maturin Posted January 11, 2014 Posted January 11, 2014 But what could make such bizarre, rhythmic behavior? Maybe it's a limitation that's way overmodeled. I mean, if you're keeping the pipper on a fixed target it doesn't matter whether that bit of ground is on Kazbek or the Amazon.
esb77 Posted January 21, 2014 Posted January 21, 2014 (edited) Haven't investigated closely on the 25, but with the 25T the dancing pipper effect is probably an effect of how the laser is modeled. If you want to make it really jump around, do a shallow dive over water. Fooling around with it, the conclusion that I came to is that the rangefinder does not like it when the laser is illuminating a highly reflective surface at a low angle of incidence. Low angle of incidence is probably the primary culprit. Makes sense to me, because those are the conditions where relatively little of the light is going to be reflected back at the plane, so the laser dot would be difficult for the sensor to see. I suspect the jumping is from the sensor getting brief periods of adequate reflection for a reading, and then loosing it again. So as far as the HUD output is concerned, it's the same effect as cycling the laser on and off several times per second. Conclusion: in a shallow dive with laser range finder on, pipper jumping around on the HUD is probably working as intended. It is what you would expect if you took out a physics book and calculated out the optics of the signal intensity available to the plane's sensor. Any laser rangefinder giving realtime output would display this behavior in similar situations. You could do a software layer on top to smooth the output by guessing what distance returned is the real distance, but getting it to reliably guess correctly would be tricky if you didn't have some other input to compare against. Oh, forgot to mention another bit. Targets on or near ridgelines. If your lasing dot is wandering back and forth over the ridge you will be getting wildly varying range readouts, but they will be accurate. Depending on the geometry this can happen with extremely small changes in angle, like for instance vibration of the airframe. This would all be much easier for people to see and understand if the laser was a bright visible light system instead of an IR one where we can't see what the dot is doing. Edited January 21, 2014 by esb77 Callsign "Auger". It could mean to predict the future or a tool for boring large holes. I combine the two by predictably boring large holes in the ground with my plane.
theJournier Posted January 28, 2014 Posted January 28, 2014 (edited) Kh-25ML and S-25L weak missiles? I recent have been doing a campaign. I've shot at AA at a ground strike mission and destroyed targets in one hit... But these missles seem to be doing damage in 4th or 5ths every time I manage to hit Marders. Edited January 28, 2014 by theJournier
ALPHA_2014 Posted March 25, 2014 Posted March 25, 2014 I do have a similar question though... If I recall correctly, back in FC2 it used to take 2 Vikhr missiles to take out M-1 tank, but now in FC3, only 1 Vikhr will do the job of destroying, if not disabling it completely. why is that? Is it because now it has 2-stage tandem HEAT charge? proximity fuze?
ALF7 Posted March 25, 2014 Posted March 25, 2014 I do have a similar question though... If I recall correctly, back in FC2 it used to take 2 Vikhr missiles to take out M-1 tank, but now in FC3, only 1 Vikhr will do the job of destroying, if not disabling it completely. why is that? Is it because now it has 2-stage tandem HEAT charge? proximity fuze? 1-2 ATGM 9А4172 Онлайн-MG:joystick: "Страшнее Шилки зверя нет". "ПИСДРУНС СС ПП". "Носи ППК с молоду-любить будешь до старости". "СА-Танки решают все!" "- А мы, старшина, ни за первую и не за вторую… Мы – за третью. За эту… За как её?.. За Родину!" __|77|________:::::: =}- \~~~~~~~~~/~~~~~~~ NAVAL AVIATION FAN ~~~~~~~
esb77 Posted March 29, 2014 Posted March 29, 2014 I do have a similar question though... If I recall correctly, back in FC2 it used to take 2 Vikhr missiles to take out M-1 tank, but now in FC3, only 1 Vikhr will do the job of destroying, if not disabling it completely. why is that? Is it because now it has 2-stage tandem HEAT charge? proximity fuze? It depends on where you hit it. A rear hit on the hull or a top hit on the turret will destroy a MBT in DCS with one hit, though it may burn for a while before it becomes completely non-functional. Hit the front turret armor and it'll take 3-4 hits to finish it off. Callsign "Auger". It could mean to predict the future or a tool for boring large holes. I combine the two by predictably boring large holes in the ground with my plane.
Fri13 Posted April 18, 2014 Posted April 18, 2014 It depends on where you hit it. A rear hit on the hull or a top hit on the turret will destroy a MBT in DCS with one hit, though it may burn for a while before it becomes completely non-functional. Hit the front turret armor and it'll take 3-4 hits to finish it off. I have few times shot two at any MBT and have not cared to on what I hit them. Was it a T-90 or M1A1. Only reason to shoot second has been actually when first one miss the target because wrong engagement rules. Side armors are weak enough for vikhr, and front is thick enough if engaging from too low altitude. That's why in co-op friend flying A-10C is jealous to me in KA-50 or Su-25T because with 12 and 16 Vikhr missiles I can take about 10-13 best MBT out without concerning so much. Rest goes either missing target or other targets what I can get with cannons or rockets. The tricky part is that any tank, was it a IFV, SPAAG or MBT can be functional a moment after a hit. So engaging even Shilka can be deadly after hitting it as it can still shoot you down in ten seconds. Why never flying over targets is a good guideline. i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
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