Jump to content

Default774

ED Closed Beta Testers Team
  • Posts

    887
  • Joined

  • Last visited

Everything posted by Default774

  1. This would not be correct for our tape 4.2 block 50
  2. Both aircraft fired rockets or rockets fired by MLRS get intercepted by SAMs capable of attacking munitions(sa10, patriot). There is one problem with this however. Rockets do not seem to be able to trigger proximity fuses on SAMs. This means that even the SA-10 with a virtually non-existent aiming error is mostly incapable of intercepting rockets. Interceptor missiles will just fly straight past the rockets resulting in a near 0% interception rate for most SAM systems. Another problem arises with the NASAMS; the AIM-120 is incapable of tracking rockets, so the system will fire interceptors which go immediately ballistic and do nothing. All of this means you can effectively drain a SAM site by firing a salvo of either MLRS rockets or aircraft fired rockets at the rough area around the SAM site. Even small rockets like the hydra will be intercepted. The SAM site will simply fire all of its missiles trying (and failing) to intercept unguided rockets. As an interim solution rockets could be excluded from being targeted by SAM sites. rck_4.acmi rck_3.acmi rck_2.acmi rck_1.acmi rck_4.trk rck_3.trk rck_2.trk rck_1.trk
  3. Large amounts of chaff are not needed for dodging the missile. 120_cha_3.trk 120_cha_4.trk 120_cha_2.trk 120_cha_1.trk 120_cha_4.acmi 120_cha_3.acmi 120_cha_2.acmi 120_cha_1.acmi
  4. Some additional information on the rocket motor. The initial boost phase is supposed to speed the missile up to mach 2.5, after which the sustainer motor ignites. Source: Bill Gunston - The Illustrated Encyclopedia of Rockets and Missiles p.174
  5. Not that I can find. The only information information around the fuze is that it has both an impact and proximity fuze. For what its worth, the MIM-23K, the variant we have in game, is supposed to have an upgraded fuze for countering TBMs (which our in game hawk cant do either, but thats an issue for another day).
  6. Heres another track showing off the comically high aiming error on the hawk, featuring the missile missing and flying straight past a target flying straight and level. hawk_aimingerror_2.acmi hawk_aimingerror_2.trk
  7. The SM-2, SA-11 and the previously mentioned HAWK all suffer from the high drag issue. The SM-2 being particularly noticeable, bleeding about 1.0 mach of speed in 5 seconds. If I find more SAMs that are still affected I will post. For a funny comparison, here is the drag of the SM-2 compared to the Naval S300. drag_comp.acmi drag_sa11.acmi drag_hawk.acmi drag_sm2.trk drag_comp.trk drag_sm2.acmi drag_sa11.trk drag_hawk.trk
  8. A combination of blink jamming and large amounts of chaff cause a consistently repeatable tracking failure in the AIM-120. The missile will lose tracking and go stupid around 2-3nm away from the target in the terminal phase if the target is blink jamming and dropping chaff. As soon as chaffing or blink jamming stops, the missile has a chance to reacquire, but often does not. Blink jamming was performed with an autohotkey script rapidly blinking the jammer, but this is also possible manually on any other module that features an instantly toggleable jammer. Chaff was manually dispensed with cms left. This is maybe also possible on modules that natively feature blink jamming, however I own neither the M2000C or F-14, so I am unable to check this. 120_cbl_5.acmi 120_cbl_4.acmi 120_cbl_3.acmi 120_cbl_2.acmi 120_cbl_1.acmi 120_cbl_5.trk 120_cbl_4.trk 120_cbl_3.trk 120_cbl_2.trk 120_cbl_1.trk
  9. The Kinzhal intercepts were done with PAC-3CRI missiles, Our in-game patriot uses PAC-2 missiles. Not applicable
  10. Good point, I went ahead and put this in its own thread
  11. Similar to the Patriot before last patch, the HAWK still suffers from the chronic drag issue. This means you can defeat the missile with the classic "turn 30 degrees to the right" manoeuvre. Additionally, the missiles motor seems to be underperforming massively. Most sources list the I-Hawk (MIM-23B, our hawk is the MIM-23K) and beyond having a top speed of Mach 2.5-2.7. Our MIM-23K in game only manages to barely reach mach 2 when firing at high altitude targets. Considering the underperforming motor along with the chronically high drag, our Hawk is pathetically ineffective. The advertised maximum effective altitude of the system is 17700m (58000ft) which our current Hawk absolutely cannot match. According to Jane's, the I-Hawk is supposed to have about an 0.85 SSKP (single shot kill probability), which our current Hawk does not get even close to. Additionally, the in game Hawk features an absolutely atrociously high aiming error. This causes the missile to be an absolute champion of near misses in multiplayer with the missile just flying straight past aircraft without detonating. Sources: http://www.armedforces.co.uk/Europeandefence/edequipment/edmis/edmis5a5.htm https://en.missilery.info/missile/ihawk JANE'S LAND-BASED AIR DEFENCE 1992-93 hawk_30k_def.acmi hawk_30k.acmi hawk_aiming_error.trk hawk_30k_def.trk hawk_30k.trk Hawk_bad.trk Hawk_bad.acmi
  12. I believe the gulf war issues were due to the timing unit in the missile system heating up too much causing late detonations of the missile, and the SCUDs breaking up upon re entry, neither of which are a factor in DCS. When are we fixing R-27 to align with real life performance? (1% Pk in Eritrea) When are we adding IFF issues to modern russian sams considering fratricide issues in a certain modern conflict? Ridiculous argument.
  13. Addional bit of testing using SCUDs to test it in ABM. The terrible guidance makes it basically incapable of intercepting scuds unless they are fired directy at it(See abm1 miss, abm2 hit). This SAM system is really overdue some updates. patriot_abm2.trk patriot_abm1.trk patriot_abm2.acmi patriot_abm1.acmi
  14. It is still being very wasteful with missiles, firing 3 missiles per time at both cruise missiles and fixed wing threats patriot_fw.acmi patriot_cm.acmi patriot_fw.trk patriot_cm.trk
  15. Good news! Kinematics for the Patriot seem to have changed in the last update! Don't get me wrong, the guidance is still absolutely terrible, but its a lot better now. The Launch range is now lower and the catastrophic drag is now gone. Good progress. patriot_30k_m1_rng.trk patriot_30k_m1_rng.acmi
  16. The last OB patch added the following feature: Added smoke from vehicles and some static objects based on health, this means as a vehicle takes more damage you may see different levels of smoke giving you a better idea visually if you did any damage on that last run in. The only problem with this is that this effect also gets triggered on infantry units, making them smoke when damaged beyond 50%. infantry_smoke.trk
  17. Behaviour seems to change when engaging a formation of targets with different RCS. Comparison of similar shots where one of the targets has a much larger RCS than the other. Missiles now switch between both targets repeatedly. 120_horiz_4k_lrcs.acmi 120_horiz.acmi 120_horiz_lrcs.acmi 120_vertical_4k.acmi 120_horiz_4k_lrcs.trk 120_horiz.trk 120_horiz_lrcs.trk 120_vertical_4k.trk
  18. можем ли мы ожидать новых обновлений по AIM-120 или они завершены? Будет ли AIM-120 API применяться к другим ракетам?
  19. 11:30 - G-Warmup 13:00 - Energy bleed rate 13:46 - Slow speed 14:20 - Low altitude 21:30 - Closing statement
  20. That shape is the HARM engagement envelope in EOM. Switch your HARMs to PB and it will change
  21. You able to get a track/tacview of a 120 going for another missile instead of the plane? Having a hard time reproducing it in singleplayer without reference material
  22. When carrying bombs on the wing stations, there seems to be some asymmetric drag or weight affect applied that causes the plane to bank right heavily, requiring almost full left stick to keep level. Seems to happen with all bombs. https://streamable.com/2o8hva mf1_500kg_gp_asym.trk
  23. As far as I know the only way to override the FLCS limits is by using the manual pitch override (MPO) switch under the throttle. It gives manual elevator control at extremely slow speeds/deep stalls and completely disables the negative G limiter when held. The intended purpose of the switch is for recovery out of deep stalls, but it can also be used situationally to depart the aircraft when flying slower than 300kts indicated. This is a bit of a DCSism and obviously isn't a real thing IRL.
×
×
  • Create New...