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Zaphael

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Everything posted by Zaphael

  1. The most important thing is to trim level flight while you get on speed AoA at down wind. Make sure you deploy DLC in neutral and have brakes out when trimmed level. Bank turn into final and hold back the retract DLC as you turn. Line up and let the DLC fall into neutral again. Minimal power adjustment, and use the DLC to correct for glide slope by referencing to the meatball. Meatball, Line up, DLC, Meatball, line up, DLC. Bind DLC on an axis definitely helps.
  2. I posted about the Phoenix falling into a almost a lagging pursuit as well. Not an energy optimising arc compared to the AMRAAM. In addition, you should check out the vertical trajectory for long range shots. For many sub-40 mile shots (Angels 30), the trajectory remains a little too flat. So it looks to me the missile burns fuel but doesn't get to maximise it's altitude.
  3. Definitely appreciate HB for that. Trying to emulate systems and weapons performance speaks volumes of their dedication to what they do. Yet, an engine like DCS, there are limits to this approach simply because there are too many real world variables. So sometimes, it's okay to just simulate, just make the end product feel like the real thing.
  4. The free A-4 module provides an excellent opportunity to practice with manual bombing tables. Very fun and well made module. The Tomcat would have relied on its CCIP capabilities for unguided air to ground ordinance. Prior to LANTIRN integration, I am not sure if they were used in Strike roles often. I am under the impression they did mostly air to air work. It was post LANTIRN integration that they did more Strike work albeit with laser guided bombs.
  5. 1 v 1 BVR? I suggest TWS still but get up really high and fast. Set target size switch to small. Your missile will dive down on Pitbull at 8 miles or less. If he breaks early, missile is still coming almost top down and will still compensate. Steep dive trajectory is important for the end game performance of the Phoenix because the motors are out, and whatever energy it has is whatever PE it has to trade for KE. That is the only way you can make a long range air to air missile work, short of adding an end game or sustainer motor. Unfortunately, the current dive trajectories for the Phoenixes seem a bit too shallow. Trying to help the missiles get a steeper dive would result in a over loft so to speak. 2 v 2? I suggest a 15-20 mile spread, and have one ship in TWS launch on both, and the wingman PD-STT on the lead. But this falls under the domain of tactics rather than system/weapon performance.
  6. That's resistance of a sort. It's in stark contrast to the AWG-9 behavior in DCS, because in DCS it just can't wait to decorrelate your track files, and then your missile is trash. Sort of but not. Because if the target beams and notches you long enough and out of the scan volume, he is gone. DCS isn't really performing an actual radar scan. Its simulating a radar and the TID, not emulating the system. I firmly believe that DCS is a game. It is a simulation, and not an actual emulation of actual systems.
  7. Zaphael

    STT lock

    There is. On Viacom Pro AIRIO add on, you can say "Track single friendly ahead".
  8. It was not resistant to beam or notch. Sounded more like the radar refreshed the TID slow but that it didn't decorrelate the track file. I'm gonna guess that the DDD contact did blank out into the notch filter for a while but repopped up into the scan volume once it was out of the filter.
  9. Tactics, Training and Equipment. More likely, they were not trained and aware of the F-14/Phoenix full capability. Not all militaries are competent in converting intelligence into countering capabilities. And not all militaries' intelligence download their knowledge of superior adversary capability to their front line pilots lest they run at first sight. Likely the Iraqi pilots only began to understand the sheer overmatch when their compatriots stopped coming home. That sunk hard and the fear of the Tomcat stuck around hard even until the Gulf War in 1991.
  10. Practice. Thats all there is. Practice fine movement for formation flight, fine power corrections. Practice sight picture for one tanker, then for all tankers. Practice to refresh skills. That's the fun of DCS.
  11. Are you trolling me? AI effectiveness is an ED patch. I find them more entertaining now honestly. They actually have to honour the threats my Phoenixes present to them. Tactically, you can employ your Phoenixes at them at 70nmi, but these would be low pK shots. Only reason you want to do this is to disrupt their OODA cycle, or deny the airspace if they are trying to get in with anti-ship missiles. Better make sure your Phoenixes are diving top down in the end game. But to really kill with the Phoenix, you have to get closer. 40 miles is the earliest you can shoot above 30000ft. pK is about 0.5 there as bandit can split S or notch. My take is shoot at 40 any way, and drive straight in to attempt a PD-STT follow up at 10 miles (active shot) if he doesn't Split S. 6 Miles follow up with a Sparrow shot which takes a different lead pursuit trajectory. Target will be sandwiched by a Phoenix and Sparrow.
  12. Start with wings in Bomb. Trim level and rejoin on tanker then slide into pre-contact. Start with the basket to the right and in line or slightly above the upper canopy bow from pre-contact (aka slightly high basket). Ensure aircraft is trimmed level there and there is no overtake. Add power to get a "creeping" level of closure. Aircraft will rise to the level of the basket. Tap right rudder if needed to align the probe, but be ready to counter with stick input. Constant power adjustment will be needed to maintain the creeping pace of closure, and to fly in formation with tanker.
  13. You're right, I got confused with the models. I wonder then would the 7E's be available when the Iranian Tomcats are released then?
  14. How does the dice roll work exactly? Is it just a single dice roll? Or a double/triple dice roll for reacquisition?
  15. Would it be launched with the Persian cats? I recall they were sold the AIM-7Ps.
  16. Oh! Okay if it's 50 feet its working normally. So far SP experience with the missile and it's kinematics are pretty okay. Its the AMRAAM community that's getting a bit of pain now. Anyway, I have to say, ACE AI is pretty damn good at kinematically defeating the missiles now. And they only do so when they get the RWR indication. Quite happy with that actually.
  17. A Tacview snip of a Phoenix missile test shoot. This was in Mission Editor and not multiplayer. Appears that the proximity fuse did not trigger. Another observation in unnecessary energy shed by the Phoenix. The missile appears to be reacting to minute lift vector changes by the target. It used to do so to a larger degree but less so now. But nonetheless it still does and bleeds knots against bandits who are rolling about.
  18. I hope this is implemented too. No wonder it gets easier to lose bandits who notch at 20-30 miles out. The current workaround is to fly co-alt with bandit as range decreases I guess.
  19. I think the more accurate request is for a slightly simplified flight style as an option. An Arcade flight mode maybe?
  20. I think as long as the weight of the scan volume does not change in TWS Auto (and start skewing the beam ) while supporting a missile that's okay. I was hoping for a more sensible way to have Jester pick out a set of targets more narrowly in order to sort. A human RIO can still TWS Manual and steer the beam, but I was hoping for auto steering with a narrowing beam.
  21. Question for the Tomcat SMEs, can the RIO for example set the the TWS azimuth scan limit and bar, to something smaller (or larger)? The intent is to improve TWS update rate to support Phoenix and to deconflict engaged targets with wingman by hopefully shifting the weight of the centroid. Hopefully, that will allow wingman and I to sort by azimuth for TWS Phoenix launches. Edit: Can this be also set via a Jester wheel setting? E.g. "Scan Azimuth Narrow"
  22. I am not holding my breath for that. Heh. 30000+ supersonic launches against a high or medium high altitude target works okay at ranges of 40+ NM. But if you want to attack a target thats low or in the weeds, the Phoenix is going to dive into thick air without its motor and lose energy much faster in DCS. The target would react at terminal homing phase with an orthogonal break, and your pK will drop drastically. Best way to kill a low target in DCS with a phoenix now is to ensure the motor is burning all the way to impact. Follow up a TWS shot with a PAL shot under 10 miles supersonic, max-g orthogonal break, dump chaff and drag. The Phoenix would be autonomous but the AMRAAMs may still require a some support and has to work against your break.
  23. For low flying targets, I wouldn't engage them from 30,000 ft. Especially in TWS, you may lose the track in clutter among other things. I would suggest descending to engage, no more than +10,000ft if you want a little bit more potential energy but I feel the trade off is not worth it. In thick air, you want to give the missile as much smash as possible. If possible, go straight in, drop tanks, and leave in max burner. If you can release above > M1.4, your pK will increase significantly.
  24. This was an interesting video that was just uploaded for the F-14B. Any chance this could appear in a patch?
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