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Having trouble with KMGU-2's


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So I load up a bunch of these things (with PTAB's) on my Mig-29 and tried some practise bombing runs on a truck column. I line up the pipper on the first truck and hit the release while maintaining an unchanging angle of dive but it appears every time the little buggers fly right over the target. In fact if I want to hit any of them I have to release very very early. Can anyone tell me what I am doing wrong here?

--Maulkin

 

 

Windows 10 64-bit - AMD Ryzen 9 5900X @ 3.7 GHz - 32 GB DDR4 3600MHz RAM - EVGA FTW3 RTX 3080 - Asus Crosshair VIII Hero motherboard - Samsung EVO Pro 1 TB SSD - TrackIR 4 Pro - Thrustmaster Warthog - Saitek rudder pedals - Lilliput UM-80/C with TM Cougars

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So I load up a bunch of these things (with PTAB's) on my Mig-29 and tried some practise bombing runs on a truck column. I line up the pipper on the first truck and hit the release while maintaining an unchanging angle of dive but it appears every time the little buggers fly right over the target. In fact if I want to hit any of them I have to release very very early. Can anyone tell me what I am doing wrong here?

 

Drop them with the pipper in front of target and early then you will get a hit..if you line up pipper on lead truck and drop you will miss the lead truck..

 

And remember the trucks are moving thats why you lead the bomb drop early with the pipper just in front of lead truck..moving targets are hard to hit on lead truck

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Yeah but by 'early' I mean football fields early. Feels like the target pipper is off or something. If I switch to standard 500kg bombs they hit on target no problem, but the despensers are more accurate if I just ignore the pipper.

--Maulkin

 

 

Windows 10 64-bit - AMD Ryzen 9 5900X @ 3.7 GHz - 32 GB DDR4 3600MHz RAM - EVGA FTW3 RTX 3080 - Asus Crosshair VIII Hero motherboard - Samsung EVO Pro 1 TB SSD - TrackIR 4 Pro - Thrustmaster Warthog - Saitek rudder pedals - Lilliput UM-80/C with TM Cougars

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I think this is because the canister door will start opening when trigger is pressed, giving it about 1sec delay before bomblets start dropping... which is why they drop late/long. I to try to compensate for this by aiming little before the target.

No longer active in DCS...

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I think this is because the canister door will start opening when trigger is pressed, giving it about 1sec delay before bomblets start dropping... which is why they drop late/long. I to try to compensate for this by aiming little before the target.

 

My bad...LOL

 

I didn't realize he was referring to a bomber..not a Jet carrying bombs...yes you are correct there will be a delay in the drop once the bomb doors open...

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I find I can't really use them due to the AAA and manpads, I can't come down low enough to use them.

 

Ideally a mission would direct you to hit the convoy when they approach an unguarded section.

 

But on regular campaign I haven't used them much.

 

However they are fun, I like the boom I get from my subs when the line of explosions goes off underneath me

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

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Not sure quite how the mechanization is in FC but for Bomb sticks and Pattern length weapons most fire control computers assume that the CCIP is at a specfic point of the pattern. So if you are dropping a stick of say 6 bombs the CCIP should indicate the impact point of the 3rd or 4th bomb. So some will go over and some will go short. From the pilots point of view you just bomb CCIP reference on target and the stick should neatly straddle the aimpoint. In addition the CCIP refrence should allow for release delays such as initiation to store release (i.e. how long the squigglies take from button to the ejection feet fully extending) or canister opening etc.

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What's your glide path to target????

 

I believe you should be doing a bit of a dive..

 

Well this is actually part of the question. For deployment is there a specific dive angle and speed I should be using? I figured the pipper would calculate based on my dive angle and speed but perhaps not? Shouldn't the pipper compensate for the delay of the KMGU needing to open up first, meaning this is a bug in the sim?

--Maulkin

 

 

Windows 10 64-bit - AMD Ryzen 9 5900X @ 3.7 GHz - 32 GB DDR4 3600MHz RAM - EVGA FTW3 RTX 3080 - Asus Crosshair VIII Hero motherboard - Samsung EVO Pro 1 TB SSD - TrackIR 4 Pro - Thrustmaster Warthog - Saitek rudder pedals - Lilliput UM-80/C with TM Cougars

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1) There's a 1 sec delay with KMGU

2) do not approach moving columns head on and you won't overshoot on the lead vehicle, come rather from behind the vehicle you're after (e.g. maintain same heading as the target)

3) I find RBK a better weapon for such targets, less drag, less weight more precise

4) KMGU is in fact area denial weapon, it contains High explosive AO-2RT mines that activate on impact in order to destroy light armour (BTR, M-113, BRDM and such) but it also has anti-tank PTM mines that do not explode but rather spread over given area and activate when someone (something) steps on it (dunno if simulated in FC2, I don't think so)...

[sIGPIC][/sIGPIC]

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Well this is actually part of the question. For deployment is there a specific dive angle and speed I should be using? I figured the pipper would calculate based on my dive angle and speed but perhaps not? Shouldn't the pipper compensate for the delay of the KMGU needing to open up first, meaning this is a bug in the sim?

 

1st what's your altitude when approaching your target..

 

2nd you should not be lower than 1500ft and use the same glide slope as you were landing on a carrier

 

3rd your speed also has alot to do with overshoot...so use your air-brakes as you come in for your run...speed should be around 450-500 knots, but do what you feel comfortable with..test it out several times....:thumbup:

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