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Posted
On 5/2/2025 at 8:39 AM, SloppyDog said:

I found the exactly same problem.

I tried with the bomb computer and no joy. I tried manually inputting the data (release Low Angle; pull-up time; release time) in the WSO station, and no joy.
I believe that the computer didn't accept my inputs, since I was going by trial and error. I really don't know how to manually calculate the latter two parameters.

Anyway, what I'm doing with this mode is to help me engage pre-planned targets. I created this SAM site with an SA-2 and an SA-3 and assorted AAA protecting an airport. The SA-3 is easily defeated with WRGS in loft mode. The problem is the SA-2, with its long range.

The best way to defeat this situation was to use LABS mode, setup an IP and the TGT in the Mission Editor. I get very low, at around 500-1000 feet, pass the IP at 20nm from the target, do not push the pickle, otherwise as stated the missiles will be immediately fired. Jester will automatically change to the next waypoint, the TGT, and will start to call out the distance. Once at 16-15 nm, I pop up nose up 30 degrees, fire the missiles then go mid altitude to provide a target. Usually the Shrikes track the target. Closer, they will overshoot the target.

This way I've been able to use LABS mode to loft missiles, with an indication of distance and not being dependent of the WRGS system.

It is the only way LABS mode has been working for Shrikes. Not even close to what is done with bombs or to what is written in the manual.       

and @tekrc

you guys might wanna scroll down the delivery mode in the bombing table...

Screenshot 2025-05-18 065428.png

Posted
8 hours ago, Rongor said:

and @tekrc

you guys might wanna scroll down the delivery mode in the bombing table...

Screenshot 2025-05-18 065428.png

They're talking about using Loft delivery mode with the LABS and not the WRCS AGM-45 mode.

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Discord: @dsplayer

Setup: R7 7800X3D, 64GB 6000Mhz, Saitek/Logitech X56 HOTAS, TrackIR + TrackClipPro

Resources I've Made: F-4E RWR PRF Sound Player | DCS DTC Web Editor

Mods I've Made: F-14 Factory Clean Cockpit Mod | Modern F-14 Weapons Mod | Iranian F-14 Weapons Pack | F-14B Nozzle Percentage Mod + Label Fix | AIM-23 Hawk Mod for F-14 

  • 4 weeks later...
Posted
This  missile useless in multiplayer

It flies accurately to its target, but has a very weak warhead.
Thanks for your feedback. Please note that the weapon itself is an ED topic. So best post it on their forum section so they have a chance seeing your feedback as well
  • 1 month later...
Posted

I did some fresh testing with Mk49 Mod 0 against SA-6:

 

I think a big problem is a discrepancy between the Heatblur model (RWR, weapon seeker pre-launch) and ED model (weapon seeker post-launch).

In my testing, the Phatoms RWR and the Shrike seeker did pick up the SA-6 tracking radar regardless of which direction it is pointing. I think that is because Heatblur simulates receiving radar sidelobes. But once launched and the ED weapon modeling takes over, the Shrike will only track the SA-6 when it is within the mainlobe of the tracking radar. It will track when fired 40° off axis and will not track when fired 50° (or more) off axis.

So unfortunately a seeker tone/ADI bars in the cockpit is no guarantee that the weapon will track after launch.

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Posted
1 hour ago, BenBenBeartrax said:

@MBot Would this be helped if one used the seeker head as a "tracking source" through the appropriate position of the "Msl Rej" switch (I'm unsure of the exact naming of it)?

It is my understanding that this switch only affects the data source for the computer's range calculations. Both in WRCS and in Direct mode, the needles in the ADI will show where the seeker head is looking at regardless. As such this does not affect the fundamental problem that "Heatblur's missile" will see stuff on the launch rail that "ED's missile" will not see after launch.

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