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State of play...particularly A-G...


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Posted

Hi all

 

Have been flying the MIG 21, particularly in A to G missions (though I realise this is not its primary role..Have been following the work of Bunyap and Charlie O particularly fantastic work guys).

 

Not having a lot of success when dive bombing. So really just to check in and ask if in its latest iteration, all is working? I have done search's and found that a few things mentioned.

 

Is the ASP modelled correctly? Does the real Bis even have a CCIP mode? That is as you approach your target in a 30+ degree dive, the pipper will walk its way up the fixed sight? And you release when the pipper is over your target..(hair raising, adventurous, given the rapid loss in alt).

 

I have seen Mach 1+ deliveries of cluster bombs in some youtube vids...again, is this correctly modelled?

 

Or, is the real deal manual, use of tables etc for parameters for launch of air to ground munitions? If so, I will revert to manual delivery of bombs etc..given the attraction of a module like this is accurate simulation.

 

How about A-A? Again, is the ASP/Radar setup working as per RL? Or as close as it can be? (Close approximation is fine)..

 

Thanks in advance for your input ..

Posted

The real thing didn't have any CCIP capabilities. In A-G guns/rocket runs it could measure the distance to the target and indicate the launch / break attack moments, but that was about it. It's been working more or less like that in recent DCS iterations already, the only thing that doesn't seem quite correct to me is the fact that some CCIP happens when engaging targets at crosswind conditions (or maybe it doesn't anymore, haven't checked in latest updates).

 

A-A guns operation seems to be quite OK as well, with ranging based on radar lock being functional between 600 and 2000 m as it should. Pretty fun to pick off targets at long distances, if only they don't pull many Gs of course.

 

Bombing is still "gamey" with CCIP present at some very high angles, but since neither we nor devs seem to have the reliable tables for manual adjustments, it's either the question of using this CCIP, or developing proper parameters Yourself by LOTS of trial and error - that's what Hadwell does, so that he can post these insane youtube vids with outrageous low-level bomb runs :D.

 

All and all, the features of ASP sight, as modelled now, might not be 100% correct, but it's close already.

i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.

Posted

The real ASP has minimal AG automation capability. For rockets there is a "mean angular correction" which just means a static angle that is introduced into the sight if S-5 or S-24 rockets are selected. It's the same thing as setting the sight to manual and dialing in a static value from a paper table. You still have to fly rehearsed profiles to get the sight and true solution to align. Gyro or MSL float option is available. I recommend MSL.

 

The best computation comes from AG guns as it does the whole variable vertical depression based on range input as in the air-to-air mode again with or without gyroscopic float.

 

Bombs are strictly manually input angle with one eye on the altimeter, one eye on the airspeed gauge, one eye on the dive angle, and your last eye on the pipper. When the ASP gets updated to show proper reticle grow based on target width the visual scan will get infinitely easier. The shared German dive bombing values work great if you follow the corrected airspeed but assume there's no altimeter lag of course calculating altitudes by adding target elevation.

 

30 degree: Entry 670IAS, Target+2600m. Release 920IAS Target+1100m.

40 degree: Entry 700IAS, Target+3100m. Release 850IAS Target+1300m.

40 degree: Entry 770IAS, Target+3500m. Release 900IAS Target+1500m.

 

Angle is 6° for 100kg, 6.25° for 250kg, and 6.5° for 390kg (500kg). Unfortunately we can't see up to 11° pipper so it starts to disappear off the HUD after 6°.

 

The second hardest part is ensuring you're at good entry values before rolling in. The hardest part is watching the altimeter and the HUD at the same time for release.

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