

witness_me
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How does the SD-10 missile compare to the AIM-120C?
witness_me replied to MobiSev's topic in JF-17 Thunder
you might wanna double check your dates - the jeff became operational in paf in 2010.. -
How does the SD-10 missile compare to the AIM-120C?
witness_me replied to MobiSev's topic in JF-17 Thunder
the developers have stated a few times that the airplane is introduced in a semi complete state right now, but eventually it'll have working aar possibly an hms etc (if you take a look at the cockpit the switches are there). They're targetting the block 2, but for now they're delivering an updated block 1 with block 2 software upgrades/capabilities. Right now it's a fictional poop o' pterus, same as my f/a 18 etc i would guess that places it circa 2015/2016 ? in any case, ED have accepted that the missile's performance is correct, DEKA stand by their implementation, the amraam will be getting reworked next year etc. I don't understand why there's multiple people who seem fixed on proving ED and affiliated developers wrong at this stage, when all the delivered work is clearly work in progress and stated as such (early access etc). This topic seems to be going on forever based on inaccurate data that are being thrown around over and over again? Also it seems it's not just ED or DEKA who present the same ballpark figures for pl-12, both in the gaming/sim world but also real world intelligence providers/military sources. p.s. 1 - have you seen any official statements from ED regarding the amraam c version we were given? p.s. 2 - have you actually looked at the amraam 120c5 cfd study document (www.zaretto.com/sites/zaretto.com/files/missile-aerodynamic-data/AIM120C5-Performance-Assessment-rev2.pdf)? The authors seem to be implying that the ED implementation actually overperforms compared to the real world missile? I'm quoting their conclusions from page 39 : "A comparison of the calculated performance of the AMRAAM to the performance of in-game employment of the AMRAAM shows that the missile is not properly modelled in Digital Combat Simulator. Similarly, other missiles exhibit performance characteristics that are not representative of their real performance. In some cases, this causes missiles to underperform; in other cases, missiles such as the AMRAAM will over-perform their real flight characteristics. In addition to the flight characteristics of the missile, the tracking capability of the missile was not studied. The performance of radar and external or internal tracking hardware onboard the AMRAAM was not studied in this assessment. " I'm hoping this is a typo and my amraams will be getting boosted instead of nerfed in a year from now, but yeah - this definitely doesn't make me feel confident about the case you guys are trying to build, based on some document that actually implies the amraam is overperforming and info from a missile from 20yrs ago... -
How does the SD-10 missile compare to the AIM-120C?
witness_me replied to MobiSev's topic in JF-17 Thunder
sounds legit, plz fix (i mean what could have changed from 2004) -
How does the SD-10 missile compare to the AIM-120C?
witness_me replied to MobiSev's topic in JF-17 Thunder
"The Deputy Chief Designer of SD-10 said" ... I'm suspecting they were referring to the guy who started the program back in early 2000 who's now dead according to the Jane's article i was just reading This whole debate seems to have started because someone was quoting figures from a missile variant that's no longer in production for about a decade (same as mixing up the amraam 120c3 with the c7)... i.e. internet engineers as someone said earlier :) -
How does the SD-10 missile compare to the AIM-120C?
witness_me replied to MobiSev's topic in JF-17 Thunder
there was official announcements about successfully improving the pl-12 missile range to more than 100km around 2008 (version pl-12a) - the update trickled down into the export version (sd10) around 2010 if i remember correctly, presented in the zhuhai airshow. That model was named sd10a or sd10a1 - something to that tune, and was bringing the improvements from pl-12a and pl-12b(?) to the export model the first version of pl-12 had a range of about 70km (for a 90% poh i think) i just eyeballed janes real quick/doublechecked the sources -
not saying this is why you're not hitting your targets but, quoting the manual: "Let’s check on HUD after WMD-7 locked a target and a bomb is selected in auto mode. A 2 seconds beep will appear at 4 seconds before enter launch envelop. You can release weapon when launch cue appears and approaching FPM." basically you're supposed to release them once the square launch cue overlaps with the fpm marker
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thx mate how did i miss that..
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how can i set pp's / rp's in the mission editor? It seems to work in the f10 map but not in the editor thanks
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you need to laze until the bomb hits your target, otherwise you'll probably miss
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WMD7 - Manually Selecting Point or Area Track
witness_me replied to [VFA-106] Glacier's topic in JF-17 Thunder
not as far as i know. If the pod can get a good visual on the target (good contrast and all that), it'll revert to point tracking automatically. Otherwise it'll try to calculate the geographic coordinates of the area you're looking at and also use the cmos/ir sensors for stabilization. It will drift eventually though especially if there's a lot of heat sources around, smoke etc you can always grab the coordinates from the pod by creating a markpoint, from the location the pod is looking at: you can then copy that markpoint into a pp/rp etc to either plan a route for guided weapons or to use it as a destination for mitl weapons etc -
WMD7 - Manually Selecting Point or Area Track
witness_me replied to [VFA-106] Glacier's topic in JF-17 Thunder
yeah - if you lose los the pod will revert to area track though - click the target button once near your target in order to stabilize the pod (you must be in air to ground master mode in order to be able to ground stabilize) - slew to your target/fine tune your aim - click the target button once more to start tracking it i found that assigning the targeting button (default was slew depress on my wthog) to another button allowed me to be way more accurate, as pressing the slew button, even with deadzones set, was bound to move it a bit along the horizontal and/or vertical axis -
If anyone else comes across this - speed and size do seem to play a role - i couldn't get a track on a molniya (non stealthy rustbucket era vette - around 200ft long) doing 25kts unless i got to like 5-10nm from it, it worked better when i set it's speed to 11kts, then at 5kts i couldn't get a lock etc.. The ground/sea radar modes are probably work in progress and there's a number of bugs at the moment that compound any existing issues, e.g. at the moment you can't narrow down your radar scan area to say 15 degrees in order to get a better lock because the jeff mfcd's will start flashing like a strobe light etc. The jeff radar seems to be a bit weak as well (as in it's vertical scan area is tiny) - I guess we'll have to wait for more documentation/guides, bugfixes etc
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i tried both stationary ships and on patrol routes - still no positive lock :S maybe the speed is too low or something (i tried both speed settings in the radar h and l) - any suggestions ? i'll fiddle with the map anyway, try different speeds etc
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I'm not having much luck with the radar in sea1/sea2 mode - it's a hit and miss process: if i'm fast enough, accurate with the slew controls with copious amounts of zoom in on the mfcd/a ship's contact and luck, i can get a spi down kinda close enough so that then i can use the wmd pod to lock it, is this how it's supposed to work? i tried targeting a tanker, a patrol boat and the kuznetsov - can't get it to work like in Deka's c802ak video though (the ship's contact is a solid horizontal line that you can easily target) - :doh: p.s. can a mod please delete https://forums.eagle.ru/showthread.php?t=257383 ? I created it in the wrong section :(
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I'm not having much luck with the radar in sea1/sea2 mode - it's a hit and miss process: if i'm fast enough, accurate with the slew controls with copious amounts of zoom in on the mfcd/a ship's contact and luck, i can get a spi down kinda close enough so that then i can use the wmd pod to lock it, is this how it's supposed to work? i tried targeting a tanker, a patrol boat and the kuznetsov - can't get it to work like in Deka's c802ak video though (the ship's contact is a solid horizontal line that you can easily target) - :pilotfly: :joystick: :doh:
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Thanks so much CHRISXTR3M3 ! Can someone verify my assumptions below are correct? The workflow around weapons configuration/employment seems to be a bit off, is this really how the jeff works or because it's early access some feature is missing etc? Apologies in advance if that's all documented somewhere - I couldn't find anything relevant - there are 6 profiles in total for air to surface weapons (a/s1 - a/s6) + 2 for AA. Each pylon under a profile has to be set individually. If you're packing just one a/s weapon (e.g. gbu 12) you'll still get 6 profiles for a/s, all configuring the gbu12. If you have 2 a/s weapons (g12 + g10) 3 profiles will be assigned to the g12 and three to the g10 etc - there's no way to delete or add profiles - applying profiles to weapons can only take place after take off if you have more than one stations with the same weapon (as the weapon station selection button, hotas s5, toggles nws when landed) - the workflow during an engagement seems a bit convoluted: let's assume I'm using a loadout of 2*gbu10 and 2*gbu12's (single munition per pylon), if i drop a g12 (profile a/s2), i then have to cycle all the way back to profile a/s1, using s8, in order to be able to use the g10 with the right settings, the profile information is visible only on the MFCDs, not the hud Thanks!
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can you describe the process please?
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I'm not sure if this a bug or expected behaviour and ignorance on my part: I created a load-out with 2 * g10, 1 * wmd, 2 * pl5, 4 * g12 (two/pylon, loaded on a rack). Configured profiles: - A/S1 with the G10's, set the fuze to n+t / auto mode, quantity 1, 1k ft altitude etc - A/S2 with the G12's, again set the fuze to n+t etc After I release either a G10 or G12, it seems that the profile resets back to the defaults, e.g. the 2nd G10 will have a default fuze of safe etc. Is this expected behaviour (we can only set up the profile for one munition at a time) or ?
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there's an alternative if all you care about is being able to shut down for repairs etc: use the engine control toggle switch, there's no side-effects/problems by doing that
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the only time this happened to me is when the cartridge is not loaded. click on the cartridge until you see that animation where it's like it's slowly being inserted into the slot (you need to click twice to get that effect, once to place the cartridge in the slot, then once more to fully insert). then on the dtc screen select all, then ent if you've done all that and it still doesn't work can you paste a screenshot from stores management and a screenshot from the tgp menu? the pylon is not damaged i take it?