CHSubZero Posted September 20, 2016 Posted September 20, 2016 Good morning I have one question regarding the gun mode switch of the Su-25T. I change the mode (with LCtrl + Space) to SGL/2 and two of my gunpods are firing. Changing it to ALL/4 and it fires all of my gunpods. But when I change it to ALL (bottom position) shouldn't it fire with all my gunpods and my internal gun? Have I misunderstood something? Currently it fires all 4 gunpods until empty and after that it fires my internal gun... Aviation Livery - Explore Military Aircraft Liveries My Mods: DCS User Files
cthulhu68 Posted September 20, 2016 Posted September 20, 2016 For guns 1=intern gun 2=pr of gunpods 4=all gunpods The BCE is only for all bombs/rockets
CHSubZero Posted September 20, 2016 Author Posted September 20, 2016 For guns 1=intern gun 2=pr of gunpods 4=all gunpods The BCE is only for all bombs/rockets That was the point I misunderstood :smartass: Now it makes sense :pilotfly: Thank you Aviation Livery - Explore Military Aircraft Liveries My Mods: DCS User Files
cthulhu68 Posted September 20, 2016 Posted September 20, 2016 (edited) The Russian Weapon management switches take a while to sink in. Couldn't get a pic but heres the manuals description of Mig21"s " Finally the Pylon and weapon type selector knob(CU7)is a pylon and a weapon selector at the same time. I will explain use of this selector using the polar coordinate system similar to clock numbers(12 is up, 3 is right,6 is down,9 is left etc.). The selector zone which starts from 9 to 11 is reserved for bombs and rockets launchers and quantity selection. The numbers are self-explanatory:for example, if you want to release bombs from launchers 3and4, you should place this selector in a10o’clock position(B3-4). At the same time,if you are using rockets ,this will enable the launch of 8rockets from each pod regardless of the number of the pods on the aircraft(2or4).The zone starting from 12 to 1 is reserved for S-24 unguided rockets. Since they are always launched in pairs,you can select launchers 1-2or3-4. Because of the large quantity of smoke generated during a launch sequence which can interfere with safe engine operations, it is possible to launch only two rockets at a time.Finally, the zone starting from 2 to7 is reserved for AA missiles. You can choose either to launch missiles in pairs(positions1-2,3-4)or from individual launchers. The only exception to these rules is the Kh-66 Grom:to use it,place the weapon selector to S-24 12 position. Grom launches as single missile, so be careful with aircraft handling after the launch because you will have significant asymmetric wingload":cry_2: Edited September 20, 2016 by cthulhu68 1
virgo47 Posted October 10, 2023 Posted October 10, 2023 (edited) There is also one important distinction between 4x and BSE (which is actually VSE or "vsjo"). BSE still works only for 4 pods, but it also zeroes any gunpod elevation. This is mentioned in the training mission for pods - but it does not explicitly mention that "all" is not gunpods+internal gun. BTW: I'm not sure what I'm doing wrong, I tried many times, but the results are often anything but "a rain of 23mm rounds can be quite deadly". Pods seem to be extremely weak against anything except unarmoured targets. There is no comparison to the internal gun which is many times stronger. Edited October 10, 2023 by virgo47 1 L-39, F-4E, F-5E, F-14, F/A-18C, MiG-15, F-86F, AJS-37, C-101, FC2024 Yak-52, P-47, Spitfire, CE2 UH-1H, Mi-8, Ka-50 III, SA342 NTTR, PG, SY, Chnl, Norm2, Kola, DE Supercarrier, NS430, WWII, CA VKB STECS+Gladiator/Kosmosima+TPR DCS Unscripted YouTube "Favourite" bugs: 1) gates not growing regress (FIXED 2025-03 ), 2) L-39 target size cockpit animation regress (FIXED 2025-02), 3) Yak-52 toggles not toggling, 4) all Caucasus ATC bugs
Dragon1-1 Posted October 10, 2023 Posted October 10, 2023 ED was supposed to add some AP rounds to the mix, but it seems they did not add enough. Some time ago, gunpods only had HE for some long lost reason. It was completely impossible to complete the training mission in question, because HE would not damage the target vehicle. That said, they are quite deadly - to infantry and trucks. Against light armor they suck. Ideally, we'd have a choice of what to load into those. 1
virgo47 Posted October 10, 2023 Posted October 10, 2023 (edited) They recently (not sure when, some time between 2.7 and 2.8) changed the mission... slightly for the better. The first group is now 5xM113 instead of a single quite difficult and fire returning vehicle (in addition to a lot of side-wind)... and the second group are 3 HEMTT which are easier to dispatch with the pods. (Green smoke is missing though, but not a problem.) I'd say this is better than before... wasn't there one Abrams in the old days? Definitely something crazy for the pods. M113 are still tough targets for the pods though. BTW: Perhaps I'm stupidly hard-headed or what... but I'd say this is the most played mission for me. I don't recommend that to anyone. Edited October 10, 2023 by virgo47 L-39, F-4E, F-5E, F-14, F/A-18C, MiG-15, F-86F, AJS-37, C-101, FC2024 Yak-52, P-47, Spitfire, CE2 UH-1H, Mi-8, Ka-50 III, SA342 NTTR, PG, SY, Chnl, Norm2, Kola, DE Supercarrier, NS430, WWII, CA VKB STECS+Gladiator/Kosmosima+TPR DCS Unscripted YouTube "Favourite" bugs: 1) gates not growing regress (FIXED 2025-03 ), 2) L-39 target size cockpit animation regress (FIXED 2025-02), 3) Yak-52 toggles not toggling, 4) all Caucasus ATC bugs
Dragon1-1 Posted October 10, 2023 Posted October 10, 2023 It was a Stryker, impossible to kill with the old version of the pods, and hard but doable with the updated ones. I was the one complaining about it. AFAIK this also affects the pods on other modules. 1
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