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  • ED Team
Posted

Hi all

 

I was wondering if there is a weapons list for the SU-25T ( Did a search and did not find what I was looking for )

 

I would like a chart or a list of its weapons and there function to use as a reference, basically I dont know the Russian stuff well enough to pick the correct load out for a job so have been using the basics that I know.

 

I would like to learn its arsenal :)

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Posted (edited)
Hi all

 

I was wondering if there is a weapons list for the SU-25T ( Did a search and did not find what I was looking for )

 

I would like a chart or a list of its weapons and there function to use as a reference, basically I dont know the Russian stuff well enough to pick the correct load out for a job so have been using the basics that I know.

 

I would like to learn its arsenal :)

Don't know of a list per se, but have you considered the Flaming Cliffs manual (actually the LOMAC manual)? Download it here: LOMAC 1.1 User Manual The List/Descriptions of the A2G weapons starts on page 145. One of my favorite weapons is the BetAB-500ShP. Great for trashing runways. You'll find some other helpful info in there as well.

 

Of course, there's always the Encyclopedia, too, I suppose.

 

EDIT: I should add that the weapons listed in the FC Manual are not only for the -25T. So you'll see some weapons that you don't carry.

 

+1

 

Add also threat list. Im learning the Su25T and would like to know how toadies approach a target zone. Engage shilka or sa9 first? etc

Like any other aircraft approaching a target zone: carefully. :) I don't know if there's any one way. It all depends on the mission particulars. If you can accomplish your mission without dealing specifically with the AA assets, then that's what you would do. Expose yourself to the least risk possible to accomplish the mission. The idea is always to get back home in one piece.

 

 

Rich

Edited by Ironhand
  • Like 1

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  • ED Team
Posted

Thanks for the reply guys, I will take a look at the lomac 1.1 manual.

 

It would be nice if there was a chart or easy ref. for soviet weapons especially with the Mig-21 on the way :)

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Posted

I'll see if I can put something together. What info specifically would you be after?

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Posted (edited)
...

It would be nice if there was a chart or easy ref. for soviet weapons especially with the Mig-21 on the way :)

There is a chart for the missiles in there along with a more detailed description of each. The bombs, OTOH, have no chart. Simply a detailed description.

 

 

I'll see if I can put something together. What info specifically would you be after?

If you're taking that on, then something with the name, description, range (if applicable), target type/usage would probably be most helpful.

 

 

Rich

Edited by Ironhand

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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  • ED Team
Posted
I'll see if I can put something together. What info specifically would you be after?

 

thanks Viper, and Ironhand

 

Basic info really, I was having trouble choosing a load-out purely because I did not know the Russian weapons.

 

So maybe Name, type, range, weight, weather conditions

 

you get the idea :)

 

I have a chart with US weapons from this forum and it shows all the info and even weather condition :)

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Posted (edited)
One of my favorite weapons is the BetAB-500ShP. Great for trashing runways. You'll find some other helpful info in there as well.

It's supposed to be for penetration but it isn't accurate enough.

 

AO is for anti-material/personnel and the other one (RT?) is anti-armour.

 

Omitted in the game are the FAB/KAB-500L/Kr-OD-E and ZAB-500, which sadly means that enemy troops can't be incinerated or vacuum bombed.

Edited by marcos
Posted

I made such a thing for myself, I made it with the FC2 manual and using various military themed websites to put it together. It's very satisfying to do it and you get a greater understanding and appreciation of russian ordnance.

 

I can upload it if you want but it's not professional or anything?

Posted
It's supposed to be for penetration but it isn't accurate enough...

Guess I should have tried it in the current sim before I opened my mouth. They're now like using buckshot. From the required release altitude you'll only average 1 out of 4 through the runway. Oh well. My previous experiences with them were far more satisfying. :)

 

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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Posted
Guess I should have tried it in the current sim before I opened my mouth. They're now like using buckshot. From the required release altitude you'll only average 1 out of 4 through the runway.

 

Broadside them :)

 

Running in perpendicular to the runway, releasing at 500m AGL/800km/h, I average about 5/6 or 3/4 good hits, dependant on confIguration, with a decent spread, salvo mode BCE. Targeting taxiway/runway intersections increase the hit-rate.

 

Tell you what, a 4-ship of Toads on a runway-denial mission loaded to the gills with these chute-busters will really ruin your evening :D

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Posted (edited)
Broadside them :)

Yes. That's what I decided to do. And that more or less works. Either that or releasing them from a ridiculously low altitude like 250 ft (76m) for 100% hits. But at that altitude, the rocket motor never comes into play and, so, there would be no point in loading the ShP. The non-"enhanced" version would serve just as well and you could drop from a higher altitude.

 

 

...

Tell you what, a 4-ship of Toads on a runway-denial mission loaded to the gills with these chute-busters will really ruin your evening :D

That they would. :)

 

 

Rich

Edited by Ironhand

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Posted

I have an Excel spreadsheet I started. When I get on my other computer, I will send it along tomorrow (Sunday). It has class, type, designation, range, warhead, guidance, and comments (like what it is best for).

Posted (edited)
Guess I should have tried it in the current sim before I opened my mouth. They're now like using buckshot. From the required release altitude you'll only average 1 out of 4 through the runway. Oh well. My previous experiences with them were far more satisfying. :)

 

 

Rich

I tried hitting one of those aircraft bunkers. I think about 2 out of 50 hit and they did nothing after all that. Good old fashion Mk-84s and FAB-500s work better. Don't really see any use for the Shp, you don't need a rocket bomb to put a hole in a runway, and if you did, use an S-25L in a dive.

Edited by marcos
Posted (edited)
...Don't really see any use for the Shp, you don't need a rocket bomb to put a hole in a runway, and if you did, use an S-25L in a dive.

While not displayed in the sim, the ShP is designed to penetrate deep below the runway surface and explode creating a large cavern that is difficult to repair. Most munitions in the sim will cause damage but, even in real life, normal bomb damage is quickly repaired and the runway is back in operation. The ShP and similar ordinance is designed to undercut the runway surface making quick repair impossible. You can't just fill in the hole, so to speak, and run aircraft over it.

 

While damage type is not displayed in the sim, the time it takes for repair might be--it used to be in FC1.x but I don't know about FC2 and I definitely haven't timed runway repair in DCS. Runways cratered with the ShPs took siginificantly longer (FC1.x) to become operational again than those damaged with, say, FAB-500s.

 

As far as bunkers are concerned, the vanilla BetAB-500 would be my weapon of choice--or it used to be. Don't know how well it works in this sim.

 

 

EDIT: BTW, here's an example the only method I've found to place most, if not all, of the ShPs onto the runway to shut down its entire length: Could someone watch this track?. Of course, in the sim, this much damage isn't necessary to keep the AI from using it, anyway.

 

Rich

Edited by Ironhand

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Posted (edited)
While not displayed in the sim, the ShP is designed to penetrate deep below the runway surface and explode creating a large cavern that is difficult to repair. Most munitions in the sim will cause damage but, even in real life, normal bomb damage is quickly repaired and the runway is back in operation. The ShP and similar ordinance is designed to undercut the runway surface making quick repair impossible. You can't just fill in the hole, so to speak, and run aircraft over it.

You couldn't with the orignal JP-233s either.:D

 

While damage type is not displayed in the sim, the time it takes for repair might be--it used to be in FC1.x but I don't know about FC2 and I definitely haven't timed runway repair in DCS. Runways cratered with the ShPs took siginificantly longer (FC1.x) to become operational again than those damaged with, say, FAB-500s.

What if you drop 2 dispensers' worth of KMGU KOs. They're designed to go through armour and rather than one big hole, you have 192 small holes, plus a few unexploded ones probably. Airfield operators would be inclined to sweep the area for mines first, even though there aren't any but there may be unexploded bomblets. There's a good chance you can work around one hole, if the ShP actually hits, but it's unlikely you can work around 192 holes.

 

As far as bunkers are concerned, the vanilla BetAB-500 would be my weapon of choice--or it used to be. Don't know how well it works in this sim.

It still uses a parachute so accuracy is hopeless. 4 FAB-500 M62s dropped simultaneously CCIP will destroy a bunker nicely.

 

EDIT: BTW, here's an example the only method I've found to place most, if not all, of the ShPs onto the runway to shut down its entire length: Could someone watch this track?. Of course, in the sim, this much damage isn't necessary to keep the AI from using it, anyway.

 

Rich

Nice example, but for me Bet- mean 'Better off using another weapon.'

 

I've acquired a taste for calling in a Tu-22M3 loaded with 57 FAB-500 M62s using mission editor for taking out runways. Used a B1-B with 80+ Mk82s on the Toad airfield on an edited version of the CSAR mission in A-10C and it worked a treat. No Toads took off. 8 FAB-1500s and 33 FAB-500s would probably work equally well.

Edited by marcos
Posted

 

What if you drop 2 dispensers' worth of KMGU KOs. They're designed to go through armour and rather than one big hole, you have 192 small holes, plus a few unexploded ones probably. Airfield operators would be inclined to sweep the area for mines first, even though there aren't any but there may be unexploded bomblets. There's a good chance you can work around one hole, if the ShP actually hits, but it's unlikely you can work around 192 holes.

It's all a matter of how long it takes to make sufficient repairs that you can fly aircraft off of it in limited fashion. 192 small holes will be easier to deal with than 3 or 4 smallish holes with large cavernous upheavals causing a lack of support in large areas of the runway surface. In reality, they'd be looking to link taxiways, etc--anything to give you the length you needed to fly aircraft. So just hitting the runway wouldn't knock out a base for any length of time, anyway. So, as far as the sim is concerned, we might as well go with what works easiest.

 

 

It still uses a parachute so accuracy is hopeless.

Ummm...the BetAB-500 has no parachute.

 

 

Nice example, but for me Bet- mean 'Better off using another weapon.'

:)

 

I've acquired a taste for calling in a Tu-22M3 loaded with 69 FAB-500 M62s using mission editor for taking out runways. Used a B1-B with 80+ Mk82s on the Toad airfield on an edited version of the CSAR mission in A-10C and it worked a treat. No Toads took off. 8 FAB-1500s and 33 FAB-500s would probably work equally well.

 

I'll have to try it sometime. :)

 

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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Posted

Ummm...the BetAB-500 has no parachute.

Maybe you're right, it's been a while. The manual does refer to them as high drag though.

 

 

I'll have to try it sometime. :)

 

 

Rich

 

Do, it's awesome.

Posted
Maybe you're right, it's been a while. The manual does refer to them as high drag though.

Oh, I know which section you're referring to. I guess some configurations are a higher drag than others. :)

 

 

 

Do, it's awesome.

I'll be sure to.

 

And, I think we've inadvertently hijacked this thread. My apologies to BIGNEWY.

 

 

Rich

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

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Posted
Hi all

 

I was wondering if there is a weapons list for the SU-25T ( Did a search and did not find what I was looking for )

 

I would like a chart or a list of its weapons and there function to use as a reference, basically I dont know the Russian stuff well enough to pick the correct load out for a job so have been using the basics that I know.

 

I would like to learn its arsenal :)

In short the difficult ones to know are the cluster bombs and KMGU.

 

KMGUx96 and RBK

AO - anti-personnel/material

PTAB - anti-tank (HEAT).

 

BetAB-500 - concrete piercing

BetAB-500Shp - concrete piercing, rocket-powered chute bomb

 

KAB-500Kr - TV-guided 500kg glide bomb, fairly long glide flight

 

FAB-XXX - GP, free-fall XXXkg bomb

 

OFAB-100*4 - 100kg bombs carried in group of 4

 

Kh-25ML - ~90kg warhead laser-guided missile. With LA-override can be guided from nearly 24km out at altitude.

 

Kh-25MPU - anti-radar version of above.

 

Kh-29L - 320kg warhead laser-guided missile. With LA-override can be guided from ~20?km out at altitude.

 

Kh-29T - TV guided version of above.

 

Kh-58U - high-speed long range anti-radar missile.

 

SPPU - GSh-2-23, 23x115mm, 3600rpm gun pod.

 

S-8KOM - 80mm HEAT

S-8OFP2 - 80mm anti-material/personnel

S-8(Other) - Crap, ignore

 

S-5 - 57mm rocket

 

S-13 - 122mm rocket

S-24 - 250mm rocket

 

S-25 - 340mm rocket, 190kg warhead

S-25L - laser guided version of above

  • ED Team
Posted

thanks for sharing,

 

Hopefully with all this info floating around one can be put together for all the in-sim Russian weaponry

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Posted

Actually, i am working on an quick reference SU-25T Weapons Manual.

 

It is intended for future public release after me and my squad buddies are done whit final things like making it look good,

and confirming all data is relevant and correct after the FC3 update.

 

Information included in the manual for most weapons are;

Type of warhead, intended use of weapon, release speeds and altitude and range where applicable.

 

One problem is though that all data in it is based on either References from books or testing in FC2, and thus may be different from the DCS world 25T.

(especially after the missile afm patch)

 

Here's a list of items included in the manual;

Pods;

 

6, L-081 Fantasmagoria ELINT

6, Mercury LLTV

1 and 11 MPS-410

Smoke Generators, Blue, Green, Orange, Red, White and Yellow

4, 5, 7 and 8 SPPU-22-1 Gun pod

 

Fuel Tanks;

Fuel tank 800L Wing

Suitable for stations 3, 5, 7, and 9

Total added weight per FULL tank is 760 KG

Total added fuel weight per FULL tank is 620 KG

Means that when empty there is still 140KG per tank of useless weight on your aircraft, not to mention the additional drag. DROP WHEN EMPTY!!! (Lalft +r)

 

Bombs;

Stations 2, 3, 4, 5, 7, 8, 9 and 10

EXCEPTION for the KAB-500kr is due to TV guidance only suitable for stations 5 and 7

BetAB-500

BetAB-500ShP

FAB-100

FAB-250

FAB-500 M62

KAB-500kr

KMGU-2 - 96 AO-2.5RT

KMGU-2 - 96 PTAB-2.5KO

MBD-2-67U - 4 FAB-100

RBK-250 PTAB 2.5M

RBK-500 PTAB 10-5

SAB-100

 

Missiles;

5 and 7 Kh-29L

5 and 7 Kh-29T

5 and 7 Kh-58U

S-25L 2, 3, 4, 5, 7, 8, 9 and 10

APU-8 - 8 9A4172 Vkhr 4 and 8

Kh-25ML 3, 4, 8 and 9

Kh-25MPU 3, 4, 8 and 9

 

Rockets

All rockets (pods) can be carried on stations 2, 3, 4, 5, 7, 8, 9 and 10

B-13L - 5 S-13 OF

B-8M1 - 20 S8-KOM

B-8M1 - 20 S8-OFP2

B-8M1 - 20 S-8TsM

S-24B

S-25 OFM

UB-32A - 32 S-5KO

Air-TO-AIR

2 and 10 R-73

1 and 11 R-60M

 

One exception being the UB-32A rocket pod whit S-5KO rockets.

 

Release date,...... wait for it.......

 

 

When its done™

 

~S~

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