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Showing results for tags 'shrike'.
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Hi everyone, The Mk 49 Mod 0 and Mod 1 guidance sections don't track the 1S31 of the 1S91 SURN [Straight Flush], despite providing tone and ADI steering. The 1S91 is listed as an intended threat in both DCS and IRL and the 1S31 track/fire-control radar is the the one that falls within the frequency range of the Mk 49 Mod 0 and Mk 49 Mod 1 (the other radar being the 1S11 acquisition radar, which currently is set to operate in the C-band). I've tested with guidance sections set to both direct and loft and I've ensured that the 1S91 is actually tracking me. You can see, that in no point during either track does the Shrike track the radar when launched, instead flying more-or-less ballistically throughout. AGM-45A_Mk49_1S31_NoTrack_Loft.trk AGM-45A_Mk49_1S31_NoTrack_Direct.trk
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I am not sure if HB can/willing to answer to this question now, but I like to ask if we will get the below weapons: AGM-62 Walleye AGM-45 Shrike AGM-78 Standard CBU-87 and CBU-89 Napalm Thanks
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Hi everyone, The Mk 49 Mod 0 and Mk 49 Mod 1 guidance sections of the Shrike can target the SNR-75V [Fan Song-E] FCR of the S-75V Volhov [SA-2E Guideline Mod 3] SAM system. The Mk 49 Mod 0 and Mod 1 target the H to I bands, from 6 to 10 GHz. The SNR-75V however operates in the G band, between 4.91 to 5.09 GHz. This is corroborated by both online sources and the DCS .lua definition for the unit (see line 81). As such, the SNR-75V's operating frequency should be below the range that the Mk 49 Mod 0/1 can target, by nearly a GHz. I've attached a track for each of the different Mk 49 mods against a SNR-75V, note that both seem to guide without much issue despite the SNR-75 operating below what the Mk 49 should be able to target. AGM-45A_Mk49-1_SNR-75V.trk AGM-45A_Mk49-0_SNR-75V.trk
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- anti-radiation missile
- agm-45a
- (and 9 more)
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Hey folk, so I'm playing around with different SEAD loadouts like Shrike coupled with Hobo or Walleye and I'm running into a bit of a delay in employment. I know TV and IR guided weapons require a three minute warm up time, but is this required for every activation? On an air start practice mission of mine I load up a pair of Shrikes and either a pair of Hobos or Walleye. Set up for the TV weapons is by the book HUD Mode to A/G with 17 mils depression, Master Arm On, Stations selected, Weapon selector to TV, Delivery mode to Direct, and DSCG select switch to TV. From there I receive picture from the weapons just fine and piper depression looks good with the TV feed. Now I switch over to the Shrike Master Arm On, Stations selected, Weapon selector to ARM, and Delivery mode to AGM-45. The search radar is up, so I'm getting good tone from the Shrike. Run in on the radars, do some pilot stuff, and send the Shrike on their merry way to teach the bad guys that shooting missiles at people is naughty! Now comes the delay, regardless if it's a quick change or a few minutes, switching back to the TV munitions requires about three minutes to get the TV picture back on the DSCG. Again if it's 'feature' then so be it, but it seems a bit illogical that once the weapons are spun up and the stations are left powered on that just switching between Delivery and/or Weapons modes should make them go dead cold immediately. I have similar results with using the Mavericks regardless of which type IR or TV. Maybe it's a difference in the platform, but if testing with other aircraft is a guide then switching from Mavericks to other weapons then back to Mavericks doesn't result in the same problem. Is this just a tactical employment issue that these weapons would have never been utilized together in real life, because of the possible repeated warm up times when used on the Phantom? I have a hard time understanding why that would be the case when we have so many pre made weapons profiles with these weapons paired, either Shrike with Hobo and Walleye or the Mavericks. If I'm doing something incorrectly I'm happy to learn and correct this issue. Thanks folks!
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Hi everyone, Just posing a question (not sure if it's a bug or not, or whether it's real life behaviour) but is the AGM-45A Shrike supposed to roll the way it does in-game? Kinda like how I'd expect a Paveway I or II to behave. I couldn't find anything about it online and the little snippits of test footage don't appear to show any kind of rolling motion - though there it could be that the footage is taken over such a short time interval that any kind of rolling motion would be difficult to determine, the resolution obviously isn't the best either. AI_F-4E_AGM-45A_test.trk