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moving gun boats, how to engage?


Go to solution Solved by _SteelFalcon_,

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Posted

hi

 

what weapon / tactic would you use to engage slow moving gun boats?

yesterday i strugged with this and the cloud cover was 8,000ft + so must be able to identify, track them (since they are moving) and then lock on with some of the other weapon.

i found the tgp pod was hard to use to find them, then it does not always tracking them with a moving point track and also the maverick seeker struggled to lock on to them and i cannot use maverick in area mode since they are moving.

would you use laser guided bombs or rather rockets to manually try and aim  + shoot at them?

 

thank you

 

 i7-11800H @ 2.30GH | 16Gb 3200MHz | GeForce RTX 3060 | Samsung 1TB SSD | KINGSTON 520GB SSD

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Posted

I‘d use mavs, but currently the tgp doesnt stick to moving targets, so it‘s a bit tricky with PRE mode. But vis mode works great.

maybe LGBs if the point track would work on moving targets.

alternatively dumb rockets or guns. Small boats are hard to hit accurately with dumb bombs, so you might use multiple in a high drag drop to increase hit probability.

Posted

alright, i also prefer mavs and will practice using VIS mode

PRE mode has been my go to, works well when mavs are boresighted. also using force correlation and area mode enables one to achieve long distance hits +- 19 miles.

 i7-11800H @ 2.30GH | 16Gb 3200MHz | GeForce RTX 3060 | Samsung 1TB SSD | KINGSTON 520GB SSD

Posted

I‘d use the IR mavs instead, since they can actually lock on the vehicles heat signature. Area mode on the H or K mavs is not the most accurate way to target a moving vehicle imo. The contrast locks are very hard to get and sometimes only work within 6 miles. Area mode from far away risks the target having moved away from the designated impact point by the time the mav gets there.

 

i use VIS mode with the HMCS, works like a charm once you‘re fluent with the workflow

Posted

 

1 hour ago, warford said:

and also the maverick seeker struggled to lock on to them and i cannot use maverick in area mode since they are moving.

65g's actually have a anti ship mode IRL. By flipping a switch inside the missile, force correlate is optimized for anti-ship. There's another switch for a delayed fuse.

  • Thanks 1
Posted (edited)
3 hours ago, Crptalk said:

 

65g's actually have a anti ship mode IRL. By flipping a switch inside the missile, force correlate is optimized for anti-ship. There's another switch for a delayed fuse.

for DCS world, what would be the best to lock on to small 'speed boats' off the coast? IR or Optical mavs D* or H*? or does it not make a difference in DCS?

 

thanks

Edited by warford

 i7-11800H @ 2.30GH | 16Gb 3200MHz | GeForce RTX 3060 | Samsung 1TB SSD | KINGSTON 520GB SSD

Posted

I managed to lock onto speed boats with maverick D, but it aint pretty. very hard to see the small boat to lock on to them ...

speed board - mav seek lock.png

speed boat - mav seek hit.png

 i7-11800H @ 2.30GH | 16Gb 3200MHz | GeForce RTX 3060 | Samsung 1TB SSD | KINGSTON 520GB SSD

Posted (edited)

The ideal would be a radar to TGP progression and then an automatic handoff to missile. But that's not fully developed. My attempt would be TGP area slightly ahead and SOI WPN for a manual slew and track.

I see the frustration. First the radar is slewing in an odd way that makes it harder to use, then it's not FTT/MTT instead just freezing on designate. TGP isn't coordinately well with SPI. Lastly the AGM-65D video does not highlight the boat at reasonable ranges.

image.png

Can you find the speedboat at 7 miles?

image.png

At 3 miles? And this is with the BRT/CON rockers adjusted well. The default values are much worse.

Here's AGM-65H at 5 miles:

image.png

That's significantly easier to see and still not that great. You can get TGP video (again, BRT/CON rockers and MGC and adjust LVL GAIN) and barely see the boat at 8 miles or so in either low zoom EXPor high zoom NORM. From there I just kept with the boat in area track until I was within missile range (5-7mi) and then timed my SOI change and TMS forward to command track based on where TGP was pointed (practically impossible to aim using missile video at that range). Usually it works and missile tracks even though I can barely see anything.

Example track:

F16 Mav Speedboat.trk

Edited by Frederf
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