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Aiming with the guns and rockets


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Posted (edited)

The M-2000C's gunsight has been improved and now it is more helpful than the previous circle dot.

 

The new gunsight not only predicts where the gun rounds/rockets will hit, but also indicates if you are in effective range.

 

Guns%20and%20rockets%20gunsight_zpsugrquq0b.png

 

For both the impact prediction and the range marker to function one of the following two methods must be working: TAS (radar ranging) or RS (radar altimeter ranging).

 

If neither are working, the aiming cross will remain at the boresight position and no range indication will be shown.

 

Please be aware that although the maximum range is 2400m and 2700m for guns and rockets respectively, the maximum range at which you should be firing would be Maximum Effective range (1800m and 2400m).

 

I've been told that doctrine it to dive between 10º to 30º down pitch angle and hit the target as soon as you are in maximum effective range. Please correct me if that is wrong.

Edited by Zeus67

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Posted
If neither are working, the aiming cross will remain at the boresight position and no range indication will be shown.

I noticed this when trying out the guns and wondered, if this is the correct behaviour.

 

When you approach the target and line up the aircraft, the pipper suddenly jumps downward when you get into the max range. This makes it a bit hard to aim. Wouldn't it be more intuitive if the default placement of the pipper were at the max range position?

 

And perhaps the default placement at the boresight position would be only the default if neither TAS nor RS were active?

Posted
I noticed this when trying out the guns and wondered, if this is the correct behaviour.

 

When you approach the target and line up the aircraft, the pipper suddenly jumps downward when you get into the max range. This makes it a bit hard to aim. Wouldn't it be more intuitive if the default placement of the pipper were at the max range position?

 

And perhaps the default placement at the boresight position would be only the default if neither TAS nor RS were active?

 

I'll check.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted

Either I'm not using this correctly or it isn't working for me, I have both TAS and RS on and the reticle doesn't move when I'm making a run

 

*EDIT* It works in RS but not TAS or both

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Posted
Don't forget to activate the Radar Altimeter switch on the HUD.

 

When I was making runs I had Radar Altimeter on and RADAR on, RS would give me a gun solution alone but when paired with TAS or TAS was on its own then I wouldn't be given a solution. No idea if I'm actually using it wrong or not tbh.

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Posted
When I was making runs I had Radar Altimeter on and RADAR on, RS would give me a gun solution alone but when paired with TAS or TAS was on its own then I wouldn't be given a solution. No idea if I'm actually using it wrong or not tbh.

 

TAS is bugged at the moment.

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Posted

After Fridays update Rockets & Gun worked fine.

But after the recent hotfix Rockets & Gun are falling short of the piper in RS mode? tested also TAS with the same results.

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Posted
After Fridays update Rockets & Gun worked fine.

But after the recent hotfix Rockets & Gun are falling short of the piper in RS mode? tested also TAS with the same results.

 

 

Yes, I haven't tried rockets but the guns are definitely falling short. Almost as if the calculation is being done for rounds moving in a straight line but the simulation applies gravity to them. I tried this with RS, TAS and both on and get the same result.

 

Edit: They fell short before the hotfix when using the RS mode too.

Posted
I agree I think it's best to fire the guns once the range is on the 1st or 2nd notch in optimal range

 

I don't quite follow. I'll make a video. I put the gun pipper on the target, wait until I'm within optimal range and fire a burst. The rounds all land a few meters short of the target. If I want them to hit I need to aim high. This happens on TAS and RS mode or if I have them both selected. So unless I'm not within firing parameters (too fast / slow, too steep / shallow) I don't think the problem is with my aiming. Is this the way it should be? With the A10, the rounds all land (more or less, it has bigger spread) around the spot on the ground where the pipper was when the shot was fired.

Posted
It seams that the piper is fixed in distance for the moment

 

yes, that was my thought aswell, the ranging for the pipper works but it does not seem to be considered in the positioning on the hud.

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Posted
Yes, I haven't tried rockets but the guns are definitely falling short. Almost as if the calculation is being done for rounds moving in a straight line but the simulation applies gravity to them. I tried this with RS, TAS and both on and get the same result.

 

Edit: They fell short before the hotfix when using the RS mode too.

 

I agree I think it's best to fire the guns once the range is on the 1st or 2nd notch in optimal range

 

I don't quite follow. I'll make a video. I put the gun pipper on the target, wait until I'm within optimal range and fire a burst. The rounds all land a few meters short of the target. If I want them to hit I need to aim high. This happens on TAS and RS mode or if I have them both selected. So unless I'm not within firing parameters (too fast / slow, too steep / shallow) I don't think the problem is with my aiming. Is this the way it should be? With the A10, the rounds all land (more or less, it has bigger spread) around the spot on the ground where the pipper was when the shot was fired.

 

It seems that the bullets ballistics need work. The piper position is calculated based on defined muzzle velocity, but the ballistic characteristics of a round have several other criteria to create a path.

 

I've noticed that for the time being the best range to fire is at 1200 meters, which coincidentally it also max range for AA guns. Probably why nobody noticed that the ballistics are a little off.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted

OK, maybe the pipper calculation is for projectile motion in a vacuum, but the simulation takes into account air friction (and maybe wind) too?

Posted
OK, maybe the pipper calculation is for projectile motion in a vacuum, but the simulation takes into account air friction (and maybe wind) too?

 

My guess is that the round friction coefficient is off, which will cause the round to lose velocity too fast. Fixing that will require a lot of testing and we don't have the time at this moment to do that. We will fix it, but not right now.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted

OK, thanks, yes, the friction coefficient could be too large. For the time being we can all just learn to aim a bit higher, it is not off by much.

Posted
OK, thanks, yes, the friction coefficient could be too large. For the time being we can all just learn to aim a bit higher, it is not off by much.

 

Like I said, the problem was that since the round is reaching the target at max air-to-air engagement range nobody saw it. But since air-to-ground engagement use higher max ranges, 1800 vs 1100, the friction coefficient problem came to light.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted
Awesome so Guns will be updated to get the correct ranging then?

 

In due time yes. Right now we have other priorities.

"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."

"The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."

Posted
Like I said, the problem was that since the round is reaching the target at max air-to-air engagement range nobody saw it. But since air-to-ground engagement use higher max ranges, 1800 vs 1100, the friction coefficient problem came to light.

Is it the same for rockets? they are hitting short too, both TAS/RS.

Also what works best for A2G now, TAS or RS?

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Posted

Does the new A2G gun pipper work in NTTR?

 

Cause I can only get the new pipper in 1.5.



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