu-95 cruising at angels 35 with a Mk.60. The missile could reach further, but the radar couldnt. I once got a sparrow kill when firing it at a hot MiG-15 from 40nm (Mach 1.2, Angels 40). He did not maneuver, and was just flying towards me at angels 25, so don't expect that range to work most of the time. TL;DR: General ranges with ok-ish PK Phoenixes at about 40-60nm Sparrows at about 5-10nm
-
It's more of "Everyone has to have it to join the server, so no"
-
If my memory serves me well, it used to be much easier to kill the engine back in 1.5, when it was under leatherneck That, or i was just shit at flying it
-
Would love to see that It's quite ridiculous how accurate Ivan is with his twin 23mm on the back of a truck
-
Lol, the F-15E has been "in development" since 2012
-
There is no real counterpart to the viggen's anti-ship role on redfor, which means it's either only an objective for blue, or reds have a much harder time With the Rb-04, it's essentially, get in range, make sure switches are right, fire, and its done. You can do whatever you want. Onboard guidance will do the rest. The closest thing reds have to that is Kh-29T on the Froggy T, except it's fundamentally totally different Rb-04 has an onboard active radar, which is used for target acquisition and guidance, and is sea skimming. It is a dedicated anti-ship missile after all Kh-29T has an onboard camera, which when slaved to the froggy's TV camera, can also guide autonomously after launch. It lofts a bit and then goes straight for the target Finally, the Viggen can actually fight or run if it has to Froggy has a chance in a fight, if it drops the stores, but it's no runner Reds would probably prefer using the Grom instead, as the 21 can fight and run, which is a vastly inferior missile (for this task in particular) I guess you could use the Rb-05 instead, which is far more similar to the Grom, but to have a viggen do anti ship without it's dedicated anti ship missiles just doesnt feel right... While i wish viggens had more ship targets on this server, i understand why it's difficult to set up in a somewhat balanced way.
-
+1 for that I'd love to see some progress on the F1. Been anticipating it since the announcement!
-
TrueGrit - a natural developer of the DCS F-4F (and DCS Tornado)
BonerCat replied to Volator's topic in DCS: Eurofighter
I don't get this thread A new 3rd party dev joins DCS, and right after that, before their 1st module is out, or even nearing completion, there's already people asking for other things Let TrueGrit finish what they said they would, and then start working on another module before making posts like this... One RAZBAM is enough...- 39 replies
-
- 11
-
-
-
Just DCS Things At least this is only an aesthetic issue. It's not that bad
-
It was listed as a known bug in the latest open beta update patch notes https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.0.5118/
-
"I'm more than ready..." The question is, is the Hind ready?
-
[BUG] DCS Hard Crash 2.7 when using Jester & F10 Waypoints
BonerCat replied to Kondor77's topic in Bugs and Problems
+1 on this Would be great to know if it's fixed despite no notice in the patch notes -
Good catch! Edited Was writing from memory, so it must've slipped my mind
-
It's a general DCS thing. Other servers do that too sometimes. The server basically shits itself, but doesn't crash. If you disconnect from it, you can still see yourself in there from the multiplayer server list, and if you refresh, you can see the time on the server is staying still. It needs to be restarted if that happends. Dunno why it happends.
-
The viggen is possibly the fastest ground strike platform we have in game. If you enjoy spending some time to plan a route, flying it at low alt and high speed, popping up, dropping all your shit and skeddadeling like mad, you're going to enjoy this plane It's a platform dedicated to low level strikes, and anti-ship work, which means it got rid of everything it didn't need for that. That includes internal gun and countermeasure. You can still equip them, but in pods, that take up your weapon stations. Like everyone before me said, don't expect to loiter around killing 20 tanks like an A-10, or massive range munitions, like a hornet or a viper. This is a manual machine. You'll have to get to the grips with the enemy, and make liberal use of *very* low level flying. masking SAMs behind trees is not an uncommon practice for the viggen. The airframe was initially meant to drop bombs in overfly attacks (which sometimes is still the best option), which means it's very *FAST* A clean viggen can get up to mach 1.3 on the deck. With light A/G stores (say, 4 mav) you'll reach about M1.1-1.2 It flies really nicely. It's a pretty stable platform above m0.5. It features attitude and barometric altitude hold. It also requires trimming, especially in the transonic region. Watch out for Mach Tuck! It can quickly end your run, if you forget about it. The viggen also features an A/G radar, with ground, sea and terrain avoidance modes, with range up to 120km It can provide ranging info for A/A engagements, but that's it The main NAV source for the viggen is an INS supported by the TERNAV system, which essentially looks at the ground features, and tries to figure out where you are based on them. Funky shit, and works really well too. Allows for accurate nav at all times (below 500m alt) A quick overview of the stores: Dumb: 4x4 M/71: 125Kg bomb, available in non-retarded and chute-retarded versions. Unfortunately, non-direct hits will struggle with everything armored because DCS ground unit damage models. Pretty good against runways. 4x6 ARAK: 135mm (I think) Rockets, in 6 rocket launchers. Can be launched 1 from each pod (for 6 shots of 4 rockets each), or all at once. Weapon of choice if you need unguided precision and a heavy hit 2x AKAN: 30mm gunpod, which includes ground and air attack modes. Chonky bullets that hit hard, but not enough for MBT's Guided A/G: 2x Rb-05 - Bullpup-like hand guided missile. Pretty big warhead, also has an A/A mode, but it's meant for bombers, as you'll struggle to hit anything smaller. Can kill pretty much anything. The hitting it is the hard part. 4x Rb-75 - Licensed copy of a maverick, and your bread an butter against armor. Comes in 3 variants: A - Normal, B - Zoomed in seeker, T - Enlarged warhead. All 3 are TV guided 4x Bk-90 - A gliding cluster munition, with some 10km range, that can be loaded with a lot of small HE pellets, or less, larger HEAT pellets. Used to be a devastating weapon, but again, DCS ground units damage models changed that. Still a pretty good weapon against SAM sites, as you don't have to get too close, but it'll struggle against armor. Anitship: 2x Rb-04 - 70's Anti-ship missile. 25-30ish km range, and limited programming. Works a bit like a maddog fox3, just goes for whatever it sees. Looks sick when deployed in groups. Goes for sea skimming immediatly 2x Rb-15F - 90's Anti-ship missile. 70km range, and wide range of on the fly programming capability. Needs a few waypoints to work, but you can set them from the radar display. It can be programmed to fly low enough to evade most self defense missiles fired from the ships you're about to slap. Actually useful, unlike the Harpoon. You can also take some A/A missiles, most often on the outboard most pylons, which cannot take any other weapon: 6x Rb-24 - AIM-9B trash. You might be better of just not taking them, even if it's your only option. Extra drag, not much more. 6x Rb-24J - AIM-9P3. A somewhat capable missile. Similar to the one available on the F-5. And the missile you'll have on most of the time because: 4x Rb-74 - AIM-9L. A great missile, but cannot be mounted on the dedicated A/A pylons, only on the 4 A/G hardpoints Great to use when going against ships, as you can only take 2 anti-ship missiles anyway. Countermeasures: 2x Flare/Chaff pod - Yes 1x U-22 and U-22/A pods - Often paired with the countermeasure pod. Has ELINT capability for searching for SAM sites by triangulation, which is woefully underused in DCS, as well as jamming capabilities. the /A is a more modern version of the pod, with a bit more capability. Essentially, there's no point in taking the old one if the new one is available. It's worth noting that many weapons cannot be mixed, as they use same weapon selector settings. Usually taking just 1 type of munition is a good way to go about it All of these weapons are designed to be used in pre planned attacks, but there's some that can be used on targets of opportunity. Mavs are really good for it. Same for Rb-05. Rb-15F can also be used on a different target than originally intended with relatively little modification to the waypoints. However, as i m writing this, the Viggen CTD's in multiplayer. The issue is a result of DCS 2.7, and is being worked on. Might be worth waiting for a fix, if you wanna use it online.
-
Sounds like you extended the flaps when you were too fast, and they got stuck Max IAS for landing flap extension is 225 kt IIRC If that's not the issue, make sure that the flaps handle (left of the throttle) is actually coming all the way forward (to the up position). It could be your binds are set up wrong, if you're not using it with mouse clicking
-
Oh, that's what you mean Yeah, it's true that DCS will sometimes consider a unit dead, despite the fact it was only crippled. However, the munitions dispensed still show on the map and tacview IIRC
-
I was flying the plane when it exploded. This part is not under any doubt from me. The plane did explode, as if it has taken a missile. Plus, there's a screenshot in the original post of the server saying i was killed by R-77.
-
reported MP Desyncs are getting on my nerve
BonerCat replied to TAW_Impalor's topic in Multiplayer Bugs
Just happend to me today as well Made a bug report, as well as another clip https://forums.eagle.ru/topic/268125-severe-missile-synch-issues-in-ob-27/ -
Hello I've recently come across a major issue Namely, i was "Killed by R-77" according to the server, but when i later checked tacview, there was no missile nearby Here's a screenshot of the server chat: Furthermore, my wingman (AnnaWings) says the same happend on her tacview recording. No missile ever got close to me. I m linking a short recording of my tacview: https://www.youtube.com/watch?v=YUholTNPCbI As well as the tacview file itself and the track replay: https://drive.google.com/drive/folders/1ZD9QjikFu1yhkkm_WHfdirE5Y8wafCwl?usp=sharing I can also attach the tacview of my wingman, however, it shows the same thing, so there isnt much point. Unfortunately, i have no access to serverside tacview or track file. There's still some major synch issues here. Maybe on server side the missile was fired sooner(?).
-
+1
-
There's a lot wrong with that post, so let's start from the top: The video: The video seems to be a compilation of different air shows, which -does not mean- that all of these turns are max turn rate (without getting into sustained or instantaneous, since it wasn't specified), only that this was the turn chosen for the air show routine. Yes, the MiG-29 makes the 360 the fastest out of these 5, but that doesn't really mean anything. Any plane can pull a quick 360, what matters is how much speed was bled during that turn, which is not something shown in the video. That alone is enough to dismiss the entire post, not even going into how much cherry picking could've gone into a video like this. Let's keep going Can of worms not worth getting into. If you can't trust the manufacturers and end users of the planes on accuracy of their data, you can't really do anything accurately. Yes you can. Going from 850-900ish kph pulling on the stick as hard as you can, and getting of AB for a second will have the 29 turning around like there's no tommorow Granted, the G's you will pull can easily cause a black out, and you will get out of that turn much slower than you started, but you'll have pulled a 360 turn like nobody's business. I highly doubt any developer putting hours on end into their project, researching the topic relentlessly, will change a significant portion of it based on a 25 second clip, that proves nothing I do agree that it seems a bit bullshit at times just how well they turn, especially in hands on a competent pilot, but if you have any real sources contradicting their flight model, do bring it up. No, this is not a real source contradicting any of the flight models of the planes in the clip If you're having trouble turning in the MiG-29, try staying between 850 and 950Kph for a sustained turn. Any faster, and the plane becomes a lawn dart. Any slower, and a good yank on the stick will make the plane turn on the spot and loose all the speed (which may be what you want to do). Good luck with your 29 flying m8!