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Posted

So, it seems the SD-10 lofts based on nose degree up or won't loft below a certain degree, but I can't find any information on why or how many degrees are needed for more or less loft, if anyone has this information, can explain it or verify if it's even realistic I'd be quite grateful.

Posted
2 hours ago, FlankerFan35 said:

9 degrees will provide optimal loft for any alt?

Usally you want to loft it as much as possible so that it travels in thinner air allowing it to travel further away

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Posted
2 hours ago, FlankerFan35 said:

9 degrees will provide optimal loft for any alt? is there anything about this in public info.

I believe that’s the transition between manual and automatic loft, somewhere around there 

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Posted
33 minutes ago, Mike_Romeo said:

Usally you want to loft it as much as possible so that it travels in thinner air allowing it to travel further away

I just want to know exactly when to do what when and not guess. 

31 minutes ago, AeriaGloria said:

I believe that’s the transition between manual and automatic loft, somewhere around there 

Theres an auto loft function?

Posted
55 minutes ago, FlankerFan35 said:

I just want to know exactly when to do what when and not guess. 

Theres an auto loft function?

Yea if you launch it between 1 degree up and 5-9 I think. 
 

It’s up to you when you want a slower missile that will need to look down to target but fly longer, or a faster missile that won’t go as far but will be more level and thus have better chaff resistance 

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Posted

Loft is not included in range calculations, so if you want to take that max-range shot, loft it up 9+ degrees and it'll be more likely to hit.

Posted

I always pull up to 10-15 degrees before firing. I also have A LOT of speed (>500 kts/M0.90)

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Posted
On 1/4/2023 at 1:18 PM, AeriaGloria said:

Yea if you launch it between 1 degree up and 5-9 I think. 
 

It’s up to you when you want a slower missile that will need to look down to target but fly longer, or a faster missile that won’t go as far but will be more level and thus have better chaff resistance 

I just wish there was documentation to read on it.

Posted
22 hours ago, FlankerFan35 said:

I just wish there was documentation to read on it.

I mean, Deka has realeased their detailed flight manual for the JF-17. To bad its chinese and that the english version isnt out yet.

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Posted
30 minutes ago, Mike_Romeo said:

I mean, Deka has realeased their detailed flight manual for the JF-17. To bad its chinese and that the english version isnt out yet.

I cri.

  • 3 weeks later...
Posted
On 1/4/2023 at 2:20 PM, FlankerFan35 said:

I just want to know exactly when to do what when and not guess. 

Theres an auto loft function?

Just follow the WEZ cues, they don't take loft into account so if you're not lofting they're accurate, albeit conservative; the SD10 has a noticeably larger range than the cues would indicate. If you're going for long shots, 30-40+nm just point your nose up 9 degrees before you shoot and the missile will loft, dramatically increasing your range. It's a bit of trial and error but once you get a feel for it it's probably the deadliest missile in the sim. I've found at 36k feet asl I can score kills reliably at 40nm if I loft. 

Posted

idk its weird, I lofted today when the enemy was at the 80% range, it lofted up, and up, and kept going. I never dropped lock (TWS bug) it just decided to loft itself further into space and leave the planet. Maybe at higher altitudes, it auto-lofts without pitching up? If so, why did it not track towards the enemy I had locked? If my plane was sending it signals, it seems like it ignored those.

Also the plane flies really different at high altitude 35k+ now. I can't get much over 43k, (before I could get up to 50 if I tried) but I get great mileage that high, and can stay in AB the whole time with barely any fuel burning. Oxygen didn't go down much either. What happens in high altitudes now is I keep climbing very slowly, and my AOA keeps going up and up, but altitude trickles up, until I'm at 14 aoa before I realize it, but it doesn't act like it's stalled, still somewhat controllable. It basically gets to a point where you get the highest it can go, and it just keeps slowing down, and increasing aoa until you back off, or fall out of the sky. Unfortunately, that high up you can't get near mach 1. I then dropped about 3000 ft, about a 5 degree dive, and very quickly gained speed, but not more than 1.2, more like 1.18. I'd expect at least to achieve the maximum speeds listed. That was also after jettisoning the tanks, and I did have the dual rack for sd-10.  

Posted (edited)
On 1/28/2023 at 2:23 AM, Napillo said:

idk its weird, I lofted today when the enemy was at the 80% range, it lofted up, and up, and kept going. I never dropped lock (TWS bug) it just decided to loft itself further into space and leave the planet. Maybe at higher altitudes, it auto-lofts without pitching up? If so, why did it not track towards the enemy I had locked? If my plane was sending it signals, it seems like it ignored those.

Also the plane flies really different at high altitude 35k+ now. I can't get much over 43k, (before I could get up to 50 if I tried) but I get great mileage that high, and can stay in AB the whole time with barely any fuel burning. Oxygen didn't go down much either. What happens in high altitudes now is I keep climbing very slowly, and my AOA keeps going up and up, but altitude trickles up, until I'm at 14 aoa before I realize it, but it doesn't act like it's stalled, still somewhat controllable. It basically gets to a point where you get the highest it can go, and it just keeps slowing down, and increasing aoa until you back off, or fall out of the sky. Unfortunately, that high up you can't get near mach 1. I then dropped about 3000 ft, about a 5 degree dive, and very quickly gained speed, but not more than 1.2, more like 1.18. I'd expect at least to achieve the maximum speeds listed. That was also after jettisoning the tanks, and I did have the dual rack for sd-10.  

Well your trip into space is a definitely a bug, I'd get a track file and drop it in the bugs section so they can fix it. Every single time I've seen a missile just go into space it's been a bug without exception. 

As for the FM, they adjusted drag on a bunch of different things, including the double ejector rack. You have to keep in mind that listed ceilings and speeds are generally based on a clean aircraft with nothing on it. Carrying about 2000lbs of air to air missiles is going to significantly hurt that, especially given that the JF17 is notably underpowered for a modern jet. If you could hit M1.6 or 55k ft ASL with stores, the model wouldn't be accurate to its real world counterpart. 

Edited by Pede
Grammatical errors
Posted (edited)
On 1/28/2023 at 3:23 AM, Napillo said:

idk its weird, I lofted today when the enemy was at the 80% range, it lofted up, and up, and kept going. I never dropped lock (TWS bug) it just decided to loft itself further into space and leave the planet. Maybe at higher altitudes, it auto-lofts without pitching up? If so, why did it not track towards the enemy I had locked? If my plane was sending it signals, it seems like it ignored those.

How much pitch up did you add? There are several missiles on the scheme that can have issues descending (they never do) if they are "manually" lofted significantly. I would try firing at exactly 9/10 degrees. If it still encounters the issue, send us a track please. 

Edited by ShadowFrost
Posted (edited)
1 hour ago, ShadowFrost said:

exactly 9/10 degrees.

it was 9/10 degrees. I was at about 40,000 ft, trying to hit someone I locked on about 44nm away. Unfortunately, it takes a while to get that high and thus the trackfile would be prohibitively large. I think my AOA + the pitch up might have been about 15/20 degrees if you add them up. I will note that I will try to get a VS lock first, and then switch to a TWS lock by hitting (2) INTC mode button to switch from VS STT to TWS bug.

Edited by Napillo
adding pitch up to aoa
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