swartbyron Posted 21 hours ago Posted 21 hours ago 2 hours ago, Lixma 06 said: No change here. Did you place a target point in the DTC? Your accuracy improves significantly. How strong is the wind? Ive been dropping on the mark every time in light wind since the update.
AeriaGloria Posted 21 hours ago Posted 21 hours ago 10 minutes ago, swartbyron said: Did you place a target point in the DTC? Your accuracy improves significantly. How strong is the wind? Ive been dropping on the mark every time in light wind since the update. Target altitude still shouldn’t need to be set, and you can always compensate for wind with pre designation. Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
Lixma 06 Posted 21 hours ago Posted 21 hours ago 18 minutes ago, swartbyron said: Did you place a target point in the DTC? Your accuracy improves significantly. How strong is the wind? Wind is zero (mission default) and CCIP shouldn't be tied to DTC (I think?)
CrazyGman Posted 21 hours ago Posted 21 hours ago 14 minutes ago, Lixma 06 said: Wind is zero (mission default) and CCIP shouldn't be tied to DTC (I think?) Not sure. I didn't have any manual point entered in. I just made sure the piper was on the target in my testing and was bang on each time now after the update, where as before the update my bombing looked like yours. Did the update install properly for you? 1
swartbyron Posted 21 hours ago Posted 21 hours ago (edited) 42 minutes ago, Lixma 06 said: Wind is zero (mission default) and CCIP shouldn't be tied to DTC (I think?) I've just gave it anther try with no TGT point in the DTC, even with my rushed and sloppy technique I dropped on target. Bombing_Demo.trk Edited 20 hours ago by swartbyron 1
Lixma 06 Posted 20 hours ago Posted 20 hours ago (edited) Thanks chaps, I think it was probably user error. Maybe I wasn't coming in at a steep enough angle (or whatever) but I just did another run (no DTC, wind, or anything) and accuracy seems fine. e: watching again I remember missing the second pre-designated target, but now I see the laser wasn't firing. It makes sense; I was faffing around at the last minute. Edited 19 hours ago by Lixma 06 1
swartbyron Posted 19 hours ago Posted 19 hours ago (edited) I've just had another few runs on the range in no wind conditions to rule out any effect it may have on the bombs trajectory. FAB,BetAB,OFAB and RBK all land exactly where the pipper is when I release, as long as I'm in release parameters and the laser fires. Its only KMGU where I have to aim short in order to hit the first target in the coloum as they always land long? Before yesterdays patch I had to aim long with everything I dropped. Setting a TGT point in the DTC would help some what but I still had to aim long except in the steepest dives. Post patch it seems I'm still accurate even if I don't set up a TGT point and have a much better consecutive hit rate than I do with the F-16. Personally I'm pleased with the improvement Edited 19 hours ago by swartbyron 2
AeriaGloria Posted 19 hours ago Posted 19 hours ago 31 minutes ago, swartbyron said: I've just had another few runs on the range in no wind conditions to rule out any effect it may have on the bombs trajectory. FAB,BetAB,OFAB and RBK all land exactly where the pipper is when I release, as long as I'm in release parameters and the laser fires. Its only KMGU where I have to aim short in order to hit the first target in the coloum as they always land long? Before yesterdays patch I had to aim long with everything I dropped. Setting a TGT point in the DTC would help some what but I still had to aim long except in the steepest dives. Post patch it seems I'm still accurate even if I don't set up a TGT point and have a much better consecutive hit rate than I do with the F-16. Personally I'm pleased with the improvement For KMGU, only the first “packet” drops on the pipper, and every other packet will drop after. So you will need to aim short to have all your submunitions land equally in front and behind the target even if things work perfect Of course in training mode doesn’t matter as it will only drop one “packet” at a time Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
swartbyron Posted 17 hours ago Posted 17 hours ago (edited) 1 hour ago, AeriaGloria said: For KMGU, only the first “packet” drops on the pipper, and every other packet will drop after. So you will need to aim short to have all your submunitions land equally in front and behind the target even if things work perfect Of course in training mode doesn’t matter as it will only drop one “packet” at a time It seems with KMGU there is a delay as the dispenser opens. So when bombing a line of trucks, if I release with the pipper on the first truck the bomblets only fall by the time the pipper has passed it and is usually the second or third truck that get the first packet and the first one is missed. To make sure I get the first truck, I need to drop early before the pipper reaches the first truck. I suppose this is correct as as the CCIP is not taking in account the time it takes for the dispenser to open? Edited 17 hours ago by swartbyron
sylkhan Posted 17 hours ago Posted 17 hours ago 2 hours ago, swartbyron said: FAB,BetAB,OFAB and RBK all land exactly where the pipper is when I release, as long as I'm in release parameters and the laser fires. Have you tried BetAB-500ShP because i can't hit anything.
swartbyron Posted 16 hours ago Posted 16 hours ago 45 minutes ago, sylkhan said: Have you tried BetAB-500ShP because i can't hit anything. Not yet as I have never known how to use these correctly. I've had marginal success dropping them down the length of runway with the Su-25 but 99% of time they drift off target with even the slightest wind and always fall very far short even in no wind. Runway denial maybe but how they were meant be accurate enough to destroy a hardened structure I'll never know. If anyone knows how to correctly use the 500Shp, I'm also keen to know.
AeriaGloria Posted 15 hours ago Posted 15 hours ago 1 hour ago, sylkhan said: Have you tried BetAB-500ShP because i can't hit anything. 1 hour ago, swartbyron said: Not yet as I have never known how to use these correctly. I've had marginal success dropping them down the length of runway with the Su-25 but 99% of time they drift off target with even the slightest wind and always fall very far short even in no wind. Runway denial maybe but how they were meant be accurate enough to destroy a hardened structure I'll never know. If anyone knows how to correctly use the 500Shp, I'm also keen to know. Betab-shp is technically a high drag bomb. I can’t find its ballistic code in manuals. But i bet if you move the high drag (retard)/COOP switch forward it would work. You shouldn’t need to also move the switch forward for KMGU, but might have a good effect at certain altitudes and speeds. 1 Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
Ornithopter Posted 12 hours ago Posted 12 hours ago (edited) So what is all this stuff about using the "pre-planned" CCIP mode for wind or moving targets? If the target is actually moving, I put the first pipper it gives me on the target now, and then the second thing on the target where it is next, and then the actual death dot that results is where my target is predicted to be at impact point of the moving target? Did I get that correct, or if not, can you explain? Edited 12 hours ago by Ornithopter
AeriaGloria Posted 12 hours ago Posted 12 hours ago (edited) 22 minutes ago, Ornithopter said: So what is all this stuff about using the "pre-planned" CCIP mode for wind or moving targets? If the target is actually moving, I put the first pipper it gives me on the target now, and then the second thing on the target where it is next, and then the actual death dot that results is where my target is predicted to be at impact point of the moving target? Did I get that correct, or if not, can you explain? Don’t know what you mean by first or second thing. You hold lock button. Put pipper on target for 3 seconds and release. For 2-10 seconds after you release lock the sight is corrected for wind or movement. It takes 2 seconds to calculate and is most accurate between 2-4 seconds. Just read in the newest manual version we should get S-5 rockets eventually. Edited 12 hours ago by AeriaGloria Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
Ornithopter Posted 9 hours ago Posted 9 hours ago (edited) 2 hours ago, AeriaGloria said: Don’t know what you mean by first or second thing. You hold lock button. Put pipper on target for 3 seconds and release. For 2-10 seconds after you release lock the sight is corrected for wind or movement. It takes 2 seconds to calculate and is most accurate between 2-4 seconds. Just read in the newest manual version we should get S-5 rockets eventually. I was targeting a large ship travelling at 25 knots. First I put the big reticle on the center of the target. Than I hit and held the lock button. It gives an aiming circle, which I called the "second thing" above. I then placed that smaller reticle on the target (which has moved) and didn't release the lock button until the laser turns on. Then, finally, I release the lock button, put the final aiming pipper on the target and release, after about 2 seconds. I only tried it a few times, and it could just be poor technique requiring practice, but my bombs were falling in the target wake, so I just wondered if I was doing it wrong, or if the mode is successfully working? It didn't seem to compensate for the movement of the target very well. By contrast, on stationary targets, I'm now direct on target, as a result of the recent fix to the laser. Edited 9 hours ago by Ornithopter
AeriaGloria Posted 9 hours ago Posted 9 hours ago (edited) 34 minutes ago, Ornithopter said: I was targeting a large ship travelling at 25 knots. First I put the big reticle on the center of the target. Than I hit and held the lock button. It gives an aiming circle, which I called the "second thing" above. I then placed that smaller reticle on the target (which has moved) and didn't release the lock button until the laser turns on. Then, finally, I release the lock button, put the final aiming pipper on the target and release, after about 2 seconds. I only tried it a few times, and it could just be poor technique requiring practice, but my bombs were falling in the target wake, so I just wondered if I was doing it wrong, or if the mode is successfully working? It didn't seem to compensate for the movement of the target very well. By contrast, on stationary targets, I'm now direct on target, as a result of the recent fix to the laser. Nothing matters before you press lock. The “second thing” you mention, the pipper while lock is held, is the first step. 1. Hold lock button 2. put pipper you see while holding lock button on target for 3 s 3. release lock, aim and fire in 2-10 seconds You want the laser to atleast be on by the time you put the pre designation pipper (the pipper while you hold lock) on target for 3 seconds so it can know target movement speed and range. The laser will automatically trigger when 10 degrees nose down or more and atleast 32 seconds after the previous time the laser was used, and you just need to be aware it really only has 5 km range against ground targets. If they continue to fall behind, you can try moving the pre designation pipper from back to front of the ship during the 3 s so it thinks the ship is going slightly faster. Your movement during the 2-10 seconds of aiming also matter. For example, if you were to fire during the 2-10 seconds while moving your pipper from the bow to the stern (backwards movement across the ship), it will think the ship is slowing down and aim short. So just try to be as stable as you can, which i know is difficult. This is the reason the pipper seems to “lag” so much in this mode. Edited 9 hours ago by AeriaGloria 1 Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
swartbyron Posted 6 hours ago Posted 6 hours ago Just been testing KMGU and it works very well using “predesignate” putting bomblets nicely either side of the target or either side of the centre vehicle in the column.
swartbyron Posted 6 hours ago Posted 6 hours ago 8 hours ago, AeriaGloria said: Betab-shp is technically a high drag bomb. I can’t find its ballistic code in manuals. But i bet if you move the high drag (retard)/COOP switch forward it would work. Thank you for this info, the COOP switch forward dose the trick and as long as there is no wind, the bombs fire and hit exactly where the I placed the pipper. The COOP switch has no effect on KMGU however and the system seems treat them as normal dumb bombs except when using pre designate, it seems to take in to account the time it takes for the dispenser to open.
AeriaGloria Posted 6 hours ago Posted 6 hours ago 8 minutes ago, swartbyron said: Thank you for this info, the COOP switch forward dose the trick and as long as there is no wind, the bombs fire and hit exactly where the I placed the pipper. The COOP switch has no effect on KMGU however and the system seems treat them as normal dumb bombs except when using pre designate, it seems to take in to account the time it takes for the dispenser to open. Well atleast we have one bomb to use that switch for lol. Would love more high drags to use. 1 Black Shark Den Squadron Member: We are open to new recruits, click here to check us out or apply to join! https://blacksharkden.com
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