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Posted

You are probably forgetting to add the mils that result out of the aircraft AOA based on its current weight.

The computer doesnt account for that right now. Try to adjust for your weight and see if that does the trick. Cheers

Posted
21 hours ago, Zabuzard said:

You are probably forgetting to add the mils that result out of the aircraft AOA based on its current weight.

The computer doesnt account for that right now. Try to adjust for your weight and see if that does the trick. Cheers

How to do this?  Could you provide an example please?

I love this Phantom, but I just cannot seem to get this style of bombing to work.  Appreciate your help.

Posted

Essentially, DIRECT mode, not involving any computer in the plane like the WRCS, can't automatically account for anything that is affecting the ballistics.

In the screenshot shared above, the impact is off by 20 mils since OP dropped from AOA -1.5deg, as seen on the infobar. 1.5deg in mils (26), together with the fact that the bombs haven't been dropped from 1G but 0.9G, are exactly the missing 20 mils.

The data reported on the calculator tool is valid for 1G and 0 AoA.

The AoA is induced mostly by the aircraft weight, assuming you stabilized the dive before dropping (or hitting active pause, which I assume OP used in the screenshot above, hence also 0.9G).

Relating weight to AoA is IRL done with rough lookup tables (its not very precise, DIRECT isn't a precise mode at these low angles at all). We are currently checking how well the tables translate into the game and then see how we can incorporate this into the tool.

Cheers

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Posted
2 hours ago, Zabuzard said:

In the screenshot shared above, the impact is off by 20 mils since OP dropped from AOA -1.5deg, as seen on the infobar. 1.5deg in mils (26), together with the fact that the bombs haven't been dropped from 1G but 0.9G, are exactly the missing 20 mils.

The data reported on the calculator tool is valid for 1G and 0 AoA.

Actually, G in an unloaded dive is a function of dive angle. In a 45° dive G would be 0.7, in a 90° dive it would be 0 etc. Also, G does not have an impact on bomb ballistics, therefore for a single bomb drop it is irrelevant. The bomb is accelerated by the G of the aircraft as long as it is attached to it. The instance it is released it is no longer being accelerated by the aircraft and will simple follow a ballistic trajectory from then on. G affects the spacing between ripple releases though.

 

2 hours ago, Zabuzard said:

its not very precise, DIRECT isn't a precise mode at these low angles at all

I am very opposed to this attitude 🙂 Direct is as accurate as any other mode if fly the numbers (and these numbers are actually correct).

Posted

Point is, correct for your AoA and the numbers fit.

To correct for the AoA, take weight into consideration to get the standard deviation.

If using the "Active Pause method", make sure you stabilize before you press Pause. Abnormal G is often an indicator for failing to do that. Such as seeing 2G in such a screenshot. If you havent stabilized, your pipper wont be much of a help.

The reason I say that DIRECT shouldnt be understood as a pinpoint accurate method is that, if you fly it like it would be done IRL (using lookup tables that only have fixed steps like 400 kts, 450 kts, 500 kts, angle 10, 15, 30,... and guesstimating what kind of weight u have when you actually drop bombs 3h later into the mission after you already planned your numbers,...) and without being able to use Pause, its rather unlikely that you will be able to hit a single small target with a single dumb bomb unless you fly really steep angles.

Its quite difficult to hold for example a dive angle of exactly 15°, not 14.5°, not 15.5°. And exactly 500 kts, not 510 or 490 and so on. Even slight deviations like 0.5° different pitch can already result in 10+ mil differences.

Of course that doesn't mean DIRECT is bad, its quite essential actually. Its the standard backup method every IRL pilot needs to be good at. Especially because DT was known to "never work" on the planes. Just be aware and plan accordingly. Increase the angle, ripple multiple bombs, fly with friends.


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Posted
34 minutes ago, Zabuzard said:

and without being able to use Pause, its rather unlikely that you will be able to hit a single small target with a single dumb bomb unless you fly really steep angles

Oh I think I am doing just fine at 15° dive angles 🙂

 

I think it is rather funny that you are lecturing with authority about the importance of AOA, considering when I brought up AOA a couple of days ago in the bug report thread it seemed by the answers of HB that no one had an idea what I was talking about 🙂 Don't worry, I am just pulling your leg a little. I greatly appreciate that HB is engaging with people and trying to help.

I am not saying that with Direct you are going to get pinpoint precision in operational conditions. That is why you drop a lot of bombs at once. But with proper planing, the right numbers and precise flying you can consistently drop individual bombs within lethal distance at the range.

Posted

Does the calculator work correctly for CBU / Rockeye? It's strange that it does not have fusing timer / function height options

Sent from my FP4 using Tapatalk

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  • 10 months later...
Posted
On 5/28/2024 at 1:54 AM, Zabuzard said:

The bombing table tool simulates the drop using DCS ingame physics computation. It spits out the exact values that guarantee an exact hit if you fly the parameters perfectly and there is zero wind. If you do not see the drag coeff changing, that is because the change is behind the decimal resolution that the Phantom can input into its computer 🙂

Note that for the type of attack done in the video, you should be using the LAYDOWN mode, not DIRECT. Laydown was specifically made for releasing high drags from level (and low).

what if i want to make use of the in-game physics computation - is that something i can do as a non SDK independent modder?

Posted
what if i want to make use of the in-game physics computation - is that something i can do as a non SDK independent modder?
No, these methods are in the DCS SDK, C++ sided.
Posted
5 hours ago, Zabuzard said:
6 hours ago, Dirt_Merchant said:
what if i want to make use of the in-game physics computation - is that something i can do as a non SDK independent modder?

No, these methods are in the DCS SDK, C++ sided.

damn, figured as much - thanks for the confirmation.

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