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Posted

If you want to use mark points more deliberately you should turn them into waypoints and incorporate them into flight plans which can be loaded on the fly easily. Mark Points cycle as you create them from A-Y (I think) then back to A, with Z being the last position ordnance was dropped by your plane.

 

If you make a dozen or more mark points and only want to use 3 or 4 for a particular attack run just make them into waypoints in a flight plan and load it so that you're not stuck skipping between unimportant targets during the attack.

 

This is the only real solution to mark point clutter short of wiping everything.

 

The full suite of features in the Flight Plan and Waypoint/Markpoint system is really powerful if you can learn to wield it efficiently on the fly.

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

Posted
If you want to use mark points more deliberately you should turn them into waypoints and incorporate them into flight plans which can be loaded on the fly easily. Mark Points cycle as you create them from A-Y (I think) then back to A, with Z being the last position ordnance was dropped by your plane.

 

If you make a dozen or more mark points and only want to use 3 or 4 for a particular attack run just make them into waypoints in a flight plan and load it so that you're not stuck skipping between unimportant targets during the attack.

 

This is the only real solution to mark point clutter short of wiping everything.

 

The full suite of features in the Flight Plan and Waypoint/Markpoint system is really powerful if you can learn to wield it efficiently on the fly.

This would be ideal, but I am creating markpoints on approach for quickly firing off mavericks, especially during multiplayer missions where speed is of the essence. It is quicker to shuffle through markpoints than creating an SPI, firing the maverick, going back to the TGP and creating another SPI, etc.

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Posted (edited)
This would be ideal, but I am creating markpoints on approach for quickly firing off mavericks, especially during multiplayer missions where speed is of the essence. It is quicker to shuffle through markpoints than creating an SPI, firing the maverick, going back to the TGP and creating another SPI, etc.

 

Well, then we're reaching the limitations of what the systems were designed for. Its not really plausible in real life to make attack runs against this many targets without at least a few minutes of prior planning (though it isn't really plausible to attack that many targets anyway all at once).

 

Then again, even if you're on a tight time constraint, with enough practice you can easily generate a new flight plan pretty quickly, I'd say easily within 60 seconds.

 

This then becomes a conversation about where simming the operation of the aircraft ends and simming the operational doctrine begins.

Edited by P*Funk

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

Posted (edited)
Well, then we're reaching the limitations of what the systems were designed for. Its not really plausible in real life to make attack runs against this many targets without at least a few minutes of prior planning (though it isn't really plausible to attack that many targets anyway all at once).

 

Then again, even if you're on a tight time constraint, with enough practice you can easily generate a new flight plan pretty quickly, I'd say easily within 60 seconds.

 

This then becomes a conversation about where simming the operation of the aircraft ends and simming the operational doctrine begins.

I would agree with your last statement. In real life, you do not send a lone A-10C in to a target area filled to the brim with Buks, Osa's, strelas, and tunguska's (unless Chuck Norris is the one flying the A-10C, of course). Only masochistic mission designers do this. In my opinion, this should erase any reasonable expectations of following realistic normal flight operations, like adding individual tanks to your flight plan. In real life, actual A-10C pilots would have some advantages that we would not have, and some drawbacks that we don't.

Edited by Night

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Nvidia GTX Titan Pascal - i7 6700K - 960 Pro 512GB NVMe SSD - 32GB DDR4 Corsair - Corsair PSU - Saitek x52 Pro - Custom FreeTrack IR Setup - iControl for DCS

Posted

You don't have to use markpoints. Using this method from one of my previous posts, you can get all 6 on targets very rapidly 100% of the time (though I don't load 6 for missions, I do sometimes for practice).

 

If your MAV camera zooms away from the target quickly and you can't seem to slew where you want, that means your traversal velocity is too high. In other words, as the nose of your aircraft (and the mavs) moves in a line across the line of the target, your camera is unstable. The Mav doesn't have the stabilization abilities of the TGP. Try this, it works extremely well for me, and take note: you only have to manually track on the first Mav, because this one is coming off TGP slave. The next mavs just slew, autolock, rifle:

 

*13-15k ft, 10nm separation from target area

*TGP lock and SPI target, slave all SOI to SPI

*Line up with target

*neg 8-10 on the pitch and path autopilot

*throttles all the way back

*Let the aircraft stabilize

*Switch to Mav camera and TMS FWD Short for track (first target only)

*Fire, acquire, fire, acquire... etc.

 

The mav camera is much more stable. You'll still be more than 5nm away at 10k or higher and you'll have up to 6 mavs in the air.

 

NOW.. you don't have to use the TGP to get your target on. I've actually used the MAV head to seek a target when I didn't have a TGP loaded. Once again just give the MAV head camera a stable platform. Use the above method minus the TGP in step 2, and it will not be necessary to TMS FWD Short for track, since you aren't slaved to TGP. Don't forget to use the FOV feature of the MAV head to zoom in and out on the area to facilitate faster or slower slewing.

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

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