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Posted

Hey, guys.

 

What is the number beside the solution cue for rocket CCRP mode? I know for bombs it is a time-to-release-numeric but I don't think it's the case for rockets.

935248655_RocketCCRPmode.thumb.jpg.1bdc1f2a6f78cb2d83f9cd5aa3d82f03.jpg

Posted
Hey, guys.

 

What is the number beside the solution cue for rocket CCRP mode? I know for bombs it is a time-to-release-numeric but I don't think it's the case for rockets.

It is the case here as well. Personally I haven't used rockets in CCRP mode, but it is possible.

Posted (edited)

Solution Cue for Rocket CCRP mode

 

476th have a YT on CCRP rockets which could suggest it is a method currently used yet I find it very inaccurate and only applicable for longer range AoE damage. Since DCS does not model spalsh damage it is probably a waste of time and effort.

 

Hopefully an SME can prove the contrary although I doubt it...

Edited by JayPee

i7 4790K: 4.8GHz, 1.328V (manual)

MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

Posted

^

Ya, it doesn't seem too effective but I've at least gotten hits with it. Yet to actually get a confirmed kill though. It's quite a bit of fun though lofting a few dozen rockets from a distance and seeing them actually "hit" their target.

Posted

It's basically a simple sort of ballistics computer you get. You line up on the vertical line, and then you adjust your pitch up or down until the numbers that usually indicate time to bomb release go from -X or X to 0 (with rockets in CCRP, it tells you the elevation in degrees). Fire at 0, and voila, a horribly inaccurate long range rocket bombardment, that stands about as much chance of hitting something as if you'd use a shotgun against fish.

Posted

It is not a TTRN, it's the required climb/dive angle in order for rockets fired at that point o hit the desired impact point.

 

 

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