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dooom

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i typed this up quickly and am hoping to flesh out the recommendation based off everyones experience.

 

 

My initial questions:

  1. Can someone suggest appropriate targets for the different KGMU assets?
  2. Is the KGMU AT a classic "mine"? i.e. laid in advance - detonated on contact?
  3. The manual mentions the KGMU can dispense 156 PFM-1C 80g High Explosives - are these not available? What ballistics dial if they are? Target type?
  4. What is ballistic dial # for Illumination rockets?
  5. Which S-13 does this sim use? they are quite different: The "T" being developed for anti bunker/airfield and the "OF" specifically designed not to penetrate ground but fragment. The "T" could be fun for FC2.0 missions indeed.
  6. Please add anything I may have missed and I'll place this list on the Wiki for noobs.

THANKS ALL!!:thumbup:

 

2A42 Cannon

 

  • Light Armour Range: 1,500m
  • Unarmoured Range: 2,000m
  • Air Targets: 2,000m

9A4172 Vikhr

 

  • Day Range: 500-8,000m
  • Night Range: 5,000m

FAB General Purpose Bombs

 

  • Ballistics Dial 7 = 250kg
  • Ballistics Dial 8 = 500kg
  • Soft, ground structures, equipment, defensive installations, bridges, fortifications.

KMGU-2 Sub Munitions

 

  • Ballistics dial 9 = 12 AO-2.5RT Fragmentation bombs
    • Suggested Targets:

    [*]Ballistics dial 10 = 12 PTM-1 1.6 kg Anti-Tank mines

    • Suggested Targets:

    [*]156 PFM-1C 80g High Explosives

    • Suggested Targets:

S-8 Rocket (B8 launcher)

 

  • Ballistics Dial 0 = (KOM): Modern tanks, lightly armoured/soft skinned combat materiel.
  • Ballistics Dial 1 = (TsM): Smoke
  • Ballistics Dial 4 = (M or OFP): Personnel, soft and lightly armoured.
  • Ballistics Dial ? = (O or OM): Illumination. 2M candle watt at 35 seconds.

S-13 Rocket (UB-13 launcher)

 

  • Ballistics Dial 2 = (T): Ideal for hardened aircraft bunkers, runways. 6m soil penetration, 1m concrete.
  • Ballistics Dial 2 = (OF): Blast fragmentation variant for lightly armoured targets. More efficient than S-8.

UPK-23 Gunpod

 

  • Ballistics Dial 5 = Unguided gun pods. Recommend bore-sight. 2,000m max range

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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What was your criteria for night-range of the Vikhr?

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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Vikhr can be freely launched as I noticed up to 12 km. ;]

 

What was your criteria for night-range of the Vikhr?

 

I heard that too - it is due to Merkurij LLTV pod low night usefulness I mean it is simply crap which can't see futher than few kilometers :D

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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But the Merkurij pod is used on the T-Frog in FC, not on the Shark in DCS. :P

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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What was your criteria for night-range of the Vikhr?

manual - it is listed as 5km in the chart for vikhr.

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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But the Merkurij pod is used on the T-Frog in FC, not on the Shark in DCS. :P

 

I've heard it when Russians was trying to implement Merkurij in Su-25T, during tests. Then they resigned from it due to low quality and maybe it was accepted around that at night it has low range even without Merkurij. I am not sure....

 

It would be a bit weird for me why at night Vikhr might have only 5 km range.... so I don't believe it ;]

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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I'd suspect that the manual goes by operational guidelines rather than a technical limitation - just like the day limitation doesn't really accurately reflect what you can actually do with it during the day, but rather gives you the paramenters where it's sensible to launch. (Compare to the fact that you can kill with an AIM-120 at rather rediculous ranges if conditions are perfect, but most shots will still happen at considerably below Rmax.)

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog

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OK... what about the s-13 we have? I am beginning to think its the s-13OF.... too bad really as the s-13t could make for some really fun missions.

 

I'm doing this because it seems folks are really stuck in the cannon, vikhr, s8 mindset and that weapon load is beginning to suffer a bit of "groundhog day" syndrome with me.

ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 

"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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If I am not wrong I read on forum in game is modelled OF version.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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OK... what about the s-13 we have? I am beginning to think its the s-13OF.... too bad really as the s-13t could make for some really fun missions.

 

I'm doing this because it seems folks are really stuck in the cannon, vikhr, s8 mindset and that weapon load is beginning to suffer a bit of "groundhog day" syndrome with me.

 

Maybe because everything other than Vikhrs and rockets is too dangerous to use and, not only that, ineffective?

 

Though... I must say, I hate the S-8 rockets, and I ALWAYS dump them in favor of S-13s. Even if I can't approach to within normal engagement range for the rockets, its a fun little tactic and you often get kills just putting the weapons system on manual (where I have it set most of the time anyway), putting the burst length at long, and then lobbing 10 S-13 rockets at a distant grouping of targets. But I know people who don't even load rockets at all.

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ok i just used the s-13 for the first time... ballistics dial 2 has them fall short. what dial # do ou use?

 

also - if anyone has a track showing a successful drop from a kgmu at, i'd appreciate it.

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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.. as to why i might like the s-13t... well imagine attacking the hardened bunkers at an af or perhaps attacking an af itself to render it impassable during fc2.0 compatable missions.

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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ok i just used the s-13 for the first time... ballistics dial 2 has them fall short. what dial # do ou use?

 

My S-13s fired at the ballistics dial 2 setting are spot-on. You ARE taking a laser range on your target, right?


Edited by Speed

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.. as to why i might like the s-13t... well imagine attacking the hardened bunkers at an af or perhaps attacking an af itself to render it impassable during fc2.0 compatable missions.

 

In my experiece, S-13s destroy hardened targets, including the hangers, quite nicely. About the ONLY thing they don't work well on are large ships- Just a pair of 500kg bombs will take out the Kuznetsov quite nicely, a full load of S-13s does nothing in comparison.

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My S-13s fired at the ballistics dial 2 setting are spot-on. You ARE taking a laser range on your target, right?

 

it was a straffing run - help me understand why a range must be taken for an unguided rocket?

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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it was a straffing run - help me understand why a range must be taken for an unguided rocket?

 

The pipper on your HUD is only accurate if it knows the range to the target. If you don't have a valid range, then the pipper on your HUD is the one place you can guarantee your rockets WON'T hit.

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wow... i have been playing this title for quite a while now and I still seem to learn something new each time.

 

I must have been lucky as hell all this time with the S-8s....

 

So for a straffing run, I still should lock the target to receive a dynamically updated range calculation - thus managing my pipper.

 

would gunsight mode change anything here?

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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wow... i have been playing this title for quite a while now and I still seem to learn something new each time.

 

I must have been lucky as hell all this time with the S-8s....

 

So for a straffing run, I still should lock the target to receive a dynamically updated range calculation - thus managing my pipper.

 

would gunsight mode change anything here?

Gunsight mode is my prefered method of using rockets on a "strafing" run (doesn't "strafing" imply guns, or is it any unguided munition?). When you press the lock or target designate or w/e-you-call-it button (enter), the laser fires down the rocket pipper, and gets a range. The computer next calculates the adjustment for gravity and munitions drop and the pipper's location on the HUD automatically updates. All the rockets you fire at targets close to the point on the ground that you lased will hit right where the pipper is now.


Edited by Speed

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These threads might be helpful.

http://forums.eagle.ru/showthread.php?t=37852

http://forums.eagle.ru/showthread.php?t=46571

 

Every KMGU-1 can be loaded with eight containers, with each container carrying either 12 PTAB-2.5 antitank bomblets, 256 PTAB-1 small anti-armor bomblets, 12 AO-2.5 antipersonnel bomblets, 12 PTM-1 antitank mines, or 24 PFM-1 anti-personnel mines
http://goliath.ecnext.com/coms2/gi_0199-4317083/The-mighty-Mi-24-the.html

 

KMGU-2 (AT) is for armor 60-70mm, 8x12 PTAB-2.5 shaped-charge bomblets.

KMGU-2 (AO) is for soft targets, 8x12 AO-2.5RT(M) fragmentary bomblets.

 

The 8 cartridge drop sequence 1.5 seconds after weapons release command and at 0.05, 0.2, 1.0, or 1.5 second intervals (set on ground) between the cartridges. I don't know the interval coded in DCS:BS but it's one of the lower two numbers for sure.

 

The real-life KMGU is capable of dispensing mines of either the AP or AT variety and the PTAB-1 but these are not available in DCS:BS. The more numerous PTAB 1kg bomblet at 196 total I don't think is in DCS:BS. Mines would be absolutely unique and awesome to use, perhaps trapping a moving column of armor in a valley by denying its forward progress. Hopefully the AI wouldn't blindly drive through a patch after the first vehicle was disabled.

 

The PFM-1C AP mines seem to be just an encyclopedia fact about the KMGU and not modeled in game.

 

For ballistics dial positions, see forum links at top of this post.

 

The S-13 is the model with the HE bunker penetrator I do believe. I think the T model is not available.


Edited by Frederf
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thanks Frederf... you can tell i have been trying to slowly get a handle on these secondary weapons for a while now.

 

FAB is useless I have determined after much much trial in missions. utterly useless and ill suited for the ka50.

 

my wish list is now short - i want the s-13t and KMGU-2 PTM-1 ordinances in a BS patch. That said, I do not think that the s-13 we have is a bunker penetrator as this source (http://www.rusarm.ru/cataloque/air_craft/aircraft_133-136.pdf) suggests the nose prevents penetration to maximize fragmentation.

 

anyone know if we can even damage tarmac in this sim...

 

*heads off to shoot at airfields and make holes*

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"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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Last time I played FC2.0 online, I busted a runway with 2 S-13s, and my teammate crashed on takeoff due to the remaining crater. Lost half his gear and slammed into a bunker. :music_whistling:

And since it's supposed to be compatible, I think you can do that in BS, too.

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