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Posted (edited)
Yes! you might have to tell me how to swap the screens around because one of them is often the first thing to go. I will see if I can find it in the manual first. Airspeed indicator is always knackkered too. I flew the whole way back last night and didnt notice untill coming in for landing anyway.

 

Holding one of the MFCD buttons for a while will give you a kind of menu screen on the MFCD. There all the functions can be be put into the bottom row, which is the one displayed in normal mode. Just click on any funtion that is not at the bottom and then select the place on the bottom row where you want to place it, replacing the function at that location.

 

For example, to put MAV on the left MFCD instead of STAT:

Hold any button (TAD, DSMS, TGP, STAT) for about 1-2 seconds.

On the DISPLAY PROGRAM screen, select MAV (the funtion you want) from the right, then select STAT (the function you want to replace) at the bottom row.

Press any bottom row button to return to the MFCD's normal mode.

 

See Manual on page 259.

Edited by Garfieldo
Posted (edited)

So is there a reason you only get four mavericks in the remaining missions? Is it for realism purposes? Would it be considered cheating if I gave myself a new loadout? I can see arguments from both sides: Limited supplies, MAJCOM ruling/planning... | But when was the last time we flew A-10Cs like A-10As? I want to be prideful in my victory. :)

 

 

Begin with the prescribed arming. While ramp start: ask your ground crew whats available and rearm. When a TGP is avaiable, you will get one. :D

 

 

I have played DevilsCross on 1.0.0.6 and begun with prescribed arming. But everthing my wingmen did, was "negative-radio-spamming". So i had no choice to ask my ground crew for TGP and 6 Mavs :)

Edited by sorcer3r
Posted

Garfieldo, thanks for the info, I guess it wont be long untill I get to try it out!

Technical Specs: Asus G73JW gaming laptop... i7-740QM 1.73GHz ... GTX460m 1.5GB ... 8GB DDR5 RAM ... Win7 64 ... TIR5 ... Thrustmaster T16000m

Posted
In all seriousness though, I wondered if there was a mission design reason for the unrealistic loadout.

 

The reason behind the 2*AIM-9M/4*AGM-65D/ECM loadout is this: The TGP is quite useless when flying 100 ft AGL and bombs are too dangerous to use in a high threat scenario. The above loadout is what A-10A would have been carrying against a Soviet attack in the 80s.

 

But of course everyone is free to adjust the loadout and select tactics of his liking.

Posted

In the 1st Devils Cross mission there are so many vehicle columns right behind each other that 2 CBUs really can make the magic happen.

 

Even better if you create vehicle pile-ups by shooting the first vehicle of each column with correct timing and then drop 1 CBU on three piled-up vehicle groups. Poof, 40+ kills.

Posted

I feel for the OP. After my client crashing half way through one of the last campaign missions to "attrite a BMP company" I got to rerun that mission and had noticed for the second attempt that the BMP's were parked in close sets of three's on a road in a town.

 

Which naturally led to a loadout of cluster bombs and an insanely high kill count.

 

What annoyed me as I delivered the weapons was that I was conciously thinking no pilot would ever drop a cluster bomb into a residential area, I even chuckled every time I watched a random civilian vehicle pass down the road whilst the bomb was in the air wondering if they would make it in time.

 

So effectively thats playing it as a "game" when what is being asked is, "how do I play this as a simulation?". I think that is a valid question and it is valid to have to create some "enforcement" of loadout/release conditions/weather to an extent to add a layer of simulation. If not then I find myself stacking 25% fuel, 6 mavs, 6 LGB's and whatever else i can fit on the spare point, stripping the AIM9's and fuel for weight. I'd never touch rockets which are a pain in the a***

 

 

For that we have to rely on being told how weapons would be released in real operations. Would LGB's be used, rockets, would the mission be aborted? I don't rightly know. I defintely know that i have NO IDEA. because after watching an Apache crew fire a Hellfire down a street on four foot soldiers in the centre of a town I know that what happens in war and what is written in procedures are different things.

 

Anyway...I'd be interested in hearing about standard loadouts and pilot choice from a simulation point of view. Cluster bombs just seem to be cheating in this game.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Posted

The hellfire is a very precise, low collateral damage weapon. This is how you should think. Are you attacking inside a city? Use precision munitions because those will cause the least damage.

 

I recall a JTAC once called a GBU-38 in from an F-15 on some troops, and the strike eagle guys refused because there was a school nearby, they strafed with 20mm instead. Just as an example.

 

If you see a bunch of vehicles parked near buildings and you want to employ a minimal collateral ideology - mavericks, then guns. And also pick the direction such that you won't be missing into buildings if you miss.

 

GBUs are also acceptable, but after you exhaust more appropriate weapons.

 

For that we have to rely on being told how weapons would be released in real operations. Would LGB's be used, rockets, would the mission be aborted? I don't rightly know. I defintely know that i have NO IDEA. because after watching an Apache crew fire a Hellfire down a street on four foot soldiers in the centre of a town I know that what happens in war and what is written in procedures are different things.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted (edited)

Gotta wonder about the collatoral damage from guns after seeing the shells skipping so far on a low angle pass. Maybe it's just the API rounds skipping but I kind of wonder about the dud rate on the HEI rounds.

 

Makes you respect the "make attack heading..." much more seeing how far they skip.

 

The hellfire is a very precise, low collateral damage weapon. This is how you should think. Are you attacking inside a city? Use precision munitions because those will cause the least damage.

 

I recall a JTAC once called a GBU-38 in from an F-15 on some troops, and the strike eagle guys refused because there was a school nearby, they strafed with 20mm instead. Just as an example.

 

If you see a bunch of vehicles parked near buildings and you want to employ a minimal collateral ideology - mavericks, then guns. And also pick the direction such that you won't be missing into buildings if you miss.

 

GBUs are also acceptable, but after you exhaust more appropriate weapons.

Edited by doright
Posted

That's right, but a 30mm API round ricochet is still far less likely to cause casualties than a cluster bomb.

[sIGPIC][/sIGPIC]

Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted
For that we have to rely on being told how weapons would be released in real operations.

Depends highly on ROE. In Kosovo they weren't allowed to fire anything in close proximities to villages. Also when gun straffing, they had to be sure that riochet bullets would not hit any village.

My guess would be that conflicts in Iraq and Afghanistan will not have such strict rules, especially when you are supporting ground troops in villages.

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