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RobC

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Everything posted by RobC

  1. I know a couple guys that would probably be happy to help deal with this issue if provided with a nice spot near the end of the runway, a 12 gauge, a lawn chair, and a case of beer. Just saying :P .
  2. I was going to mention this as well, glad you did first. In a real a-10 the stick is attached to a much longer lever then it is with any PC joystick (TM Warthog included). Even if the simulation is 100% accurate in making sure that 5 degrees of movement in the real jet is the same as 5 degrees in the sim, you need to take into consideration that the stick movement required to register those 5 degrees is a lot different. The solution is either to mount your stick on the floor and spend a silly amount of money extending it by two feet, or to use a bit of curve in order to compensate.
  3. One thing you missed is that when the TGP is in A-A mode you will notice that small vertical crosses (plus signs) show up over objects that it detects and thinks might be an air target. You can lock them up with the TGP with TMS up (tgp soi), long TMS to set them as SPI, and slew the aim-9 to it with with china-forward long, and fire. That said, 99% of the time if I find myself in an A-A engagement in a hawg, something has gone horribly, horribly, wrong and I prefer to just use the conical scan/self track (TMS forward short) and use my turning radius to pull him into the AIM-9 search area before letting one off (preferably while making a run for the dirt and ejecting flares as fast as I can). If the enemy is not in visual range and coming at me on an attack run, I probably have no business engaging him ;) . E: Another strange function of the A-A TGP that you might not have picked up on without the vids is that unlike the A-G mode, the pod keeps scrolling in the direction it was going even after you stop commanding slew (it will display "rates").
  4. I was under the impression there was a cost consideration behind this as well (same reason they use an INS rather then GPS), but I might be wrong.
  5. The most useful thing I did for refueling was actually adjusting my throttle. Older x45 (it still works and I like it, leave me alone :P ), but basically like many it has a "bump" near the 90% mark where normally the AB would engage. This was sort of an issue since a lot of the time that bump was getting in the way when making constant throttle changes trying to refuel, so basically what I did was set my Saitek software so that the 90% "bump" was equal to 100% in game throttle, and I could mess around below that without having to deal with that. Not really exactly what you asked for, but hope that helps anyway. ;) e: For trim I like to set myself to the tanker speed, get it about even and then add maybe a couple clicks of nose down trim. I find that keeping the slight back pressure on my stick while refueling actually makes it a bit easier for me, and I am less likely to run into the tanker. Again, your mileage may vary.
  6. I remember reading that one of the main deficiencies of the Shilka (that lead to replacement with the development of the sa-19) is that they are very susceptible to modern ECM, as were a number of other air defense systems of the era such as the sa-8. Obviously DCS isn't exactly the same as RL, but I definitely have noticed that the Sam 1 systems and the zeus seem to have a really hard time dealing with jamming. If you fire from 2.0-1.5 nm it seems like it has a lot of trouble trying to burn through the ECM at that range, which is on top of the ballistic disadvantage that it has there. I would assume that IRL the zeus gunner would switch to the optical sight in that sort of situation, but I can't tell if that is in the sim or not. Regardless, I tend to take more hits from those BMP-3s then Shilkas, and they tend to hurt a lot more :music_whistling:
  7. 4 rounds of API followed by 1 round of HE if I remember correctly. e: And I'm also one of those weirdos who prefers the smaller gun cross to the reticle most of the time. I find the larger one to be too distracting and big when all I really want to know is where my api is going to land and how far away I am. Double E: Also in case its not clear to you, if you follow the suggestion that was posted about changing your setting to HE when you actually have CM loaded, the single pipper that is displayed is going to be for your HE rounds, which only accounts for 20% of your fire. I guess you could just aim a little short with it and try to eyeball, but its not really the best solution. At any rate I like to open up on a MBT when I'm close enough that the pippers are merged (.7-.5 nm) if I'm using the reticle ;)
  8. Thanks a lot for sharing, very helpful. +Repped ;) E: or not apparently, any reason I can't rep a post currently?
  9. Wow that looks fantastic, the attention to detail really adds a lot to it. What do you do for a living if you don't mind my asking? You seem like you have experience with this sort of thing.
  10. Rotation speed is determined by aircraft weight actually, so it depends. Here is the chart the RL dudes use (I think this is actually A-10A, but I think its similar enough to not matter for game purposes.) e: also I usually turn off NWS at around 60 knots, I have the key bound to my hotas (its also used for air-air refueling) so its just a quick tap. Double e: The weight of an a-10 at "100%" weight in the editor is about 46.5k lbs Triple edit: What the heck, I wasn't going to post this because these are mostly my modified loadouts, but I guess its still a good starting point. The columns "TOW 100%" is TOW with that loadout and 100% fuel, "TOW 75" is 75% fuel, etc. "Max Fuel" is the amount of fuel you can take before you hit the 100% weight number. https://docs.google.com/spreadsheet/pub?hl=en_US&hl=en_US&key=0AlP-UtaMfN3bdEhQblAxWkhxSy1XeFBzX3l4c2JzRnc&output=html
  11. Hey guys, sorry to make a separate post for this, but prior to the 1.1.1 patch I modified my campaign files to fix the SEAD issue the hard way (by re-doing the way the SEAD flights were set up), and I seem to have lost my backups for them. If anyone could do me a big favor and either post/send me the unmodified devils cross files it would be much appreciated. Either a PM or just RARing them and sending them to mediafire.com or something would be awesome. Again, sorry to make a separate thread for this, but I'm a dummy and couldn't find them anyplace else :doh:
  12. I always kinda assumed that the fact both DCS modules (And all of the lock on jets) have been single seat wasn't a coincidence. I don't think I would trust the AI to either fly me around or blow up the stuff I want them to after watching some of the shenanigans I have seen them pull :P
  13. Haha I agree so much. :thumbup: The only issue I run into is that I swear the BMP-3 is like 3x as much of a threat as a Shilka, those things are brutal :(
  14. Haha that's awesome. :thumbup: Not seen an air-air collision yet in multiplayer but that looks like it might have had the potential ;) .
  15. Well the range depends a lot on speed and launch altitude (obviously), but flying high against an SA-10 is pretty much a death wish. I don't know what the real life method for dealing with them would be, but my assumption is the first choice would be a stealth aircraft (probably one of the reasons the Air Force wants the F-35 so badly). My understanding though is that they do generally have more range then a HARM without using jamming and terrain masking. The really fun part about the SA-10 that hasn't been mentioned yet is you don't even get a launch warning. Since it uses Track Via Missile (like the Patriot) there isn't any obvious way for the RWR to distinguish a lock from a launch so you don't even see it coming.
  16. Actually the SBD-2 never used a 90 degree dive because of the way the bomb sight worked. Basically there was a small ball bearing rolling around on a curved glass dish that was used as a way to show the pilot he was coming down without any yaw/pitch acceleration and the bomb would come off centered. A straight down dive wouldn't work with that system (some gravity acceleration was required to keep the ball on the glass) so more like 70 degrees was the standard. I have no idea why I remember that but there you go.
  17. To easily set the radios you can hold Num 0 and then hit Num 1, brings you to a nice flat view of them to set frequencies.
  18. Yeah you definitely can't go over a sa-10 battery unless you happen to be piloting a space shuttle. Under might work if there is a hill between you and the battery as Moa stated, but otherwise you need someone with HARMs and balls made out of cast iron to help you take it out. Its pretty much one of the nastiest SAM systems in existence.
  19. You can still kind of do it if you absolutely need to for some reason (like its backed up to a mountain or something, I don't know), but you need to be really coming down on it from like 5K and hitting the top. Rear definitely works a lot better though. :thumbup:
  20. I disagree slightly, if you don't have a two stage trigger you can bind another button on your stick to PAC-1 (I use one of the thumb buttons on my x45). You get basically the same result, hold down your PAC-1 button to stabilize, then while you continue to hold it down apply the trigger to shoot the gun (there is no reason to release the pac-1 button while shooting and in my experience it makes things a little wonky sometimes). That said, the big things for consistently killing MBTs that other people have already said are Dive angle, attacking from the rear aspect (side aspect works with decreased effectiveness if needed when you are taking ground fire or are time limited etc.), and round density. You really want to come down on that thing from like 30 degrees so your rounds are hitting the squishier top parts rather then the hardened front and sides. You also need to really be putting a stream of rounds into the target and not just "drawing a line" over the top. The common mistake I made was to try to make up for a slightly off PAC stabilization by just "pulling a little bit" as I fired, which pretty much never works. What you need is a stream of impacts on target and not a line across the top for a MBT kill (the dive angle will help you here). My preferred attack run is starting from 3-5k and maybe 2 miles out at full throttle and 250-300knots, rolling in on the target when they are off my wing, and firing from 0.7 to 0.5nm, followed by jukes in both the vertical and horizontal to avoid ground fire. At this point I can pretty consistently get the kill with 80-130 rounds fired. I also prefer the gun cross rather then the pipper (I find the pipper large and distracting). That said, all of that is personal preference, make a training mission (or find one, stronghand had an excellent one someplace) with a bunch of inactive tanks, infinite ammo and gas (its not cheating if you are training :smilewink:) and just figure out what works and practice until you can repeat it. Also don't pull up so hard you rip your wings off, its terribly embarrassing and I have most certainly never done that :music_whistling: .
  21. Yeah you are on the money for the AWACS bit. Basically it will use 1 of 2 types of information depending on how far the detected threat is from you. If the threat is close (Within 50nm) it will include BRA in its report, meaning that its telling you the Bearing, Range, and Altitude from your current location. Hot, Cold, and Flanking is telling you if the enemy is heading towards you, away from you, or parallel to you respectively. "BRA, 95 for 30, 15,000 HOT" would thus mean that the enemy is 30 nautical miles away from you along bearing 95 (from you), at 15,000 feet, and heading towards you. (In this case hopefully you are down in the dirt if this is a fighter or have friendly CAP engaging them, or you have probably already noticed the very unfriendly looking RWR indication are probably about to eat an A-A missile ;) ) If the threat is further then 50nm from your location, you get a call including the word "Bulls" (Meaning bullseye, bulls, whatever). This includes the same information, but the information given information is related to the bullseye. "Bulls, 200 for 15, 25,000" means that the enemy is 15nm from the bullseye location along bearing 200 (from the Bulls location), and at 25,000 feet. Most of this is in the radio section of the manual (page 651 in the current version), though I guess not completely explained. As for the stock dynamic campaign I a believe that the f10 SEAD and CAP options tell the respective aircraft to depart their holding pattern and autonomously search the area for enemy air defenses/aircraft. My guess is the reason they are manually activated is so you can tell them to start once you are relatively close to the target (rather then having them dump all their missiles and RTB before you even get there). I don't think they actually target your SPI or anything like that. Edit: Forgot to mention, when contacting the AWACS, "Request Bogey Dope" is a request for the information on the closest enemy aircraft, while "Request picture" means the AWACS will read off the information for all detected threats. "Pop up group" is a call from the AWACS meaning that it has detected a new enemy aircraft group (IE the enemy has just taken off, spawned in, come into detection range, become unmasked from terrain, etc).
  22. As others have said, if you are missing by only a little with CCRP (especially with guided munitions), its possible that you are dropping correctly but with a bad targeting point. The HUD is convenient and fast but not particularly accurate, my preferred method if I want to use that is: - Set the HUD marker as SOI (TMS long up) - Slave all to it (China hat Forward long) - TGP as SOI - Refine the mark with the laser and TMS long up again to set SPI It sounds like a lot of steps but really it only takes a couple seconds to do with a little practice. Its also important to realize the difference between laser marking and INS marking, this is a really great video on that posted from another thread:
  23. These are amazingly well done and useful, thanks for sharing these.
  24. Good lesson in "why its important to post positive feedback" I guess. In the meantime I hope that people like Paul and Toby realize that there is a mostly silent 99% that enjoys the mods/info they provide, and the very visibly 1% that they might have problems with is really a tiny minority. Consider this a "thanks" to both of you and all the other community members out there for the mods/docs you provide that myself and others use ;)
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