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lifeliberty

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  1. I haven't seen it exceed mach 1.2-1.3ish at ANY altitude with a full combat load. In a clean configuration I can reproduce the mach 2.3+ around 15000 meters. With only ECM and 2 R27's I fall far short of mach 2. This doesn't seem correct to me. I'm under the impression that near mach 2 is a useful design speed for these planes. According to wikipedia the Russian air force has 449 flankers in service. Almost all of this was produced during the FOUR OR FIVE YEARS 1986-1991 (with the other former SSR's included the number is closer to 600). There should be no confusing the RUSSIAN economy with the SOVIET economy. Also if you're going to count all versions of F15, you'd need to add in the 300-400 SU30's in service worldwide. I do agree with you about the availability rate. I think the Soviets were not counting on a high life expectancy to be too worried about availability.
  2. No doubt the flanker will prefer to use angles tactics against the F-15. I was really coming from the perspective of the overall battle plan. Surely the flanker will be deployed to take advantage of its high energy capabilities. The F-15 is not the only adversary of your air force. I would like to know in FC2.0, what kind of top speeds can we expect to see with a standard combat load? Currently Mach 1.2 seems like the realistic top speed I ever see.
  3. It's an energy fighter because - fast climb - huge total thrust (not as affected by load outs as a smaller plane) - huge internal fuel for extended supersonic flight The F-15 is also an energy fighter but it has only 5000kg internal fuel. The flanker can play supersonic much longer. Of course it's a great angles fighter as well. But the way I see it, angles is not much advantage if you're outnumbered by cheaper planes. One flanker cannot out turn three F-5's!
  4. Congratulations ED! I understand how much work it takes to patch a complex product. This is a very reasonable way to give players what they need while paying the developers who do the work.
  5. The flanker is an energy fighter! Hopefully this will show in FC2.0
  6. Today I watched a fully loaded F-16 chase my flanker at 1800km/hour. My flanker with missiles can only do about 1400, and only starts accelerating when I start dumping my load. But even so, the F16 seems to reach its 1800 top speed very quickly carrying ECM, 4 amraam's and 2 sidewinders. My flanker with ECM and only TWO tandem R27's can barely exceed 1600. This seems wrong? I was at 13000 meters, F16 was about 2000 meters lower than me. p.s. I'm using FC1.12b
  7. YOU ARE ABSOLUTELY RIGHT It was the EOS that kept the lock. I get your results if I dive deep enough to keep the N symbol active (not the T symbol) I sure hope the real su27 has better indications of whether a valid SARH lock is being maintained.
  8. ^ they will guide if I quickly reacquire the original target, but they won't guide to a different target, even when they are practically on top of each other. the real problem I'm having is that I am no longer able to attack target B, if the two missiles are still in flight, and they were originally fired against target A.
  9. I apologize for the confusion. My tests were done against THREE F5E's. I had thought the number was not relevant but that turns out not to be the case. Please try the attached mission. See if you can reproduce my observations. case A: - fire ONE R27ER at fighter 1, cancel lock - fire second missile at fighter 2, keep lock - notice the first missile fails to guide in the terminal phase, second one succeeds case B: - fire TWO R27ER at fighter 1, cancel lock - fire ANY NUMBER of additional missiles at fighter 2. - all missiles fail to guide. my theory is this. each missile "remembers" which target they were initially fired at, at which time it occupied one of two "guidance slots". as long as the first two missiles are in flight, these slots remain occupied, and subsequent R27ER's fired against OTHER TARGETS will all fail. r27bug.zip
  10. for Kuky: now let those 2 R27's miss, fire 2 more and watch what happens. this models the situation when you've missed a couple of R27 shots, the missiles are still in the air flying unguided, now if you shoot more R27's it is completely ineffective. I've experienced this on campaign missions and verified it with simple tests.
  11. Frost1e found the correct explanation for what was happening. UPDATED WITH NEW STEPS To reproduce - fly su27 against TWO F5E's - launch 3 R27ER's against target #1 - cancel the radar lock - now check these 3 missiles (F6), they are at 1G , they've gone ballistic. at this point there are now 3 unguided R27's in the air - now acquire target #2 - *** BUG 1 *** the R27's already in flight will refuse to guide to target #2 - *** BUG 2 ***, now fire 2 more R27's at target #2. follow the missiles for a while, watch them go ballistic A LONG WAY FROM THE TARGET, like 5 kilometers, even though you've maintained the radar lock all this time. BUG 2 is the game breaker for me. It seems whenever there are more than 3 or 4 R27's in flight, the R27 becomes completely ineffective, regardless of your distance or radar lock situation. I suspect this is the cause of some complaints regarding the effectiveness of this missile. I have tried different ways to "reset" the SARH state, like shutting off the radar, changing avionics modes, using the override switch, etc., to no use. When there are already R27's in flight, they cause newly fired missiles to go ballistic. I have loved flying the SU27. But this bug truly hurts the capabilities of this awesome aircraft and my enjoyment of this awesome game. I'm putting the game back on the shelf for now. :( P.S. this was tested using Flaming Cliffs 1.12b
  12. To reproduce - fly su27 against a F5E - launch 3 R27ER's - cancel the radar lock - now check these 3 missiles (F6), they are at 1G , they've gone ballistic. at this point there are now 3 unguided R27's in the air - now reacquire the target - *** BUG 1 *** the R27's already in flight will stay ballistic - *** BUG 2 ***, now fire 2 more R27's. follow the missiles for a while, watch them go ballistic A LONG WAY FROM THE TARGET, like 5 kilometers, even though you've maintained the radar lock all this time. BUG 2 is the game breaker for me. It seems whenever there are more than 3 or 4 R27's in flight, the R27 becomes completely ineffective, regardless of your distance or radar lock situation. I suspect this is the cause of some complaints regarding the effectiveness of this missile. I have tried different ways to "reset" the SARH state, like shutting off the radar, changing avionics modes, using the override switch, etc., to no use. When there are already R27's in flight, they cause newly fired missiles to go ballistic. I have loved flying the SU27. But this bug truly hurts the capabilities of this awesome aircraft and my enjoyment of this awesome game. I'm putting the game back on the shelf for now. :( P.S. this was tested using Flaming Cliffs 1.12b
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