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MAVF slave question


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Posted (edited)

Guys I'm really wondering now how the MAVF on the F18 looks like in reality. Because the current MAVF is really a mess.

After a lot of training, I‘m now able to destroy four moving tanks in one dive attack. But I think the operation logic of MAVF shouldn't be so confusing.

Typically, I use TGP to assist MAVF in finding targets. MAVF is very inefficient without the pod, because in F18, the next MAVF doesn't look where the previous MAVF was.

However, there are many inconveniences in the process of MAVF's subordination to TGP. Taking my trk file as an example, my left DDI is MAVF and my right DDI is TGP.

When TGP starts to track a moving target, press TDC LEFT, MAVF will receive a fixed coordinate that will not change, and the rotation of MAVF's perspective takes a long time. After the rotation is completed, it will also automatically attract nearby targets. Therefore, when locking a bunch of moving targets, it is easy to lock the wrong target. (TGP locks on the first target, MAVF locks on the second due to too long camera rotation.) Then no matter how you press the CAGE key, it can't find the correct target. (It just re-points to the coordinates it received when it was just slaved.) The only thing you can do is TDC RIGHT -> TDC LEFT -> cage -> uncage. This way the MAVF will receive a new coordinate and rotate, since it was already nearby the last time, it is easier to lock to the correct target this time.

Now, we still have the bug of not being able to slew after slaved. In addition, the logic of TGP is also very inconvenient. The mode that can track moving targets cannot slew, and the mode that can slew cannot track moving targets.

All this makes the F18's MAVF very difficult to use (But it's still my most common weapon for attacking moving targets in PVE). Does all this really happen in reality?

I also heard that MAVF has SBST mode and TBST mode in real, what are they? Will this be simulated?

weird maverick.trk

Edited by FrostLaufeyson
  • Solution
Posted
8 hours ago, FrostLaufeyson said:

Does all this really happen in reality?

We don't really know. Unlike the Viper, the Hornet's weapon employment manual is classified. Supposedly ED has some information on this, but we don't have the ability to conclusively cross-check it ourselves. 

But, IRL the Hornet (and the Navy in general) does not really seem to use the AGM-65F as an anti-tank weapon. In the Navy, the IR Mavs are generally kept as anti-ship missiles while the laser Mavs are used for CAS. The Navy doesn't have any of the light warhead versions like the D. The E and F are both heavy warhead versions like the G and capable of being used against larger targets, while being overkill for single vehicles. 

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Posted
9小时前,Bunny Clark说:

We don't really know. Unlike the Viper, the Hornet's weapon employment manual is classified. Supposedly ED has some information on this, but we don't have the ability to conclusively cross-check it ourselves. 

But, IRL the Hornet (and the Navy in general) does not really seem to use the AGM-65F as an anti-tank weapon. In the Navy, the IR Mavs are generally kept as anti-ship missiles while the laser Mavs are used for CAS. The Navy doesn't have any of the light warhead versions like the D. The E and F are both heavy warhead versions like the G and capable of being used against larger targets, while being overkill for single vehicles. 

Thanks for your patience

You're right. The maverick of F18 is too powerful for tanks. But DCS is just a game after all, I can't expect its damage to be used for anti-ship. I wish ships had better damage models.

These classified issues... They give me a headache. I'm really curious about hornet

Posted

People can easily find out how it's supposed to work, they just can't post it here for obvious reasons.

The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord.

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Posted

The only workaround I found was uncaging the maverick to lock on whatever nearby, even if it's the wrong target, then pressing undesignate to drop the TGP tracking and clear the target point. Without a target point you can now slew the maverick as normal and refine the target. If you increase the contrast on the DDI the maverick has a pretty clear image. Just be careful that you don't lose the target or mask the maverick or you'll have to find it again with the TGP.

Posted
On 2/6/2022 at 12:04 AM, gachatar said:

The only workaround I found was uncaging the maverick to lock on whatever nearby, even if it's the wrong target, then pressing undesignate to drop the TGP tracking and clear the target point. Without a target point you can now slew the maverick as normal and refine the target. If you increase the contrast on the DDI the maverick has a pretty clear image. Just be careful that you don't lose the target or mask the maverick or you'll have to find it again with the TGP.

I've just tried 4x IrMav in one pass, without TGP. Once I had my target area ID'd visually (a light colored patch of dirt) from 16nm and put a mark on it, the rest wasn't too bad. Yes, slewing was a pain using WH mini-trackball and it really helps to be at high alt. and dive with Mav's seeker on the HUD pointing roughly at the target area.

 

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Posted
5小时前,Gripes323说:

I've just tried 4x IrMav in one pass, without TGP. Once I had my target area ID'd visually (a light colored patch of dirt) from 16nm and put a mark on it, the rest wasn't too bad. Yes, slewing was a pain using WH mini-trackball and it really helps to be at high alt. and dive with Mav's seeker on the HUD pointing roughly at the target area.

 

MAVF can actually launch and hit the target at 22 TTMR?

I'm a little confused now how these weapon countdowns are calculated.

Because when I use JDAM, even if I just put it into "IN RNG" or "IN ZONE", it will deviate from the target because there is not enough speed. I need to go deep into the launch range for a long time before throwing it to guarantee a hit

Paveway's AUTO mode, on the other hand, seems to delay the release time to give the bomb enough energy to turn.

So how Mavericks calculates the countdown for weapon release, it's confusing to me.

Posted
7 hours ago, FrostLaufeyson said:

MAVF can actually launch and hit the target at 22 TTMR?

I'm a little confused now how these weapon countdowns are calculated.

Because when I use JDAM, even if I just put it into "IN RNG" or "IN ZONE", it will deviate from the target because there is not enough speed. I need to go deep into the launch range for a long time before throwing it to guarantee a hit

Paveway's AUTO mode, on the other hand, seems to delay the release time to give the bomb enough energy to turn.

So how Mavericks calculates the countdown for weapon release, it's confusing to me.

Who knows, I'm a DCS Hornet jock...  If it works, I'll use it. If it doesn't and I think it should, I'll bitch about it then try to find a way to make it work. :smartass:

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Posted
12 hours ago, FrostLaufeyson said:

MAVF can actually launch and hit the target at 22 TTMR?

I'm a little confused now how these weapon countdowns are calculated.

The Maverick itself has no capability to detect range, so range is going to be fairly approximate with only a rough target designation on the ground, it'll be more precise using the FLIR. You'll notice the range information went away entirely when he undesignated the target point. The nominal max range for a Maverick is 8nm, but a launch at 10nm in a dive from 30,000 feet probably isn't unrealistic. Getting a Maverick lock at 10 miles probably is unrealistic.

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Posted (edited)

I am glad i am not the only one and it is so a common thing.  I come back to DCS after a long time and was used on the AGM ripple starting with TPOD or GMT radar without much problem on moving target.

I was really annoyed by the undesignate thing. ( AGM SOI > uncage > undesignate for slew ). Each time it will make Tpod view reset instead of stay in place. you loose completely the area point of view on the tpod at the same moment you undesignate when AGM is SOI. So using TPOD again for designate other targets for the second AGM dont work. There's still the mark point option but still make one step to do more in the process. 

Now maybe is it possible to do this ? TPOD SOI, designate target > AGM SOI, designate target > TPOD right sensor switch, for exit PTR mode > AGM SOI, undesignate for been able to slew the target. ( TPOD should not reset view as it is not designate a target ? )

I am largely able to  shoot 4 targets in a dive, but after pickle the first target, i just use next AGM's nearly on manual, just keep the plane direction on target zone. looking HUD for designate the zone and manually slew next AGM's to target.  Using radar instead of FLIR for track the target can be a solution,, it is easy to take back the target designation if needed with it 

I understand that the hornet is not intended to be used for this type of attack with AGM's anyway

 

 

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Edited by Lane

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