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function129

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  1. function129

    @Elmo: CCIP

    The reason is most likely that you are all flying closer to a correct bombing wire when your bombs hit, and not even close to the correct bombing wire with poor mech when they miss. Go read about the bombing wire, aim off point, aim off distance, initial aim-off angle/initial aim-off distance, roll in and base altitudes, track time and the rest of the parameters involved. If your bomb settings are not correct, and your wire is wrong you will see your pipper moving very fast across the ground. That means abort the pass, reconfigure your weapons and try again. Elmo, get a list of weapons you want to shack, get settings for the dumb bombs and I’ll hop online soon to talk you thru setting the correct wire and you can publish the bombs shacking the targets. If the wire gets fixed and they still miss, you’ll know the CCIP code needs fixing. As it is, you can’t trust data from a bunch of shitty passes showing pretty much nothing other than extreme incompetence in GP weapons delivery. And it’s not their fault. They don’t do it for a living or know what to look for.
  2. 1 bomblet in the game should just equate to a vehicle k kill, unless its like an M1 abrams, T72 or T80 with spaced armor. # of bomblets commensurate with the capability of the game to not crash everyones computers and server. program your hof accordingly.
  3. PhantomCat, that is a very incorrect assertion. If you have no experience with the weapon and do not know where to look for the data, you should hold your assessment before stating something false and demeaning towards a dude who’s trying to fix and improve your weapons capabilities in game. They do have anti armor capabilities, and it is correct for one to assert that a bomblet functioning above a tank will render the tank very dead by punching a hole in the top of the turret, and filling it with fire, disabling the engine, etc. Source: https://www.globalsecurity.org/military/systems/munitions/blu-97.htm Amplifying source would be the 1-34M, which you do not have nor do you have a need to see. Needless to say, CBU87 is a combined effects munition which does need much tweaking for DCS to model its effects even close to correctly. CBU87s can be used to kill tanks; the bomblet dispersion is also messed up, the game has fixing issues and a slew of other things... At the end of the day it’s just a game and I’m happy to report there’s nothing wrong with any of y’all thinking 87s are for personnel and 97s are for armor. In my years with fighters, and with DCS, my personal technique is to fight what you see and if you have a weapon in the game that gets the job done like a rockeye or 97/105, just use that as a fill in.
  4. With all due respect, they do not match and the DCS Viper has a slow roll rate by ~69%. I'd expect to see closer to that ~169 degree roll rate in the CT2 config CAT III in the game but last night tried her out and certainly did not. I suggest reevaluating the CAT III roll rate parameters for DCS. For the dudes playing DCS, you dont have to worry about over-G on your bombs and stuff so just leave the switch CAT I and dont worry about it. I'd rather them get everything in the ICP functional and just fly the jet CAT I in DCS with a full bomb load. The benefit of the game is, its a game and you dont have to worry about ops limits, otherwise the majority of DCS players would be overspeeding their tanks and TGP.
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