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maxTRX

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Everything posted by maxTRX

  1. Shooting sequenced pairs is pretty common but you're right about some wasted missiles.
  2. I tested the missile in fire and forget. Tried different combinations or sequences of flight profile including the sub page of STR. Steerpoints or no steerpoints, the elevation profile always ended up on 'MED' . As I said in my previous post, if the missile was launched from a long distance it always descended slowly along the straight line (elev.) toward the target and especially in hilly terrain it would reach the ground elevation point higher then the missile's direct elevation path toward the target and force the missile to hug the ground at 200, 300 feet. Then, when approaching the target the missile would climb as if programmed for DL use, which I wasn't using.
  3. Yes, there's some 'weirdness' in Patriot's behavior, not just range. I'll try to do some more tests.
  4. just tested this few minutes ago and had different results. In the first test: J11 hot, co-altitude @41k. The bandit never deviated from the straight line or altitude when locked in TWS mode. When my Amraam was fired, the bandit started punching chaff at a slow rate, no change in his flight path until Amraam went active, then he pulled hard right and down... Kill. The TWS was never broken. No jamming. In the second test: JF17 hot, 41k. Completely different behavior in spite of both bandits having been set to 'ace'. This time the bandit tried to trick me even before I could see him on my scope. I was heading toward his spike. My AWACS drifted out of range and I suspect this was taken into account in his behavior script. He tried to re-position in vertical and I lost his spike. There was no other factors involved here, no other assets. He had waypoints at the same altitude on his entire route. This was at about 60 nm range. I was constantly moving my radar's elevation up and down. I found him at 12k feet, rapidly climbing again. I got a stable TWS lock at forty'ish miles. The bandit was at 36k steady now. The rest of this fight was similar to the first test. I fired my Amraam in TWS within R_ne, the bandit didn't twitch. He started punching slow chaff. When the missile went active, he almost managed to out maneuver it but the blast got him. The missile tracked nice in both cases. No jammers involved on this one either. I'll keep running through different setups when I have time, see what happens... EDIT: Forgot to mention I was flying the Hornet.
  5. Well, of course... cleaning crew would always be there and I'm already setting up missions with measures to compensate for SLAM-ER's missing capabilities.
  6. I think it's massively unfinished or I'm massively behind the learning curve. I wasn't able to change any altitude or terminal parameters. The steer points worked great in both TOO and PP, other then altitudes assigned. The ALT parameter on STP sub page didn't work either. The terminal profile is always a slow climb and a 30deg (?) dive toward the target. So... works beautifully on targets without any air defenses. Put a TOR, Patriot or S300 and might as well forget this weapon. It's a pisser that a cruise missile can't 'cruise' at very low altitudes as programmed. Even if released at 3 or 4k feet, the missile will climb to roughly 8 or 9k feet then very slowly starts descending along the line between this point and the target. If it has 60nm or so to go, at some point it will descend in the weeds and follow the terrain. Terrain following part seems to be working fine but by the time the missile gets that low it's usually too late in an area with properly set up air defenses. Hopefully ED will finish this weapon or... like I said in the beginning, my skills need an update
  7. These codes can be entered on a mission card (when it's implemented here) in the planning room, away from LTD/R arm switch... can they?
  8. I haven't used AI as part of my flight in over a year and I'm keeping it that way until... I use them mostly as cannon fodders. Well, they do SEAD and other tasks with varying success rate and for the most part they fulfill their role as long as I have them set up as separate flights. The 'star' of the show (moi ) is always tasked with the main objective of the mission.
  9. These days I would think even case III might be possible w/o yapping on the radio unless something 'comes up'
  10. AI airmanship behavior didn't really change that much in years. Do you think there is hope for a change? I haven't seen anything in a roadmap related to this.
  11. Is there way to disable all LSO grading messages that pop up at the top of the screen, especially for AI.? This question was asked by 'HungryCoyote' in another thread. It's just a distraction. I'd prefer to see all the grades and comments either by having a quick peek at the LSO's notes, if I needed to or in the ready room.
  12. I'm getting a little nitpicky here. In case I recoveries, everything is visual and visible from every angle around the boat so... it has to look good . 2-ship, looks OK for the most part, except when turning, the jet to the outside of the turn climbs to keep the wingtips of both jets aligned. Lead's nose should be on the horizon, not below. Actually, all formations (3ship, 4ship) follow this behavior. 3-ship and 4-ship get out of whack a little. It can be seen in the second part of the vid below. The first part of the vid shows how crazy AI can get between the carrier landing waypoint and the previous one. The AI was set to enter carrier's 10nm radius at 2k feet and it did but then immediately climbed to 4k feet and stayed there till 3 or 4nm. Some 'aerobatics' followed, dives and climbs then AB kicked in for few secs., then a quick descending 360 turn to line up with BRC. From initial to trap it didn't look too bad. I joined up on him to get some practice as a wingman in the pattern but it really looked like AI was trying to get rid of me, lol. So... my wish is to have AI fly stable and correct formations around the carrier, all the way from the last assigned waypoint (which should be at their marshal altitude) before 10nm radius and follow the airspeeds and spacing (between flights sharing same altitudes in the stack)
  13. Lol, ASAT? Did they head for the moon before the turn point?
  14. True, more options in the mission creator would do, something like 'press on until/unless... then unleash tactical skills or abort' Well, abort is there, that's an easy one.
  15. To me? Don't get me started, lol. After playing with with this carrier stuff for a 'while' you'll know when you mess up, no matter which wire you snag. I fly SP and occasionally review my own vids/tracks if I have doubts about something. It's different with live LSO's, even if they are still working on their quals. It's a totally different atmosphere... I'm planning to get back to online carrier ops soon and I would strongly advice you to sign up with one of the carrier ops oriented groups. There are few of them here and there. @HungryCoyote Sorry, we drifted off a bit. I couldn't figure out how to disable these nagging messages, hopefully someone else here can. Post it in the wish list or I will later.
  16. Not really. I see quite a few 1 wires, surprisingly no bolters. It wouldn't hurt at all if you watched how AI fly formations in the overhead stack, especially 4-ships. I'm thinking about making a post in the wish list showing some of this... with all AI set to 'ace' (yea, I know that relates to their combat skills) I agree with OP. I don't want to see all these messages, unless I'm on the LSO platform... then again we have other tools there.
  17. I argue with DCS LSO's all the time. Well, in this case paddles had a valid reason with my last minute adjustments of 'on speed' AOA. I tried to blame it on DCS and the motor spool time and ballooning and... no dice.
  18. Ah, I see. I guess the process was probably not that complicated then, considering how fast things happen at this part of approach.
  19. I would imagine this was done during pre-taxi setup not during approach. Some day perhaps ED throws it in as an Easter egg or who knows... they might have a plan to model more advanced features. If they do, I hope this address is selectable by highlighting a line from the list not by typing hex numbers
  20. Perhaps we do, I have no idea. I have no reason to complain about UA mode in any part of the envelope. Possibly... because I have no idea, hehe. Most folks here gripe about the effects of slower spool up/down in PA mode. TBH, I got so used to the current model that it doesn't bother me that much... except this 'ballooning' thing and couple of other FCS related quirks that I think the devs are reviewing now.
  21. Nah Flying with bunch of AI Hornets, in just about every recovery cycle I get to break the deck... sometimes literally. I just yank like crazy, ease up, check a/s and alt., look back, hit the gear and flaps in one motion and then the 'work' starts. Fair enough, thanks. I was speculating somewhere along these lines.
  22. , channel address? I think I 'kinda' know what that means. If you could explain, in one sentence ... or two
  23. faster setup... it would make SHB's easier
  24. Supposedly it works good... just repeating what I've heard. Even with minor corrections, this feature would speed things up a bit.
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