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Posted

Hi, is there no way to know if LPO is activated?
I haven't seen it on the hud, is there a light on the panel?
More than once I forget to deactivate it and I kill a friend because it cancels the iff.

thx

Posted

1. IRL, you would just know from switch position. It is usually used for missile jettison, very rare 

2. If you are out of launch conditions, it may become obvious. Say if you switch to R-73/60 far away beyond Max range/lock. 
 

3. in STT, bottom left corner, you have IFF indication “A” for enemy, “AF” for friendly. I think if it as “Attack” or “A Friend”

Is your question about flaming cliffs module? It has its own section. This is for full fidelity, and would tell you via the switch position

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Posted
15 hours ago, 100Fuegos said:

haven't seen it on the hud

That’s because the module hasn’t been released yet. Perhaps we’ll get an EA announcement towards the end of the year.

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Posted (edited)
hace 18 horas, AeriaGloria dijo:

1. IRL, you would just know from switch position. It is usually used for missile jettison, very rare 

2. If you are out of launch conditions, it may become obvious. Say if you switch to R-73/60 far away beyond Max range/lock. 
 

3. in STT, bottom left corner, you have IFF indication “A” for enemy, “AF” for friendly. I think if it as “Attack” or “A Friend”

Is your question about flaming cliffs module? It has its own section. This is for full fidelity, and would tell you via the switch position

Indeed, the problem is when the enemy is within the missile's range, in this case the LPO disables the iff so that both friends and enemies appear on the hud as "A".
Hopefully in full fidelity it can be verified in some way, with some light signal, on the hud, or visually with the position of the switch.

greetings

Edited by 100Fuegos
Posted
1 hour ago, 100Fuegos said:

Indeed, the problem is when the enemy is within the missile's range, in this case the LPO disables the iff so that both friends and enemies appear on the hud as "A".
Hopefully in full fidelity it can be verified in some way, with some light signal, on the hud, or visually with the position of the switch.

greetings

 

IRL, you should get IFF when using radar ranging. Which would only happen 8 seconds after IRST lock outside laser range 

in FC3, you can always blip radar on for a second to get IFF when you have IRST lock, and if you do it fast enough their RWR Won’t see it. Does that not work for you? 

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Posted (edited)
hace 21 horas, AeriaGloria dijo:

IRL, you should get IFF when using radar ranging. Which would only happen 8 seconds after IRST lock outside laser range 

in FC3, you can always blip radar on for a second to get IFF when you have IRST lock, and if you do it fast enough their RWR Won’t see it. Does that not work for you? 

hi,

When you have the LPO, the iff doesn't work, all the constants appear as "A", activating or deactivating the radar.
(I don't know about FC, I bought the module separately)

Most often I launch beyond the missile's range with the LPO, so when it is in the missile's range LA still appears, then you immediately switch to IR missile, and LA still appears.
If another contact appears in the battle, there is no way to know if it is friend or foe since all contacts appear as "A", except by deactivating the LPO, which is what I sometimes forget.

The only solution is to wait for full fidelity 🙂

 

Edited by 100Fuegos
Posted
9 hours ago, 100Fuegos said:

hi,

When you have the LPO, the iff doesn't work, all the constants appear as "A", activating or deactivating the radar.
(I don't know about FC, I bought the module separately)

Most often I launch beyond the missile's range with the LPO, so when it is in the missile's range LA still appears, then you immediately switch to IR missile, and LA still appears.
If another contact appears in the battle, there is no way to know if it is friend or foe since all contacts appear as "A", except by deactivating the LPO, which is what I sometimes forget.

The only solution is to wait for full fidelity 🙂

 

 

My biggest question is, for what purpose are you firing a missile beyond its max range? 

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Posted (edited)
5 hours ago, AeriaGloria said:

My biggest question is, for what purpose are you firing a missile beyond its max range? 

BVR air combat is also a psychological game, if you start learning about human behavior you will be much more successful. In short: if you launch a Fox 1 semi active missile, your opponent will be under stress, you can force him to make a mistake, and you can gain a tactical advantage by entering the air combat first.
If you can turn your opponent 90 degrees and make his life impossible, and reduce his ability to use only the AIM-9X, you can simply kill him over 10 km range. If he turns his back cold, you are playing with a cowardly opponent who runs away. In such cases, it is easiest to offer him an R-27ET! Learn to dominate air combat and win more!

Edited by Irisz
Posted
hace 15 horas, AeriaGloria dijo:

My biggest question is, for what purpose are you firing a missile beyond its max range? 

as Irisz has commented.
Normally the range of the 29 missiles is smaller than that of other opponents, if you launch it before the opponent forces him to maneuver and you can find advantageous situations.

Posted

I have done this before, but I often find it only works on new or green pilots. 
 

An experience pilot that has fought many R-27 will know when a launch is outside MAR. 
 

For this reason, if I choose to “scare” someone, I always try to fire just below max range while lofting 20-30 degrees. This way my missile will actually hit if they think I fired outside range and go straight, and if experienced will still have to dodge it in some way or fire early themselves. 
 

Just like any psychological game, it can work on some people yes. But you can train to be “immune” to it 

My favorite way to do this was to fire a R-77 from J-11. That way enemy might think I fired R-27, and when it gets close enough to be active they might think I still have them locked when I might actually be radar off or targeting someone else 

Which brings me to another part of this tactic, you need missiles to spare. Of which MiG-29 only gets two BVR missiles. This makes me even more hesitant to use it on 29, whereas on 27/33/J-11 I might take the bet that I’m flying against someone who will freak out about a R-27 shot at 50-70 km. 
 

With how MiG-29 radar often barely has the range to fully make use of R-27ER, I again only find this tactic really useful in Flanker against less experienced opponents 

15 hours ago, Irisz said:

BVR air combat is also a psychological game, if you start learning about human behavior you will be much more successful. In short: if you launch a Fox 1 semi active missile, your opponent will be under stress, you can force him to make a mistake, and you can gain a tactical advantage by entering the air combat first.
If you can turn your opponent 90 degrees and make his life impossible, and reduce his ability to use only the AIM-9X, you can simply kill him over 10 km range. If he turns his back cold, you are playing with a cowardly opponent who runs away. In such cases, it is easiest to offer him an R-27ET! Learn to dominate air combat and win more!

 

 

5 hours ago, 100Fuegos said:

as Irisz has commented.
Normally the range of the 29 missiles is smaller than that of other opponents, if you launch it before the opponent forces him to maneuver and you can find advantageous situations.

 

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Posted (edited)
8 hours ago, AeriaGloria said:

I have done this before, but I often find it only works on new or green pilots. 
 

An experience pilot that has fought many R-27 will know when a launch is outside MAR. 
 

For this reason, if I choose to “scare” someone, I always try to fire just below max range while lofting 20-30 degrees. This way my missile will actually hit if they think I fired outside range and go straight, and if experienced will still have to dodge it in some way or fire early themselves. 
 

Just like any psychological game, it can work on some people yes. But you can train to be “immune” to it 

My favorite way to do this was to fire a R-77 from J-11. That way enemy might think I fired R-27, and when it gets close enough to be active they might think I still have them locked when I might actually be radar off or targeting someone else 

Which brings me to another part of this tactic, you need missiles to spare. Of which MiG-29 only gets two BVR missiles. This makes me even more hesitant to use it on 29, whereas on 27/33/J-11 I might take the bet that I’m flying against someone who will freak out about a R-27 shot at 50-70 km. 
 

With how MiG-29 radar often barely has the range to fully make use of R-27ER, I again only find this tactic really useful in Flanker against less experienced opponents 

 

 

The MiG-29 is not an air superiority fighter but rather a short-range interceptor used for air defense. It quickly flies to a target, kills the target, and leaves the airspace just as fast as a smaller, less powerful version of the MiG-31. The issue in the Flaming Cliffs series is the lack of the Lazur datalink, which operates on the HUD and directs the pilot on where to fly and what to do. In DCS World, the absence of this data link, along with the removal of the tactical display from the MFD by the developers, has made the MiG-29 a weaker and less competitive aircraft. This unfortunately pushes players towards purchasing other products if they want to engage in BVR combat against advanced jets like the FA-18C and F-16CM, making the MiG-29 feel more like a target drone. This can be discouraging for new players.

Even with a clickable cockpit, the MiG-29 won't necessarily improve you'll just have access to more buttons and features. However, it still won’t have the MiG-29M’s radar with ±85 degrees azimuth capability, which allows for beam maneuver, while you can track your target with target lock, and strong radar and eight missiles that would make it more competitive and enjoyable. The current radar is still too weak to effectively support the R-27ER missile. The R-77 missile works better, as its range is shorter at low and medium altitudes, and since it uses ARH guidance, it doesn't need a highly capable radar, just something that occasionally shows where the missile should go to intercept the target . If you want to engage in BVR combat, the Flanker is the best choice. That's why it would be useful to have HUD display radar modes, which would improve BVR efficiency, plus, it's a feature that exists in real Flankers.

Unfortunately, the developers are reluctant to allow the use of prototype missiles like the R-27AE, an ARH missile that could help mitigate these issues. They often rely on the argument of secret, inaccessible documents. However, part of what could make the game great is the ability to simulate prototype missiles. The Su-25TM is a prototype, and the AI-controlled Su-30 is also a prototype. The Flankers lack full datalink functionality as well, for example, the Su-33 is controlled by the Kuznetsov to target certain enemies, but the Kuznetsov lacks basic GCI features or even the S300 SAM system located on the deck. Flankers should be able to share air targets with each other via datalink, or the AWACS could show targets on the HUD. The Flanker is even better at what the Fulcrum was designed for, being a true air superiority and air defense aircraft, thanks to its datalink.

With a few small changes, the developers could earn significantly more revenue, and no one would mock DCS World as a 'NATO target drone simulator' for those who want to exclusively fly Russian or Soviet aircraft. It's frustrating that players are continually forced to fly against post 2000 NATO aircraft with advanced avionics, while using Flankers and Fulcrums on the 1980s era. Simply adding the R-27AE, which could be made by tweaking just three lines of code from the R-27ER, would relieve a lot of players' frustrations.

Unfortunately, this is the situation. You either have to practice more or stop flying yourself over these issues that the developers seem unwilling to address in any way. No one should hope that we will get an advanced Russian Flanker or Fulcrum after 2000 within 30 years, that's why the problem should be alleviated with such easy to do options, or it should be solved completely!

1.jpg

Everything is given to the R-27AE, but no one wants it!

Sorry if I'm being honest, and thank you, I'm not asking for an ED marketing text about what kind of simulator this is because they've been drilling my brain with it for 15 years! I just wrote ideas and that's it!

Edited by Irisz
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Posted
2 hours ago, Irisz said:

It's frustrating that players are continually forced to fly against post 2000 NATO aircraft with advanced avionics...

Excuse me, who forces the players?

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Posted

        name  = "r-27er_3";
        file  = "r-27er";
        life  = 1;
--      load  = { false, false};
        fire  = { 0, 1};
        username = "R-27AE (AA-10C)";
        index = 12;

        name  = "r-27er_2";
        file  = "r-27er";
        life  = 1;
--      load  = { false, false};
        fire  = { 0, 1};
        username = "R-27EM (AA-10C) ";
        index = 17;

        file  = "r-37";
        life  = 1;
--      load  = { false, false};
        fire  = { 0, 1};
        username = "R-37";
        index = 20;

A bit of interest from the DCS World files! 😂 It will be more interesting if Meteor and AIM-120D also enter the game room! 🤣

Posted (edited)

ey7s-fdqIh4lsJd_KbZnqqL-xQqRIUN37zCdfUfKHNo.jpg

Admiral Kuznetsov aircraft carrier has a 12-tube vertical-launch anti-ship missile system under its flight deck. Each of these missiles weighs 15,500 lbs - as much as some fighter planes.

I was wrong with Admiral Kuznetsov's S300 because there is a Cruise missile instead of S300!

Screen_240927_122421.jpg

Nice big missilet!:joystick:

Edited by Irisz
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Posted
9 minutes ago, Irisz said:

But anyway, it doesn't matter because that launcher is just a decoration, I've never seen it work in DCS World!

Yes it works. Just put Kuznetsov and any US ship in Mission Editor and watch the show.

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