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Posted (edited)

I was just wondering if anyone had any tips/tricks or general advice in employing unguided rockets, gun pods etc?

 

I am fine with the Vikhr, the cannon, but anything on the side pods seems to invariably miss it's target, so any help would be very much appreciated.

Edited by DTWD

Regards

[sIGPIC][/sIGPIC]



Posted

I've no advice besides "practice". This is one of those things that's simply hard, no way of avoiding that fact. It's hard and all you can do is practice. It's all a matter of getting a feel for the weapons and being able to predict their behavior. Also, note that in real life, the gun pods, and especially the unguided rockets, aren't intended as 'precision weapons' anyway. They're excellent tools for suppression, and for destroying enemy soft targets when used en masse. Recall that in World War II, the accuracy of airborne delivered unguided rockets was believed to be on the order of 1%. The rockets you're firing from the Black Shark aren't all that much different than those RS-82's they were firing from IL-2's, so you shouldn't expect to be scoring direct hits with every salvo.

Posted

At work at the mo' ;)

Can't remember which book, (Apache Dawn or Ed Macys) - can't remember the exact range - but they did mention about running in from 2-3 km away.

 

I was useless as rockets because I would snap turn - aim and .... miss. I couldn't get the trim set up right and it was a horrible experience all round. Flapping about all over the place!

 

Extend out a couple of km, and everything works :thumbup: Gives you time to set up correctly.

Posted

Don't forget to use laser range finder. Without range information targeting cue is very inaccurate. You should lock the target with Shkval and align both circles before firing; or you should switch to sight mode (from autotrack) and measure range to target manually before firing. In sight mode you have to put targeting cue over target and press AUTO LOCK button to get the range. Without range measurement you will get statisfactory result only when firing from distance of 200-300m and alike.

Wir sehen uns in Walhalla.

Posted

Well this is insightfull because I do tend to turn and fire and I am not really taking my time with the unguided weapons that maybe I should be. So the long run in will be my starting point.

 

And ZaltysZ, your saying I need to treat the targets for the unguided weapons as I do targets for the guided weapons? Does this mean I get to see the convergance zone of the weapons? Because the moment I seem to be firing either side of the target.

 

Are you also saying that for straffing runs I want to be fireing between 200-300 metres from the target?

Regards

[sIGPIC][/sIGPIC]



Posted

200-300m is way way too close. I believe the manual states 800-2000 but a stable shot is perfectly fine out to 3000m or more.

 

I would suggest taking a long run in using the Ingress feature of the DL/AP, Auto Turn to Target, and then trim it nicely. You want to the aimpoint and the target circle to be overlayed and stable for at 1 sec or more before firing. Making sure the the circles are stable together (not just moving across each other) is important.

Posted

For me it is bad when you aim target and press trigger on joystick, rockets don't fire at same time but while after (dunno how long - 0.5 sec after button pressing?). So I never hit target from rocket pods yet.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

ಠ_ಠ



Posted
Are you also saying that for straffing runs I want to be fireing between 200-300 metres from the target?

 

No. You need to use laser range finder to measure range for unguided weapons. If you fail to do so, wrong impact point will be calculated (rockets will hit not where target cue in HUD is showing). Error increases as range increases, so at long range it is wise to measure range before firing (especially when there is a lot of time to do that). As I said, you can do that in 2 ways: using Shkval with autotrack, or with sight mode (it is quicker way when time is short and threat is close).

 

From 200-300m I can hit without using laser range finder, because error is too small to make a difference. It is doesn't mean you should fire from that range, just sometimes such situation arises. It is quicker to kill unprotected convoy making funnel around it when making passes.

Wir sehen uns in Walhalla.

Posted

My tip is to set the burst-length to medium... which fires 5 rockets from each pod at a time. This depletes the rockets pretty quickly (4 salvos if you have two S-8 pods), but your chances of hitting increases alot.

 

And also remember the laser rangefinder as mentioned.

Posted

Well I don't think I have ever used the laser range finder on the unguided weapons, so that's probably going to be a big help with why they keep missing :D

 

What do you mean by "sight mode"?

 

If I am using the Shkval I target, lock/track, bring the pipper onto the target and fire? And that will give me greater accuracy? I just want to make sure that when I try it later I don't miss a step.

 

Boberro,

 

Are you using an X52? I quantasised the time to 0.001 and with my setup my rockets/missles fire as soon as I release the button (I tend to line up, press and once stable release).

Regards

[sIGPIC][/sIGPIC]



Posted

Boberro,

 

Are you using an X52? I quantasised the time to 0.001 and with my setup my rockets/missles fire as soon as I release the button (I tend to line up, press and once stable release).

 

:O so is it customizable? Would be cool....

 

I use Saitek Cyborg Evo, don't know why I have to wait so long to fire rocket or missile - in this aspect it is not too problematic, but rockets need immadietly firing after button pressing, which at my case doesn't happen.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

ಠ_ಠ



Posted (edited)
What do you mean by "sight mode"?

 

If I am using the Shkval I target, lock/track, bring the pipper onto the target and fire? And that will give me greater accuracy?

 

Yes, it will. That method with Shkval can be called auto track. It is accurate, but time consuming method. Imagine you are escorting some transport helicopters and suddenly unfriendly infantry pops up in unexpected place. Well, you will loose a lot of time by picking those soldiers with Shkval. That's where comes sight mode. It works this way: you maneuver so that impact point cue is on the target and press AUTO LOCK, range gets measured and impact point cue adjusted - very quick method. For more information look in English manual 7-27.

Edited by ZaltysZ

Wir sehen uns in Walhalla.

Posted
...but rockets need immadietly firing after button pressing, which at my case doesn't happen.

 

Notice that cannon fires immediately, and only rockets/missiles lag. This delay is realistic feature.

Wir sehen uns in Walhalla.

Posted

I think I understand what your saying ZaltysZ. I will give it a go and see how I get on.

 

Many thanks.

Regards

[sIGPIC][/sIGPIC]



Posted

Also the warheads in the rockets needs some kind of patch...

Look at this screenshot, two VERY lucky soldiers...

 

Regards

Aser

ScreenShot_032.thumb.jpg.dd0c251ae8ca653c7baef1877162034c.jpg

AW-139 Pilot

Posted
Also the warheads in the rockets needs some kind of patch...

Look at this screenshot, two VERY lucky soldiers...

 

Regards

Aser

 

They look to be more AP than HE. Kinda useless weight, as 30mm HE shells has greater effect, at least it seems so.

Wir sehen uns in Walhalla.

Posted

Also what should not be forgotten, what we see here is a abstract simulation of something that is more complex in reality. Real terrain is not everytimes as flat as the Black Shark world is, often there are rocks or ditches in the terrain that can provide cover for infantry. As such the damage model of infantry might have been strenghted to simulate those factors.

Posted (edited)

In fact, I have talked about S-8.

 

Currently we can use 2 types of S-8 rockets: KOM (shaped charge + fragmentation) and CM (signal smoke). I think S-8 with HE warhead (mentioned as S-8M in link, Namenlos Ein has provided) should make much more damage (with increased radius) to infantry and less to armored stuff than S-8KOM.

 

Well, as it is said in that link, if everything is ok, new rocket types will be provided with patch.

Edited by ZaltysZ

Wir sehen uns in Walhalla.

Posted

Good tips, I was flying the second mission of the 1st campaign...and I was shooting off my rockets like a drunk high school kid at prom....very bad...very messy... :(

 

I'll have to practice with these tips in mind, thank you!

Posted

Excellent thread. I was going to ask this question myself...glad to see others are having problems with rockets as well...:smilewink:

 

Does anyone have a "track file" showing proper use of rockets in attack? That would be most helpful.

Posted

If you get the chance to hit hard targets with unguided rockets like a bridge or buidling, or whatever,, but I was hauling ass down fromt he top of a hill over a road that had a convoy of vehicles, and used my unguided rockets and had a blast rasing hell with them, with al the dust, dirt, metal, and crap flying, I could not see much after the first rocket. But, it sure was a Blast!

 

:thumbup:

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