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Posted

As the title says really. I'm a new-ish Viggen driver trying to get to grips with rocket delivery. I've been following Chuck's guide and some of the better YT tutorials like Deephack and Iain Christie. And no matter what I do, my rockets always go long. Not massively long, but long enough for the unarmoured truck I'm aiming for to take no damage. I get they are not precision weapons and more of an 'area saturation' thing, so I would expect a spread of impacts around my targeted point. But I'm finding they consistently, repeatably go long. Anyone else experienced this? What might I be doing wrong?

Thanks in advance!

Posted
1 hour ago, eifionglyn said:

As the title says really. I'm a new-ish Viggen driver trying to get to grips with rocket delivery. I've been following Chuck's guide and some of the better YT tutorials like Deephack and Iain Christie. And no matter what I do, my rockets always go long. Not massively long, but long enough for the unarmoured truck I'm aiming for to take no damage. I get they are not precision weapons and more of an 'area saturation' thing, so I would expect a spread of impacts around my targeted point. But I'm finding they consistently, repeatably go long. Anyone else experienced this? What might I be doing wrong?

Thanks in advance!

Have you dialed in the correct QFE?

Are you pressing fire when the firing cue appears, or later?

Is it possible for you to attach a short track?

Posted

I have dialled in the correct QFE calculated from the F10 map, and verified this is correct by comparing the pressure and radar altimeter readings when flying straight and level over the target area (trucks on an airfield so it's flat). It's my understanding that QFE setting is irrelevant for rocket delivery in ANF master mode as we're using radar ranging.

I'm placing the pipper on the target, unsafing the trigger, keeping the pipper stable on the target, waiting while the range bar shrinks down and flashes and only pressing weapon release when the 0.5 sec 'wings' cue appear either side of the pipper.

I'm not sure how to edit a track (or record my screen for that matter) but I'll look into it as this is pretty reproducible.

Posted (edited)

It might also be worth disabling target motion tracking to help remove this as a potential issue.

"Disable target motion measurement by going TAKT, IN, and enter 221 then press LS."

 

Edit: Corrected the CK37 command, damn google search first result not checking due to lunch break😄

Edited by Sideburns

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Posted
16 minutes ago, eifionglyn said:

I'm not sure how to edit a track (or record my screen for that matter) but I'll look into it as this is pretty reproducible.

After you have flown a mission in singleplayer, in the debriefing screen you have the option to "save replay". Press that and upload the file here. The shorter the flight is, the better.

Posted
17 minutes ago, Sideburns said:

It might also be worth disabling target motion tracking to help remove this as a potential issue.

"Disable target motion measurement by going TAKT, IN, and enter 211 then press LS."

211 turns on the fixed sight. 220/221 is target motion measurement on/off, which I believe is off by default. I have tried it with both and it doesn't seem to make much difference.

Right here's a track file, air start 10km so away from the disused airfield at Kobuleti. There is a single truck in the middle of the runways. 

viggenRocket.trk

Posted

I've also tried it deliberately setting a wildly wrong QFE, it makes no difference. Obviously it moves the waypoint / target circle, but as I thought, that's just there as a guide to the pilot to visually acquire the target, it doesn't factor into the jets weapons employment parameters for rockets when using AGR.

  • 1 month later...
Posted (edited)
On 12/12/2023 at 9:32 AM, eifionglyn said:

But I'm finding they consistently, repeatably go long. Anyone else experienced this?

 

Hi,

I'm having the same problem ... I'm firing rockets using the standard ANF procedure with radar ranging and correct QFE, and I'm having the same problem you do .. they hit long, not by much, and I can compensate it a little by aiming short, but it is a bit of a shame, as I remember the rockets sight being fairly accurate a few years ago  😞 

 

will upload a video on a few minutes, showing the issue.

 

Edit: here is the video:

 

 

 

No Mods, except for the 476th VFG range objects

 

 

 

Edited by Rudel_chw
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Posted (edited)

Hey guys! If I may add my 2 cents on what I see in the video:

Too shallow approach, and too slow flying.

Edited by TOViper
  • Like 2

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Posted
1 minute ago, TOViper said:

Hey guys! If I may add my 2 cents on what I see: Too shallow approach

 

I thought that anything over 5° nose down was enough, isn't it?

 

1 minute ago, TOViper said:

, and too slow flying.

 

The Rockets procedure on the manual does not specify a particular speed for normal rocket attacks, but it does indicate M 0.8 if one is using the backup fixed sight (which I'm not using) ... what speed are you suggesting?

 

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Posted

It's a known thing that happens with rockets in the (imaginary) single fire mode: For some reason the rockets will land long every time.

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Posted
47 minutes ago, MYSE1234 said:

It's a known thing that happens with rockets in the (imaginary) single fire mode: For some reason the rockets will land long every time.

 

Thanks, didn't knew that ... will try again with a full salvo.

 

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Posted

I think best would be M0.8 (if you can reach that speed after a pop-up), but I think somewhere I read 10° at least, but I might be mixing that up with something else ...

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Posted (edited)
16 hours ago, MYSE1234 said:

It's a known thing that happens with rockets in the (imaginary) single fire mode: For some reason the rockets will land long every time.

 

Hello,

You are correct, the rockets accuracy is much better with a full salvo than with single rockets, these are my results against a target circle of 35m radius:

 

H9AQYM9.jpg

 

over 50% of the rockets fell within the target circle 🙂   thanks a lot for the help.

 

 

 

Edited by Rudel_chw

 

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  • 2 weeks later...
Posted
On 1/13/2024 at 12:07 PM, MYSE1234 said:

It's a known thing that happens with rockets in the (imaginary) single fire mode: For some reason the rockets will land long every time.

I speculate it has something to do with processing a "first" and "last" rocket so they sweep out a range of impact points.  In single mode, maybe it's giving you a shoot cue for the "last" rocket only.

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  • 3 weeks later...
Posted

I encountered this problem while relearning the Viggen. It's exactly as described, bursts hit pretty accurately, single shots go long. Dind'nt know that was a known problem, until I encountered this thread.

I'm currently solving the problem by holding the target exactly between the pipper and radar fin. This way I hit the targets fairly accurately with single shots.

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