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AvroLanc

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Posts posted by AvroLanc

  1. Unfortunately the boundary lines with BANA/GRANS don't seem to be working at the moment. The CK37 will take it as an input, but no lines display on the CI. Inputting one boundary line would help with a visual reference for sticking to a planned track/course to a pre-planned target - very useful. Otherwise you have to 'push the head' / 'pull the needle' with the yellow bug on the CI. Reminds me too much of NDB approaches....

    Setting boundary lines in real life I guess would be useful for sticking to a pre-planned sector for attack. Maybe for deconfliction purposes for anti-ship missile attack?

     

    The RUTA polygon does actually display as it should and works nicely. Although I can't get the waypoint name to change to R1, R2 etc. It just stays on B1, B2 etc - Is this working as intended?

  2. This needs more testing, but I'd like to air my thoughts on it. Currently I have a tendency to land my weapons long of my intended target. It seems to be mostly ARAK and slick bombs. In both level drop and dive mode my bomb salvo usually lands long. In the tutorial the ARAK usually land long as well. High drag bombs in CCIP mode seems to work well.

     

    I try my best to set the QFE properly and unsafe only when I have the pipper on the target and the radar ranging fin showing. Could the QFE settings be bugged? I'd like to know if anyone else has experienced this, or if it's simply me and my procedure that is wrong.

     

    Thanks in advance.

     

    I've experienced long bombs as well - most notably with LEVEL release. I'm now thinking that the QFE setting in the kneeboard might be out by a couple of hPa.

     

    If you active pause over the target area and match the altimeter/QFE with the Radar Alt, the QFE that syncs the two readings is 1-2 hPa less than the kneeboard. Dropping with this new QFE setting got me direct hits on the aimpoint.

     

    Whether it is a wrong kneeboard QFE or merely the 2 hPa just corrects something else going on is up for debate. Try it and see what results you guys get.

  3. With a bit of further playing around, I've had a bit of success with PLAN level. I think the long bombs are partly down to user error.

     

    The Level bomb (and Toss, even more so) mode is very sensitive to the trigger unsafe / target marking point. However, it's quite difficult to judge the trigger unsafe moment due to the long slant ranges and viewing angle associated with a level delivery. If you try to adhere to the 200m safe altitude setting it makes it even more confusing and difficult......

     

    Generally the steeper the dive angle when you 'unsafe' the better the results. I don't exactly know if this is down to the inherent design in the Viggen's systems, or incorrectly modeled sim stuff....

  4. PLAN Level release and NAV TOSS are all also landing behind the target.

     

    Yes, agreed. I've just done about a dozen runs with PLAN level with the low 200m safety altitude and all the drops landed about 60 - 100m beyond the target. It does seem to have the same error in the DIVE modes as well.

     

    These modes would be very sensitive to a correct QFE setting, but even so there seems to be a problem somewhere.

     

    Weirdly the NAV RR bomb mode seems to drop much more accurately. My couple of runs with that were dead on.

  5. I think it's more of a Dive-Toss mode. At least it works better that way - if you pull up with 4Gs at trigger pull, it's quite accurate.

     

    The technique as in the manual is slightly contradictory and unclear in it's description.

     

    The 'quick' mode seems to be a pure dive delivery though. Maybe it's just a bit bugged - seems to be issues with a fair number of things. I hope time and effort goes into supporting this module for some time, it's the only module that's caught my interest since the A10.

  6. What happens if you enter 110070 (extra zero at the end?)

     

    Yeah, actually it seems to work if you add the extra zero to the end. Nice tip.

     

    RagnarDa can I ask about the BANA/GRANS boundary line feature - this would be a useful in maintaining a planned course to a waypoint or target. Doesn't seem to work at the moment?

  7. Wow, thanks that's a real revelation... without sounding too dramatic of course.

     

    I had no idea the weapon safety altitude setting in the mission editor applied to bombs - I thought it was just for the Rb04 for some reason. Trigger unsafe with the marker on the target works really well - you're marking the target and the bombing reticle then follows the marked point.....got it. You can fire at any point after the distance line flashes right? You don't need to wait for the two 'wings' to appear? If you do it seems to drop long.

     

    The safety altitude setting doesn't seem to affect the high drag bombs though? I can kinda see the logic behind this, if correct.

     

    Does the safety alt apply to apply all bomb modes - Dive, CCIP, Toss, Nav, Radar? Thanks RagnarDa.

  8. I've been experimenting with the bomb release modes and they all seem to make sense except the PLAN ANF - level release.

     

    What exactly is the symbology telling you? Is the pre-trigger unsafe a CCIP indication? I don't think so. What about after trigger unsafe? The aiming reticle drops out of sight... Is the reticle now indicating a CCIP solution - again I'm not sure.

     

    What is the correct moment to UNSAFE? What is the correct moment to fire? At the moment I'm thinking just before you intend to fire - otherwise you loose the reticle......

     

    I've learnt that it can be used for both high-drag and low-drag weapons. Obviously the low-drags are really impractical in this mode since you have to be very fast (1000 km/h +) and low to get a solution, but there seems to be a safety that inhibits release at this height anyway.

     

    The high drags are a little difficult as well.........

     

    RagnarDa, one of the devs gave a really good description of the AKAK rocket modes and thinking behind it. Can he chip in here to provide a little background thinking and explanation of what's going on in this mode too......

     

    Thanks.

  9. After one week with the Viggen, I'm still really impressed with what the team has achieved. However, there are a few issues that I haven't seen anybody mention yet. I'm sure the dev team are aware of most already, but I'll outline a few if I may.

     

    1. Clock / stopwatch on main panel INOP - would be really useful for referencing against TOT and a general navigation aid.

     

    2. Cabin pressure gauge doesn't seem to work - stuck on zero all the time. Does the oxygen get used up over time? I've not seen the Oxy gauge move.

     

    3. Fixed sight doesn't seem to work. Using the TAKT input 211 should generate the fixed sight. For me it just clears to HUD completely.

     

    4. The TAKT output pylon indicator doesn't work well. The rightmost number (pylon 1?) always shows 0, even with an AIM-9 loaded. After dropping weapons the numbers / status doesn't change.

     

    5. In SPA mode I can get the RUTA recon square to work and the lines to show on the CI, but the waypoint numbers stay at B1, B2 etc. They should show R1, R2 etc I believe.

     

    6. I can't get the boundary lines to show in BANA/GRANS. Inputting a course should show a flashing line on the CI. Rather like the flashing recon square. - This would be REALLY useful for flying the pre-planned track to waypoints. Hopefully this could be added.

     

    7. TERNAV system ON/OFF - I can't seem to turn the TERNAV system off using TAKT input 581000. Doesn't seem to make a difference.

     

    8. Using the illumination bombs is a little weird. The flashing red 'Last Bomb' light doesn't come on even after the bombs have dropped. After the toss this leaves you high and slow thinking the bombs are still to drop. Not good. The actual drop is always off target as well.

     

    Otherwise, I'm really impressed. Haven't stopped experimenting all week. Reminds me so much of DI's Tornado from way back. What I wouldn't give for a leatherneck Tornado Gr.1.....

  10. As far as I know, the depressible pipper is a left over from the days when all weapon delivery on the A-10A was manual. When the A-10 first entered service there were no computers to perform CCIP and CCRP calculations, bombing was done manually by pre-calculating a pipper depression value. This would depend on factors such as airspeed at release, altitude at release, dive angle, weapon balistics etc. The pipper would be set according to this rigid set of variables and the aircraft would have to flown very accurately in order to meet them i.e. dive at precisely the right angle and speed and then release the weapon when passing the correct altitude with the pipper tracking the target.

    Basically the same method used in any aircraft prior to the invention of modern fire control computers...

    I assume it remains in the A-10C as a backup option for when the computers fail. It could be put to other uses I guess but I don't know...

    It would be great if ED were to give us a set of tables to use to generate our own pipper depression values, but it might be a bit hard core for most...

  11. I found this description of the different types of attack on the internet:

     

    'There are three types of CAS Terminal Attack Control: Types 1, 2 and 3. JTACs use Type 1 control when the situation requires them to visually acquire both the attacking aircraft and the target under attack. Type 2 control will be used when the JTAC maintains control of individual attacks, but either visual acquisition of the attacking aircraft or the target at weapons release is not possible or required. Type 3 control may be used when the tactical situation indicates that CAS attacks impose a low risk of fratricide. When commanders authorize Type 3 control, JTACs grant a “blanket” weapons release clearance to an aircraft or flight attacking a target or targets which meet the prescribed restrictions set by the JTAC. The JTACs will broadcast the type of control in use upon aircraft check-in. Type 1 is the default method of control because it is the most restrictive and therefore the least likely to result in incorrect targeting.'

     

    So far in game we've all had type 2 and type 3 control. Do you think type 1 is included as well?



    In determining the type of attack to use it appears the virtual JTAC assesses whether he has line of sight to the enemy unit. If he does he uses type 2 if not then type 3. Is it just line of sight or maybe distance as well?

    We really need a way of determining if the JTAC has line of sight using the mission editor - a simple line of sight tool in the ME would be very useful (it might just simply rely on distance though).

     

    I've tried your mission Geskes, it was enjoyable thanks. I couldn't get the 3rd Arty group to show up.

  12. I've just set up a night JTAC mission to see if the JTAC would use an IR pointer as advertised and sure enough he did. Once IP inbound you tell the JTAC to 'sparkle' and he illuminates the target with an IR beam that can be seen through the NVGs. However the gain on the NVGs is a little too bright so everything washes out and it is difficult to see.

    Anyone know how to turn down the gain?

    As well as 'Sparkle' there are other options from the menu including 'pulse'..., we need a manual update for the JTAC I feel.

     

    I've now had Willy Pete, Laser and IR designation. I'm now going to try the predator idea in the post above, to get the UTM cordinates method to work.

     

    Cool stuff.

  13. To get / force him to lase a target for a GBU-12 I changed the option for weapon type in the 'advanced options' tab thingy in the ME. Change it from AUTO to Guided - Guided Bombs and the JTAC will lase for you.

    I'm going now to see if he will lase in AUTO if I carry a pure GBU-12 load. I'm also going to see if he will illuminate with an IR pointer during night time.

     

    Can the developers input as to what logic the JTAC uses to select designation method and weapon requested?

     

    What about type 2 and type 3 attacks? Are these the only types? I need to research CAS obviously but type 3 is less controlled / more freedom for the pilot to engage it seems.

  14. JTAC Flexibility

     

    The currently implemented JTAC, although a bit buggy, is great fun. I'm interested - in the final version how much variation and flexibilty will be available?

    For example, will the JTAC ever use laser designation when he doesn't want a LGB - can he lase and then request a AGM-65 or dumb bomb release, with us using the hud LST indications to find the target?

    Is the radio verbal 9 line brief always followed by the datalink point data and digital 9 line? Will we ever just get one or the other - I don't know how realistic this is (in RL I'm sure all available communication techniques would be used for redundancy etc), but having just the radio brief would add to the challenge. This could also simulate a FAC without fancy datalink equipment, I'm sure they don't all have datalink.

     

    I'm really looking forward to the audio JTAC, here's hoping a Beta update is on the horizon...

  15. Ok, thanks. How do you decide on the time of flight you require? Obviously for old fashioned manual bombing the time of flight was a key variable and was affected by weapon balistics, dive angle, airspeed etc. With CCIP this becomes somewhat redundent doesn't it?

    Would TOF be related to the tactical situation - i.e. you need the weapon to impact no more than 10 seconds after release due to escape considerations, ground forces requirements etc?

     

    I'm guessing the Escape maneuver setting changes the position of the CCIP reticle slightly either to delay or advance the release. i.e. for a steep dive delivery with a 5g pullout the aircraft will decend futher into the possible frag zone so selecting CLM initiates a slightly earlier release (by changing the reticle position in the hud) so that the aircraft can escape properly. Is this right?

    I appreciate this probably isn't modelled in the sim.

     

    Cheers.

  16. Is there any guidance on how to set up the desired release cue (TOF) and minimum range staple (Min Alt) on the DSMS profile page? Does the min alt setting actually have an effect on the little minimum range carrot on the CCIP reticle - leaving the setting at 0 produces the MRS and min range carrot, but what range does this represent? I always seem to get the X in the CCIP reticle (invalid release according to manual), even at 3000+ ft.

    Does leaving Min Alt at 0 default the system to a cetain range, because it doesn't seem to set the MRS to zero...

     

    On a similar note, does the escape maneuver setting have an effect on release parameters? If so what exactly? What do CLB, TLT and TRN stand for?

    Lots of anal questions I know and I suppose it's all a WIP, but someone may be able to cure my curiosity....

  17. I've done a double JDAM release in a single pass. I used the TGP set as SPI. Set up the axis of attack carefully, track the 1st target with the pod and pickle at max range, quickly track the 2nd target (SPI follows the pod), pickle before min range.

    From about 12000ft you can get 2 bombs off no problem. From way higher up you could no doubt get 3 or even 4 off in a single pass. very useful and something LGBs can't do.

  18. Should the 3 different types of ammunition have different visual impact effects? The current impact / explosion would seem suitable for HEI and CM, but what about TP?

    TP rounds are just inert ball rounds with no explosive charge aren't they? I would have thought they would just kick up dirt rather than the current explosion. BS had different impact effects, will A-10?

     

    I can't tell whether the different types currently have an effect on damage inflicted to the target either - almost impossible to judge at this stage. Can anyone shed any light?

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