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Posted

Hi everyone,

 

I'm more or less a complete newb this; I only recently completed the first (easy) instant action mission. Doing so raised the following question regarding tracking a moving target. During the attacking a moving convoy part, the JTAC gave target location info and I set this point as my SPI and got a good look at the convoy through the TGP. All fine. But, and this always happens to me after completing an attack run and climbing/banking away, the aircraft got in the way of the TGP so I could no longer see/track the convoy, and I had to slew the camera up and down the road until eventually finding them again. After several itterations of this, I was eventually able to hit all the target but I feel there should be an easier way to keep track of targets like this which I am unaware of.

 

Thanks!

Eagerly anticipating DCS: Space Shuttle

Posted

Limiting the amount of time something is masked by plane with TGP as well as noting the direction its travelling is about all you can do with moving targets. While climbing/banking I like to level out or tip my wing to "get a peek" every once and a while.

 

Posted (edited)

There are so many answers to this. ;)

 

First, in order to track moving targets, you should set the TGP to Point Track mode with TMS up short (this function toggles between Point Track and Area Track). In Point Track mode, as the TGP becomes masked, it will try to predict the position of moving objects by following a straight line at the target's last tracked speed.

 

Second, when you set the TGP as SPI Generator, you're likely to lose the targets altogether when the TGP reaches its gimbal limits and can no longer maintain line of sight. It's good practice to drop mark points (TMS right short) every now and then when tracking moving targets so that you can easily get back to them from the latest markpoint.

 

Third, A-10s don't usually fly alone. If the AI wingmen were better, they'd maintain the target in sight while you attack, and vice versa. If you fly online with experienced players, they could always transmit their SPI or send it to you or just describe the target position, and you should be able to do the same for them with a bit of practice.

 

But, and that's like the most fundamental lesson here: Look out the canopy!

 

The TGP is an amazing instrument. But it's like looking through a soda straw - if you don't use your eyes to look out the aircraft, you'll be focused or even fixated on the target. In other terms, you'll have very low situational awareness.

 

I've flown the A-10C since Beta release and I still need to force myself to look out the aircraft, but it really pays off to do so as often as possible. Then you'll know the terrain, you'll see obstacles and opportunities for attack runs coming up, you'll know your target's location and can easily (more or less ;)) re-acquire them, you'll know what cardinal direction you're flying, and so on and so forth.

 

So, the best advice I can give is this: Look out the aircraft, build and maintain situational awareness, and only use the TGP as an additional tool.

 

Well, that, and of course practice, practice, practice, because none of this will come over night. ;)

 

Of course there's more to it, but I think these are some of the fundamentals, so I hope that helps a bit. :thumbup:

 

Edit: One more thing that just came to my mind: Most Instant Action missions start mid-air, with no briefing to speak of. They're nice in order to get to business quickly, but they're terrible when it comes to building up SA. Last time I flew one of these missions, I recognized that it took place in an area I know almost like the back of my hand - but since I wasn't able to prepare for the mission, the territory felt weird and foreign until I was almost finished.

 

If possible, try to pick missions that start from the runway or even cold from the ramp, that come with proper briefings and a chance to figure out what you're supposed to do, so that you can prepare. Some of the bundled missions do that, more or less, but many user-created missions are amazing in this regard.

 

For starters, I'd recommend the mini campaign "Save Badger". It's quite demanding of new pilots, but it's very well done. Plus, there's a multiplayer version included, so if you find other players to fly a couple of 2 hour missions, you'll find it's even more rewarding than single player. :thumbup:

 

I'm also a big fan of "The Enemy Within", a DLC campaign. It's totally worth the 10 bucks, and the briefings are just amazing (among many other things)!

Edited by Yurgon
Posted (edited)

The only advice I can give is if you have a pod of WP rockets you can make a slightly longer attack run and fire off a WP about 4-5 miles away to mark the target area, then set up for a roll in attack. If it is a gun attack, you dont even need to switch to guns mode as the gun pipper also shows in CCIP mode. When you come off, have your CDU mode selected to "mark" meaning markpoints.

 

If you select the Z mark (always location of your last attack) and china hat aft long your TGP will be slewed to your last attack point.....then you will have both a visual mark (WP) for a short while and your TGP slewed in the target area.

 

I have a habit of boresighting the TGP frequently so I dont get and annoying gimbal roll when I need it most. (Litening pod can only rotate several full turns in one direction before it needs to "unwind")

Edited by Mike5560
  • Like 1
Posted

What has been said, have a good look at the surrounding geography and remember the spot by offset of road, river, road crossing, nearby housing, and an estimate of speed and direction. That would be the easiest, and most assured. Then you add Mark or Z spot, or position to bullseye, for additional ease of TAD navigation. Good situational awareness and navigation really is an art form in RL.

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