Animalmother Posted February 19, 2006 Posted February 19, 2006 So the AIM7 takes an awful lot more work to get a hit with, since staying locked on to a target for a minute or two within 10 miles means almost certain death, are there any advantages as to why I should load my plane with these instead of AMRAAMS?
Ice Posted February 19, 2006 Posted February 19, 2006 The aim 7 is actually much better than an aim120 in close combat. Where an AIM120 would miss or lose lock and aim7 often finds the target My preferred load is 4 of each
Animalmother Posted February 19, 2006 Author Posted February 19, 2006 I see, so I should load them like I would an AIM 9.
S77th-GOYA Posted February 19, 2006 Posted February 19, 2006 I read that they porked the Sparrows for 1.12. Are they still better in close? I haven't been flying LOMAC much since the patch. And by porked, I mean "made a realism adjustment". You know, porked.
Ice Posted February 19, 2006 Posted February 19, 2006 AIM7 works just fine in 1.12. Not only that but an AIM7 kill is many times more satisfying than an AIM120 KILL jmho
169th_Crusty Posted February 19, 2006 Posted February 19, 2006 The aim 7 is actually much better than an aim120 in close combat. Where an AIM120 would miss or lose lock and aim7 often finds the target My preferred load is 4 of each I never realised how correct this statement is untill about 3 hrs ago when I was doing some single player testing against AI Flankers (on excellent). I`ve heard all the complaints before but I haven`t flown that much recently haven`t really seen how dorked up Slammer`s performance was until today. I`m gonna spare you the details. It simply confirms the reports I`ve been reading from many. Kula66, you were absolutely right - straight and level Flanker at 7k` avoided all of my 120`s. I started at 40k/50nm and fired 8 missiles as I was getting closer and lower. Last 3 slammers fired at 5nm, co-altitude, never broke lock - missed! I got smoked with ET! ...I just had to vent it! - feel better now;)
Shepski Posted February 19, 2006 Posted February 19, 2006 straight and level Flanker at 7k` avoided all of my 120`s. I started at 40k/50nm R-max launch is the range for a hit on a non maneuvering target so don't expect that to hit an evasive Flanker using counter measures.
169th_Crusty Posted February 19, 2006 Posted February 19, 2006 R-max launch is the range for a hit on a non maneuvering target so don't expect that to hit an evasive Flanker using counter measures. He wasn`t manouvering hard at all. His head-on aspect never changed more then 15,20 deg. and he wasn`t split-S`ing. He didn`t have a jammer and I could track his altitude constantly. Yes, I know about R-max. I started my flight at 40k/50nm but fired the first 120 well within the range. Flanker never turned more then 20deg and at the the time I fired my last missile he started slightly descending - I was getting ready to go to guns and had visual on him. If he was flying like I always do (like a madman - turning and mowing grass) I could give him a benefit of a doubt, but this... Well, Crusty out
GGTharos Posted February 19, 2006 Posted February 19, 2006 I read that they porked the Sparrows for 1.12. Are they still better in close? I haven't been flying LOMAC much since the patch. And by porked, I mean "made a realism adjustment". You know, porked. You mean 'SARH missiles not seeing chaff' bug getting fixed? Hardly porked. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Shepski Posted February 19, 2006 Posted February 19, 2006 Well here is a track I just made(1.12a) using the Slammer and the Sparrow. Missile slider in the middle(default)... Vs an Su-27 co altitude of 23,000 feet. - Launched the -120 at 14nm in TWS... good kill and this is very consistant against the evasive Flanker. - Launched the -7 at 7nm(RTR)... good kill. Expecting to land BVR kills on an evasive fighter from long range is very optimistic for the Slammer and for the Sparrow... you need to be in a range where the bandit doesn't have the time or space to notch out and break lock so long range Sparrow shots on fighters is not a good idea. Also, be aware of your radar scan volume with bugged TWS launches as the bandit dives to evade to ensure you have the radar looking at the right piece of the sky. The only time you might get a long range BVR kill is against a jamming bandit using a HOJ launch where he doesn't turn his ECM off... I have had online R-max kills with this method many times. http://www3.telus.net/public/shepskii/MissileTest.zip
TucksonSonny Posted February 19, 2006 Posted February 19, 2006 I see, so I should load them like I would an AIM 9. That is also exactly what the AI expert F-15 pilot is doing in 1.12! DELL Intel® Core™ i7 Processor 940 2,93 GHz @3 GHz, 8 MB cache | 8.192 MB 1.067 MHz Tri Channel DDR3 | 512 MB ATI® Radeon™ 4850 | 500 GB 7200 rpm Serial ATA | Samsung SM 2693 HM 25.5 " | HOTAS Cougar Thrustmaster |
tflash Posted February 19, 2006 Posted February 19, 2006 In close combat, I usually spam the Amraams in visual mode, works great! I do not think the slammer is porked. What you have to do is fire it in such an angle that the bandit flies into the seeker cone before his chaff does. Works fine for me. The bandits just fly into the slammers. I'm talking only about single user though, know nothing about online. [sIGPIC][/sIGPIC]
Frostie Posted February 19, 2006 Posted February 19, 2006 And by porked, I mean "made a realism adjustment". You know, porked. Good job you explained that one , getting porked is giving a good dose of woman thrusting in my parrish. :D :icon_syda :horseback "[51☭] FROSTIE" #55 'Red 5'. Lord Flashheart 51st PVO "Bisons" - 100 KIAP Regiment Fastest MiG pilot in the world - TCR'10 https://100kiap.org
Pilotasso Posted February 19, 2006 Posted February 19, 2006 Dunno why so many complaint on the AMRAAM when it was so much worse before. The real problem with F-15 is to get IFF at all. I still havent figured out completely if there is such thing as "dispearing act" on scope at 8-10 miles. .
Kula66 Posted February 19, 2006 Posted February 19, 2006 Well here is a track I just made(1.12a) using the Slammer and the Sparrow. Shepski, How is the 15 on-line 1.12a? Off-line it does seem more potent - a little less easily fooled ... but on-line, what little I've played so far, the radar does not seem to hold a lock reliably, even when the target is middle of scan cone, non-evading, no jammer ... just gets very frustrating!
Animalmother Posted February 19, 2006 Author Posted February 19, 2006 what the hell is all this 1.12a talk? I thought it wasnt out yet. Or are you guys beta testers? and btw, Ive discovered the wonders of the sparrow in single player :) cant test it out online though, dam hyperlobby :(
Pilotasso Posted February 19, 2006 Posted February 19, 2006 Shepski, How is the 15 on-line 1.12a? Off-line it does seem more potent - a little less easily fooled ... but on-line, what little I've played so far, the radar does not seem to hold a lock reliably, even when the target is middle of scan cone, non-evading, no jammer ... just gets very frustrating! Thats because Human oponents are so much fiercer at dodging than the poor unimaginative AI. .
Kula66 Posted February 19, 2006 Posted February 19, 2006 Hmmm ... from what I see, the AI on expert tends to fly the optimal evasion technique with notching and chaff. People on-line often get hit with almost no knowledge of what hit them ... dumb and happy - just like RL!
TucksonSonny Posted February 19, 2006 Posted February 19, 2006 Hmmm ... from what I see, the AI on expert tends to fly the optimal evasion technique with notching and chaff. People on-line often get hit with almost no knowledge of what hit them ... dumb and happy - just like RL! But humans use the optimal spamming technique! :rolleyes: And AI is kind of predictable (using same range and same techniques) DELL Intel® Core™ i7 Processor 940 2,93 GHz @3 GHz, 8 MB cache | 8.192 MB 1.067 MHz Tri Channel DDR3 | 512 MB ATI® Radeon™ 4850 | 500 GB 7200 rpm Serial ATA | Samsung SM 2693 HM 25.5 " | HOTAS Cougar Thrustmaster |
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