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Posted

Hi, how can I (can I?) override timer that keeps ticking approx. 6 second after Vikhr impacted its target and prevents further launches? I have tried launch override (Alt+w), it allows me to launch without lock and out of range, but not while timer is still counting down. Thanks.

Abandon all hope, ye who enter here.

Posted
You can't. It's there for a reason.

 

might at least explain to him the reason....

 

 

the timer is to allow the laser time to cool down before the next shot. if you override it, the laser will eventually overheat and burn out.

Posted

I'm not sure if that is the real reason, but fair enough - I figured it was to give the laser time to lase in case a target was moving etc. since the calculation is for a shot against a non-moving target, no crosswind, etc.

[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

Posted
might at least explain to him the reason....

 

 

the timer is to allow the laser time to cool down before the next shot. if you override it, the laser will eventually overheat and burn out.

 

I find the whole laser thing little unclear, I need to enable the laser (rshift+o) to fire/drop semi active guided missiles/bombs, but for beam riders (Vikhr) it lases on demand. I also get slant range on Shkval without laser, so what does it enables then? Only target designator function? Limited lasing time/cool down was explained in some tutorial I think and IIRC i read somewhere on this forums that cool down period can be overridden by repeatedly pressing rshift+o, risking damage to laser. So why shouldn't I be able to override "suicide" timer?

Abandon all hope, ye who enter here.

Posted
I'm not sure if that is the real reason, but fair enough - I figured it was to give the laser time to lase in case a target was moving etc. since the calculation is for a shot against a non-moving target, no crosswind, etc.

 

Extra time to cover time of flight calculation errors seems reasonable in terms of keeping beam on for extra time. But why shouldn't I be able to fire extra missiles into it? I need to aim whole aircraft on target, so it doesn't seems that beam is aimed straight in front of aircraft to capture the missile and then slewed onto target, which would interfere with already guiding missile(s). Also in real life, what should pilot do if missile appears to be dud (engine failure, loses beam, etc.) immediately after launch? Break off or hope that timer will time out sooner before he gets into range of point AD? The more I think about it the less it seems as good idea. There is a whole bunch of things that can be overridden. why shouldn't this be too?

Abandon all hope, ye who enter here.

Posted

In real life it another matter. They probably have a whole bunch of procedures for this. Duds are always a waste of time though :)

 

Extra time to cover time of flight calculation errors seems reasonable in terms of keeping beam on for extra time. But why shouldn't I be able to fire extra missiles into it? I need to aim whole aircraft on target, so it doesn't seems that beam is aimed straight in front of aircraft to capture the missile and then slewed onto target, which would interfere with already guiding missile(s). Also in real life, what should pilot do if missile appears to be dud (engine failure, loses beam, etc.) immediately after launch? Break off or hope that timer will time out sooner before he gets into range of point AD? The more I think about it the less it seems as good idea. There is a whole bunch of things that can be overridden. why shouldn't this be too?

[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

Posted (edited)
might at least explain to him the reason....

 

 

the timer is to allow the laser time to cool down before the next shot. if you override it, the laser will eventually overheat and burn out.

 

 

I'm going with some sort of weapons computer code issue. Possibly deliberately simulated code issue.

 

The laser is supposed to be able to lase continuously for something like a minute before automatically shutting off, and if you're willing to risk burning it out you can override the shut-off.

 

When the weapons control system is well behaved you can get 3 shots off in a single pass with no problems. I normally lase manually, as I would for a Kh-25, and most of the time it works.

 

In those cases where it doesn't I cycle the laser manually.

 

It's some sort of weapons system coding issue, not sure if it's mimicking the way the Vikhrs and Shkval work in real life with some sort of deliberate cooldown period in auto-lase mode, or if it's a matter of the system getting confused about when it can or can't shoot due to thinking that the previous missile is still guiding.

Edited by esb77

Callsign "Auger". It could mean to predict the future or a tool for boring large holes.

 

I combine the two by predictably boring large holes in the ground with my plane.

Posted

You can do 5-6 firings easily - Fire from 10-11 km, hit, laser off, on, fire and repeat up to 2-3 km from last target :)

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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