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GGTharos

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Everything posted by GGTharos

  1. HoJ is simply not represented correctly, and neither are the jammers. There's no 'over/under' performing here, it's just incorrect in concept and operation.
  2. In DCS it's 4 seconds.
  3. Looks like you got a lot of replies. So it has to do with what the jammer is programmed to do, and why it is programmed that way. For the why you could consider a couple of things: Self-defensive jammers have limited resources and would be picky about what they'll jam, likely they wouldn't jam anything that isn't attacking them. Of course, there's a large variety of jammers with different capabilities so this isn't true for everything. In any case, just consider the DCS SPJ as a made up jammer, the behavior has some realistic components and some not so realistic. But regarding actual IRL fighting, you could probably expect dedicated ECM assets to be used against enemy surveillance, which is something that isn't available in DCS.
  4. Yes. If you're in a weapons employment zone of your enemy (those WEZ's can be very dynamic) assume a weapon is being employed against you.
  5. Thanks for this, it's better than what we have now and with a little enhancement it could be much better.
  6. The law simply becomes a tool to persecute anyone they deem worthy of persecuting. The reasons are largely irrelevant and don't need to be rational.
  7. ^^^^ Correct. They (the Russian government) are not a rational actor and ED is acting accordingly.
  8. The old processor on those radars cannot handle ECM while being in TWS so yes, it is correct.
  9. Because there's no filter, you said it. My partial ideal, to begin with: Give a BRAASIT for the given contact if seen for the first time or beyond a certain range: Bearing Range Altitude Aspect Speed Identification (type of aircraft if known, making this realistic would require some work but the AWACS can be assumed to know the type) Track (ie. bandit's heading in degrees) When the contact gets closer, BRAA will suffice Bonus stuff: Multiple frequencies for awacs, assigning controllers to various flights and responsibility zones Responsibility zones Tunable and automatic recognition of bandit entry into an AOR - ie. a 3 minute vector. If the far end of the vector remains in the AOR for some amount of time, announce the bandit. This immediately takes of reaction time for high vs low speed bandits as well, though it can be improved. AWACS and other HVAA should have a default 'run away' behavior that can be tuned - ie. run to nearest fighters or SAM, as long as it is away from the bandits. As well they could shut down the radar and drop into the notch. Aircraft in DCS have TWS tracks - give them to the AWACS also so they don't have to constantly 'pop up' a new target if someone is popping in and out of radar contact before the track expires. Make AWACS capable of classifying that some aircraft are in a group without having to resort to 'knowing' that they're in the same editor group - ie. learn to actually declare real groups. Make AWACS capable of classifying things like CAPs by matching the track pattern to 'what looks like' a CAP, including knowledge of the aircraft type.
  10. It isn't schizophrenia (paranoia at worst) and I'm not convinced that you're qualified to judge people's fears for their safety in a situation that you aren't experiencing.
  11. Seems like you want to minimize the severity of over-g ... you're in a heavyweight aircraft and over-g is easy to accomplish. The amount of time at over-g needed to bend the airframe depends on the severity of the over-g, and that in turn depends on weight and speed (the aircraft is more vulnerable in the transonic region). This sort of event would not lead to just 'replacing the wing', the entire fuselage would have been bent so you're writing off the aircraft after landing. The wings are just the most visible problem.
  12. Yes we can, because they're on the same level. This myth that FC3 FMs are somehow worse needs to die - FC3 FMs were brought well up to snuff years ago.
  13. If that's how you want to phrase it, I like to study the flying part, so I don't miss FF too much. Still want it, but not necessary as long as there's enough systems and a great FM.
  14. Initially start with what you said - determine the choice of one or two circle based on the merge parameters, then fly your best one/two circle. You're right, the plan 'does not survive' if the other aircraft decides to change things - then you also change things based on what that other aircraft is doing. All of this is fluid and dynamic. So I guess you might say you need lots of plans and you have to change which one you're using depending on how the situation develops. The thing about having those already thought out and practiced is that you'll be able to know what to do and how to do it at the drop of a hat, and if you're faster at recognition/execution than the other guy, you can put him in a place where he can no longer counter you. Sure, he can go in whatever direction but the end result will always be you in the control zone. Outside the turn circle you're flying a collision course, with the goal to enter the bandit's turn circle. You can adjust the details of this geometry base don what exactly you want to achieve - simplest thing, collision with your target ie. get there as soon as you can. As you can imagine this is basically a triangle sort of problem (the case where he's always head on is trivial). From there you can decide to have offset so you can turn directly onto his 6 without overshooting it (try intercepting a tanker) and whatever other scenario you can imagine. Inside the turn circle it's nearly the same but you're manipulating where in the circle you are and where you're going to do by manipulating speed, distance and aspect from the target. You do this by using lead/pure/lag pursuit with your nose OR lift vector, and of course throttle and g.
  15. Google and the search on this forum are at your fingertips. This is at least half a decade if not more old subject for me, so I won't be repeating that homework
  16. The plan wins BFM, period. You have to have a completely inferior machine to lose if your planning (and execution) is superior or you could be very unlucky. I don't know how much this will help you, but here goes: All maneuvering is done in relation to the bandit - meaning, you need to know his distance, speed, aspect, altitude. The maneuvers descriptions usually don't help because they usually don't describe things in this context, and in the vast majority of cases this context is everything that matters. So having said that we now have: Outside of the turn circle (you and your opponent are further than a turn circle away - not misaligned turn circles, but outside) all geometry is intercept geometry where you seek to enter the other guy's turn circle with advantage - this could be completely severe such as a stern conversion (you drop on his six right away) or getting a significant lead turn. Once inside the turn circle, you seek to enter his control zone and stay there (of course he will be doing the same). You need to be able to judge relative speed (is he slower or faster than me?), aspect and distance from you by sight. You then maneuver to position the bandit in a specific place in relation to your visual cues within your cockpit, ie. your lift vector (Straight up) offset from your canopy rail or HUD or other elements, depending on which part of the fight you're in. You're always trying to manipulate aspect speed and distance to your advantage, so basically you're really manipulating the turn circle and you need to understand how to recognize what he is doing to it as well. Energy fighting adds another dimension to this (I think a typical way to think of energy fighting is zooming vertically, but that's just not it) but it is much harder, so stick with horizontal/out of plane maneuvering that isn't too severe. Read the resources that are out there, they will usually give you good guidance.
  17. Sure. Here's a bunch of vague answers. Ground school: You need to read up on and understand the basics of geometry for BFM against a single aircraft and get that right first. When you practice, you should have a fairly detailed plan for your designated learning objectives and you should analyze how you did with respect to those. Eg. practice your turn-circle entry against an opponent starting from his 6. The goal isn't to gun them, it's to saddle up in the control zone and stay there (As you can imagine, the opposite is the goal when you're defensive - to neutralize the fight) Before flying combat, learn how to fly the aircraft. Learn to recognize behavior by listening to the rumble, the engines, and seeing the aircraft shake. Those correspond to the AoA you're at and help you understand how you're changing your speed and other bits of information without having to look down. Devise exercises to help you learn all this - you can probably google handling characterstics instruction manuals for aircraft. The only additional thing I'd mention is that you learn to turn your aircraft deliberately - ie. steady vs bleeding (doesn't have to be instantaneous, just like your throttle isn't just idle or MAX) or accelerating turns at various altitudes and so on. The first part of this (learning AoA cues) helps you with the next part, ie. recognizing what you're doing to your speed without looking at the instruments. Ground-school your weapons. Understand how and why they work, what parameters they should be launched in (ie. the WEZ) and same for your opponents. Put them in yoru WEZ, be out of theirs - but to accomplish this you need to have knowledge. Ground-school and then practice range and aspect recognition of your target without radars or other sensors etc. This is critical in BFM. Don't practice against multiple aircraft. The educational worth is zero, it teaches you nothing since you lack the above basics. A half-trained human 2-ship would end you within 30 seconds of the merge unless you were blowing through, and that's with skill levels being more or less at equal levels of competency - we're not talking BFM gods or anything. The information you need can be googled - there are basic IRL air force/navy BFM manuals out there and there's a bunch of information about the weapons you use inside and outside of the game. This stuff is dry and is best practiced with an instructor, but with dedication you can do this on your own. I don't promise you'll get better - BFM is not easy and some people never get it, but these things above should help. It doesn't mean anything in terms of skill other than you can beat up on a bunch of AI
  18. There are plenty of in-game indicators that you can use already: Cockpit shake, rumble sound etc. You could turn up your subwoofer or buy a buttkicker etc. You could (should) also fly handling characteristics sorties and calibrate yourself to understand and notice these things.
  19. Other sims are not a benchmark of realism, whether they agree or not. IRL manuals are benchmarks of realism.
  20. You can believe whatever you want to believe.
  21. It isn't, and besides it's a range against a specific RCS target with designation from a specific radar. Both of which are not present in the excerpts you posted.
  22. -gz are not useful. They will destroy your +gz tolerance as well ... keep the gz positive.
  23. Because it is fuel starvation. The engine feed tanks are not designed to feed the engines for all (-gz) conditions.
  24. You didn't see what you think you saw. The F-15 airframe is -3g rated and they're not going to exceed that in an airshow, nor are they going to fly something they don't train, which is -gz. I don't know where you got -6G.
  25. It is correct behavior, and it applies to most jets.
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