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Posted

I can't find any info in either the manual or the forum on how to enable NVGs in-cockpit. Maybe I'm misunderstanding the implementation here; would NVGs be enabled by default for a runway start in a nighttime mission? If so, that answers my question.

 

Also, I'm thinking of triggering an "illumination bomb" over the target area in a mission I'm making to assist the player and avoid frustration in identifying targets. Does anyone know how long the illumination lasts and, in real life, how they are delivered (arty? high-alt bombers?) for the sake of realism?

 

Thanks!

Posted (edited)

keyboard command for night vision NVGs IS RIGHT SHIFT THEN H.

...........

 

dcs a10c manual has all the data on weapons and bombs.

 

2 types a10c can carry

 

The A-10C can drop illumination flares to illuminate a battlefield area for ground forces without benefit of night vision devices. The LUU-2 and LUU-19 series of flares are carried 8 a piece in the SUU-25 pod and are deployed one at a time using CCRP mode. After ejection, a programmable timer deploys a parachute and ignites the flare candle. In regards to the LUU-2, the flare burns magnesium and provides illumination over a 500 meter circular area when the flare is at 1,000 feet. The flare will burn for approximately 5 minutes.

The SUU-25 pod can be loaded on both SER and TER racks. It can be loaded on a single rack on stations 2, 3, 9 and 10 and on TERs on stations 3 and 9.

. LUU-2B/B. Visible-spectrum illumination.

. LUU-19. IR-spectrum illumination that provides assistance to night vision devices.

Edited by diveplane
Posted

yep i have created a test mission and used the LLU's, they are quite nice :)

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Posted
yep i have created a test mission and used the LLU's, they are quite nice :)

Mine won't work! Do you have to create a delivery aircraft? Surely you can just trihher one in a zone... What size trigger zone and detonation altitude are you using? Could you share your secrets or, better still, your mission?

Posted

Size doesn't matter as it will always start the object in the center of the zone. Altitude does matter however. Start with 1000 and see if it illuminates enough of the desired area. Once the flare is triggered it should show up in the F6 Weapons external view.

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Posted

My mission has the following:

 

1. Takeoff from Runway

2. Loadout included LLU from the list of defaults.

3. Mission start time was at 0200hrs (which is dark :) )

 

Ill post a qyuuck mission tonight when i get home if you want one just to test.

 

thanks mithandra

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Posted

just open the dsms and click the respective OSB button to select the LLU munitions.

 

Then launch as normal, if you are too high then you wont see much illumination,

 

As stated before use F6 to snap the view to the LLU

 

Mithandra

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Posted

I'm not launching the illumination bomb myself. I'm selecting it from the "Actions" column in the triggered events menu to be spawned according to a trigger, as if it had been fired by artillery or an off-map platform.

Posted

Symbology is slightly different with illum rockets. I find my RP numbers always stay in the negative. Anyone have a tried and true method of CCRP to get the flare right over the target every time?

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted
Anyone have a tried and true method of CCRP to get the flare right over the target every time?

 

Set target area as SPI via TGP and drop Illum Flares via CCRP.

 

HOT in following pics set as 3000 feet -

 

 

Night1.png

 

 

Night2.png

 

 

Night3.png

 

 

Night4.png

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Posted
Set target area as SPI via TGP and drop Illum Flares via CCRP.

HOT in following pics set as 3000 feet -

 

I'm referring to rockets rather than illum flare 'bombs'. I understand the concept of rocket deployment via CCRP as outlined in the manual I believe. Set target as SPI, go rockets and set to CCRP, put the rocket target pip into the small CCRP solution queue, and wait for the number to be 0. When I do that I find myself 13miles from the target and the flares don't reach the target before deploying chute. It seems that 3nm is more like the chute deploy range. What am I doing wrong in deploying illum rockets?

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

I would tend to guess with those and fire CCIP if you know the approximate range... I would be surprised if the RW tactic is to use CCRP and worry about it that much if it's anything like DCS.

Posted

In the reference to the manual above it is stated that they will illuminate an area of approx 500 meters on 1000ft altitude.

Is the CCRP delivery method calibrated by 1000 ft by default?

What will be the altitude to release them then? 1500ft? In other words, is there a way to discover how long it'll take for the parachuted to open?

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Posted

I disagree. Putting the flare to the backs of the friendlies, in a position where it's in the opfors eyes is optimal. They put them down right where they're needed.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

What about the IR bombs / rockets?

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