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Posted
On the topic of mavs gentleman, can someone advise why the D variant is heavily preferred over the H in game? I use the D primarily because everyone else seems to, but reading up on it the internet says the only difference is an enhanced ability in desert environments or something.

 

Could someone explain the advantages of the D, or if the D isn't the best light variant (I'll use the K for ships and things), which one is?

 

Thanks

 

As Mithrandir said, the D has the Advantage of an IR-Image Sensor. It is capable of nighttime operations and locks on to targets way better because of better contrast of the IR Image.

 

On the downside, it still only locks on at about 8nm max. The H gets a solid lock at about 3-4nm, but its big advantage is the force correlate mode. In this mode the Mav does not track a target, but flies to the location given vía picture track. So you can fire AGM-65H at about 12-14nm (depends on altitude) on nonmoving targets, and the AGM-65D on moving Targets at about 8nm

Posted
Or CBU 97&105. Depending on how big the "herd" of tanks is. CBUs are hard to use for moving groups thought.

Why did nobody make a laser guided version of those two?

Posted

I would guess a laserguided version wouldnt be of much use, as it takes time for the bomblets to be deployed. These bomblets are little boxes on chutes with (image and magnetic?) sensors. These detect vehicles and fire shaped charges at them. So even if you laserguid the dispenser to the current location of a moving vehicle it still would not be hit as the chutes take to much time to be deployed and aquirre the target.

Posted
I would guess a laserguided version wouldnt be of much use, as it takes time for the bomblets to be deployed. These bomblets are little boxes on chutes with (image and magnetic?) sensors. These detect vehicles and fire shaped charges at them. So even if you laserguid the dispenser to the current location of a moving vehicle it still would not be hit as the chutes take to much time to be deployed and aquirre the target.

I think the latest versions of KGBs adjust for where the targets are going to be, so if you set the release altitude quite low, it could work.

Posted
On the topic of mavs gentleman, can someone advise why the D variant is heavily preferred over the H in game? I use the D primarily because everyone else seems to, but reading up on it the internet says the only difference is an enhanced ability in desert environments or something.

 

Could someone explain the advantages of the D, or if the D isn't the best light variant (I'll use the K for ships and things), which one is?

 

Thanks

 

If the D has an enhanced ability in the desert, I would be CC Sabathia... :cry:

 

definitely D variant preferred for IR seeker, but in desert??!! Hell No! In desert, at day, hot equal all things white hot... no tracking....

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Posted
If the D has an enhanced ability in the desert, I would be CC Sabathia... :cry:

 

definitely D variant preferred for IR seeker, but in desert??!! Hell No! In desert, at day, hot equal all things white hot... no tracking....

 

That's my bad I typed it wrong, the H has the desert environment advantage, sorry

Posted
As Mithrandir said, the D has the Advantage of an IR-Image Sensor. It is capable of nighttime operations and locks on to targets way better because of better contrast of the IR Image.

 

On the downside, it still only locks on at about 8nm max. The H gets a solid lock at about 3-4nm, but its big advantage is the force correlate mode. In this mode the Mav does not track a target, but flies to the location given vía picture track. So you can fire AGM-65H at about 12-14nm (depends on altitude) on nonmoving targets, and the AGM-65D on moving Targets at about 8nm

 

+1

 

I'll often bring one or two of each and save the H's for stationary SAMs, and the D's for moving ones.

Posted

The best weapons in DCS for the A-10C against tanks Maverick D is good for taking out SAMs/AAA and the CBU105 is the ultimate tank killing weapon.

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Posted
The best weapons in DCS for the A-10C against tanks Maverick D is good for taking out SAMs/AAA and the CBU105 is the ultimate tank killing weapon.

 

I think this depends... The CBU 105 is inertially guided wich is nice, but you can drop the 97 in CCIP and with some training hit moving targets. I find it extremely difficult to do this in CCRP.

 

Quite often tanks only get damaged by the bomblets and if they are spread out the CBU's are quite useless compared to precision ammunition.

 

But in fact, I agree that the CBU 97/105 can have a massive effect for one drop.

Posted

I usually take 14xgbu12, 2xgbu10, or 8 gbu12 and 6 mavricks and 2xgbu10, either way laser guided is best if u want to be sure you'll hit no matter what.

 

dumb bombs cool if you're hitting a group of soft targets, and can afford to hit within a few feet of the target... but with laser guided, if the target is lased, the bomb hits right where the crosshair is pointed, sure kill against anything.

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Posted
I usually take 14xgbu12, 2xgbu10, or 8 gbu12 and 6 mavricks and 2xgbu10, either way laser guided is best if u want to be sure you'll hit no matter what.

 

Sure you'll be heavy as f*ck and wont be able to go defensive w/o emergency jettison. And you can only attack 1 Target at a time. Might be effective though, if there is no threat to you and a large number of widely spread tanks.

 

I prefer to be armed lighter for better manouverbility, and take a variety of munitions to adapt to possible situations

Posted
I prefer to be armed lighter for better manouverbility, and take a variety of munitions to adapt to possible situations

+1 on that, I'd actually take GBU-38s over GBU-12s if I can - if the targets are spread out enough I can engage them both in one pass because they're fire and forget. I rarely bomb moving targets - usually mav them from far away which spreads out the convoy and sets me up for a double drop :D

 

Most missions I fly the stationary targets can be destroyed from one hit with the smaller warhead anyway - only if I'm hitting a HUGE structure or looking to shack several ground units at once will I carry a GBU-31 or GBU-10.

Posted

I usually take a pretty realistic loadout these days.

 

2x AGM-65D (maybe 4x if I feel like its all I'm gonna use)

2x Mk-82

2x GBU-38

7x WP Rockets (for marking stuff for my friends)

50-70% fuel

TGP

ALQ (If I want to really be authentic despite its utter lack of utility)

 

This isn't realistic by Enduring Freedom standards, but COIN is just weird anyway.

 

If I don't take any iron bombs I'll take 2x CBUs but never more because of the drag. If I take 4x mavericks I'll probably only take 2x bombs, maybe then I'd double up on WP so that I can mark more stuff. I still like my Ms-82s because they're so flexible provided there isn't an enormous threat below 10k.

Warning: Nothing I say is automatically correct, even if I think it is.

Posted

I like that loadout, although I'd take a GBU12 instead of the WP (given that there are only A10's to share information with)

 

I like Iron Bombs, but I need some more practice with them, especially in windy conditions. On more than 5m/s I perhaps hit something, but not good enough to destroy heavily armored targets

Posted (edited)
I like that loadout, although I'd take a GBU12 instead of the WP (given that there are only A10's to share information with)

 

Well I play with people who fly everything. Last mission I flew online with friends involved:

 

2x A-10C

2x Su-25T

1x Su-25

1x Ka-50

1x UH-1

 

So there was lots of need for old school coordination rather than "cheating" with a datalink. Overally smoke and verbal descriptions makes for a fun match and forces you to put eyes out of the cockpit rather than focusing on your crutches like shared waypoints and the TGP.

 

When we first started flying these ridiculously mixed missions I'd try and get the Ka-50 to give me L/L waypoints for their position, which works most of the time, but its easier to just get a visual map reference, along this road, by that river, past the bridge, before the next town, whatever, and then mark stuff with smoke. The key to coordinating via GPS waypoints is to have the mission extremely carefully planned ahead of time (as it would be in real life most likely) so that we have agreed upon waypoints for the expected path the mission takes us. The fixed wing might have its own course, but there's no reason you can't have the Rotary waypoints as well so that you can use it as shifting bullseye. "Ka-50, whats your position" - "Uhh, Waypoint 3 at 244 for 9".

 

Its also pretty hard to miss the fight when a UH-1 is using his Miniguns. :P

 

I'd carry 14x WP every time except that the TGP has stolen the pylon that you would use it for.

Edited by P*Funk

Warning: Nothing I say is automatically correct, even if I think it is.

Posted

Well, if you dont use LGB's there is no reason to switch the TGP for another WP ^^

 

The next time I have free time I'll try to make a mission with more oldschool weaponry, including Mav's for target aquisition and unguided bombs. I guess that will be fun *g*

 

None off the campaign missions so far has required more than a load out of two mavs and two mk82s.

 

So that is what I take.

 

...given you fly the (pretty boring) campaign missions and only destroy the targets you get assigned to

Posted

Well I still use the TGP even if I don't use it for lasing during weapons delivery. It really is a wonder-tool. I just use it less for search and more for acquisition, tracking, and establishing identity. Its still integral to a clean JDAM strike.

 

Also, when you want to roll in on a T-55 and hit it in the ass with your GAU the TGP means you don't need to get nearly as close to know when the ass is on your 12. Still, finding it in the first place I tend to leave to my "binos".

Warning: Nothing I say is automatically correct, even if I think it is.

Posted

Sure, never wanted to consider anything over the tgp, it is worth far more than any armament that could alternatively be stored on a hardpoint. But some lowtech missions could be a fun variety

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