

Bushmanni
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
Bushmanni replied to gregzagk's topic in Multiplayer
Nothing happens on the ground without local air superiority. And nothing assures that better than hot shot fighter pilots with good K/D ratio. K/D ratio isn't all you need but if your K/D ratio sucks you aren't providing air cover but instead targets to the enemy. Besides K/D ratio is actually a real world metric for operational performance (like during Vietnam war). The thing with limited respawn is that losses and therefore K/D actually has operational significance. -
How do I even effectively use this thing
Bushmanni replied to domini99's topic in DCS: Mi-8MTV2 Magnificent Eight
Keep your ground speed at or below 140kph and fighters radar wont see you. You will still be visible for IRST that Russian fighters have but its range is limited compared to radar. You can also use terrain masking to hide yourself from distant airborne radars by flying low in the valleys. If you land and shut down your engines you can't be seen even with IRST. This is especially effective at night when fighters can't see you with naked eye either. But A-10C can still ruin your day as he has NVG, TGP and GAU-8. The most important thing though is to get in touch with friendly fighters to keep enemy fighters away and warn you if you need to hide for a moment. If the server has players operating as GCI/AWACS you should get in touch with them also so they can tell you to hide if necessary. Just flying around alone in a combat zone in a slow moving (almost) defenseless chopper without RWR, LWR or MLWS (in essence you are practically blind) is asking for trouble. -
TIL the Su-27 has an AOA/G limiter override
Bushmanni replied to rami80's topic in Su-27 for DCS World
It also allows more AOA. -
Mi-8 dogfighting with Ka-50 and Su-27 (Blue Flag 1st round) F-15C CAP over Beslan in pitch black (18.9.2015 around 2200z) F-15C fighter sweep around Sukhumi (20.9.2015 around 1500z)
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
Bushmanni replied to gregzagk's topic in Multiplayer
You need to consider that most squadron slots are used much more rarely than lone wolf slots. In regards to lone wolf slots its 8vs8 in the east. If you count in also Senaki then it's different but then again all those bases in the middle can send fighters pretty much equally well east or west. Falcons example was a bit misleading but has some truth to it as there's room for improvement. In the west Blue has hard time capturing Maykop for similar reason Red has trouble capturing Sochi. -
Against fighters armed with AIM-120 or R-27ER you need to surprise them at close range and from flank or behind as you will lose every "fair" engagement due to shorter range and longer flightime of AIM-7. Basically what you are doing right now is what you should do, at least in theory. Don't fly all the time with MIL-power as you will waste fuel and fly too fast unless maneuvering. Keep your speed around 400-450 depending on your weight and you will save fuel and have optimal starting speed for maneuvering.
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Calculate Angle / Distances Between locations
Bushmanni replied to Slazi's topic in DCS World 1.x (read only)
Caucasus map is projected on a plane as the old DCS engine doesn't support curved earth surface. The projection distorts distances and bearings farther you go from map origin which is at the center of Crimean peninsula. Of course projecting world to a flat plane doesn't happen by mistake or by dumb luck so ED has to be very aware of the problems associated with it. There's nothing that can be done other than rebuilding the map for the new engine with curved earth surface. -
I suggest making the time frame for counting lives shorter like 4 lives per 6 hours (about same ratio as 15/24) so it's more meaningful also for those who play only few hours a day. And make it so that you get each lost life back after 6 hours of losing it instead of all of them at set time. This way the life system doesn't care when you play (unlike lose 15 lives just before reset and then another 15 just after, ie. 30 lives in a short timeframe) and it forces more carefull tactics also for those who play less. Also is it possible to make helicopters start cold?
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SF squadron would like to register new pilot for Blue Flag campaign: SF_Redshot
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256 bits is enough for most planes and tasks but for example hovering Huey using linear map will be wobbly. 256 bits with CH stick length is just at the edge of being discernible by muscle sense and with lots of practice you start to notice the bits changing. I would say that 10 bits is enough to surpass your physiology (at least in my case).
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SF squadron has been invited to take part in the aggressor side and we have accepted. Please remove us from the challenger roster to make room for other people.
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SF will have 4 pilots. Bushmanni Ocelot Razer Joonas 4x F-15C Finland
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SF got new reserve pilot for Red coalition: SF_jOONAS F-15C Finland All of SF (Bushmanni, Razer, Ocelot, jOONAS) should be available for both days.
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If you bug target in TWS, then press TWS mode button (ie. "go back to RWS" and radar goes to STT) and then break lock by turning the target out of gimbal limits, radar goes to MEM for a while and then returns to TWS mode but now with 120 degrees wide scan. This has been replicated by multiple people.
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list of corner speed for DCS world aircraft?
Bushmanni replied to wolle's topic in DCS World 1.x (read only)
For outturning opponents you need three speeds ie. min radius speed, corner speed and best sustained turn speed which all depend on aircraft weight and altitude. The weight induced variance in sustained turn speed is especially important with modern fighters (like F-15). Also with modern fighters you are better off with mach numbers than IAS as sustained turn Mach number is more stable in regards to altitude than IAS. -
I'm in on the new date also. I suppose the final will be on 12th?
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Razer, on his behalf as he apparently doesn't have account on ED forums.
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Bushmanni reporting in.
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I have one wish about the missions. In JW3 the ground targets consisted about 18 ground units which is not much. While destroying ground targets won't be easy, I'd like it to be possible to have higher possible total score from destroyed ground targets, ie. put more targets in the mission, like 50 units or something like that. Or if the number can't be increased much, then use units that have higher value. I think this would be especially welcome if we don't have AWACS or tankers as high value assets this time.
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Official story behind the Apache image. http://www.globalsecurity.org/military/library/report/2004/onpoint/ch-4.htm#aviation
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SF Squadron: Bushmanni, Finnish, F-15C Razer, Finnish, F-15C Ocelot will also be part of our squadron. We might get few more pilots but so far this is what we got. We are also interested in forming a coalition with S77th and training together with them. Will the event have human GCI/AWACS operators also? I think that would be great if it can be done.
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Ok, but how does this reflection occur? Is the reflected light bouncing down from the top of the forward window and then bouncing forward from the HUD glass?
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Why HUD glass looks green from the front? Does a coating tint reflected light green or is it scattered light from the HUD light source?
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Forcing the other guy defensive is the number one priority in WVR fight (just like in BVR) and you do it by pulling your guns and missiles to bear on him first. He's turning ability or energy doesn't matter when you get positional advantage as unless he performs effective (bleeding energy and angles) defensive maneuvers he's toast. Saving energy just sets you up as the defensive guy. I'm not advocating bleeding all the energy in the first turn but positional advantage is better than energy advantage as you can then force the other guy to lose his energy with defensive maneuvers or shoot him down if he fails to go defensive. Eagle can stay in Flankers six no problem until he gets the kill (same applies to Flanker behind Eagle) if the pilot can do the things Stuge mentioned and also avoid overshoot (Don't get too close, slow down if you need to.). The only option for Flanker to escape is out-turning the Eagle but that makes the Flanker relatively easy target. If you can't shoot him down when he makes a break turn you are in for role reversal. The attack window entry by lag turn is mostly useless against Flanker as unless you can threaten the Flanker to constantly jink using guns you can't keep up the turn with him and you end up defensive yourself. If you end up in a situation against a Flanker where you might use lag turn you are better off with taking the snap shot opportunity and then bugging out (unless the bandit needs to be finished off after the snap shot). This also gives a good rule of thumb for the Eagle for merge criteria against a Flanker. If you can't start the fight from positional advantage (ie. threaten him with your weapons while the Flanker can't threaten you) you should bug out before the fight even starts as the Flanker will get the positional advantage before you and all your energy is useless or even a liability after that. AI flankers can be shot down with simply turning hard towards them and then gunning them down. All you need to do is to not bleed your speed below 250kts. The hard turn approach is most effective with 1-circle flow (turning towards the nose of the bandit ie. in the same compass direction after merge) as the AI likes to preserve his energy regardless of position.