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DCS World Su-25T operation: A Beginner's tips for beginners.


esb77
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I thought I'd collect a few of the things I've learned about flying the Su-25T for other people new to DCS World. I'm by no means an expert, so while I hope that the information I provide may be usefull, I make no promise that following it will provide optimal performance. Note that some things discussed in this thread could change as ED publishes updates to DCS and I do not swear that I will notice and/or rewrite for all possible changes.

 

Make sure to check out flankertraining.com tutorial website, it's a great resource. The forum thread Su-25T QuickStart Guide - Fly and Destroy in minutes may also be useful. Find the official LOMAC manual with Google or at http://lockon.co.uk/en/downloads/documentation/lomac_1+1_user_manual/. There's also a Su-25 manual provided in the normal install at .../Eagle Dynamics/DCS World/Mods/aircrafts/Su-25T/Doc/DCS World Su-25T Flight Manual EN.pdf assuming you have the English language version of DCS world.

 

If you have more, or better, advice for beginners, feel free to add to this post in replies.

 

It's not behaving like the Tutorials!

 

The tutorial videos are from Lock On: Modern Air Combat. The DCS World training missions are different, and in my opinion also slightly inferior. Of course if you learn the mission editor, you can make your own training missions.

 

The Su-25T default keybinds for DCS World are not all the same as the default keybinds for LOMAC. If the plane is not funtioning as the tutorial says it should, check the controls section under the Options menu from the main menu screen. If you have more than one module, make sure you're configuring the right one.

 

Finally, at present (July 2013) the avionics model for the Su-25T in DCS World is less detailed than the one in LOMAC. There are Shkval functions such as stepped target box sizing, and zoom levels that are just not implemented in DCS World. You can write to Eagle Dynamics to ask for this to be fixed, but since this is the FREE portion of DCS World be understanding if they feel they have more important development tasks to work on.

 

Update: Nov. 2014. The newer instructional missions for the Su-25T are quite good, and if the current patch hasn't broken them (it happens sometimes) I'd recommend flying each of them at least several times. The instructions for these missions trigger by flying through the square green 'gates', and the next part of the instructions will not trigger if you miss the gate for that part. For making it through the gates I find that it helps to aim the center of the HUD at the top center edge of the gate, and then nose down just a bit as I fly through. You can go back and fly through a gate that you missed, but often it is quicker and easier to just restart the mission if you miss a gate.

 

 

Fuel management

 

If you run at 100% throttle you will run out of fuel very quickly. Operation at 80 to 95% throttle will give you much more time over target. Depending on payload you can operate down to 70% throttle or so, but climbing and maneuvering are very slow below 80%.

 

Hard banking turns eat up a lot of energy and are not very good for fuel efficiency. Turning at 30 to 60 degrees bank is plenty for normal operation, save the hard turns for missile evasion.

 

To refuel and rearm the engines must be shut down and the turbines fully stopped. In single player mode you may want to use LCtrl + Z to fast forward through this because it takes a while for the turbines to spin down. LShift + Z gets you back to normal time passage.

 

More info on DCS Su-25T fuel management here http://forums.eagle.ru/showthread.php?t=110985

 

Maneuverability and the Su-25T

 

Remember that military fighter, attack, and bomber aircraft are really just delivery vehicles. If you try to make a loaded delivery vehicle fly like a hummingbird, do not be surprised when it crashes.

 

Normal operating speed is about 400 to 650 kmph. The Su-25T handles poorly below 300 kmph, and tends to shake a lot at speeds above 750kmph. A list of suggested do not exceed speeds: landing flaps 350 kmph, landing gear 380 kmph, maneuvering flaps 675 kmph, airbrakes 675 kmph, airframe loaded 750 kmph, airframe clean 950 kmph.

 

In the 300 to 500 kmph range using the first (maneuvering) flaps setting substantially improves handling. It also decreases speed and acceleration quite noticeably.

 

In general it's best not to exceed about 15 degrees on the angle of attack indicator. At or past 20 degrees angle of attack you will start to lose control of the plane even if airspeed is well above stall speed. It can take 5 to 10 seconds to reestablish control if this happens, and that is far too long if you are anywhere near terrain that can be flown into.

 

Give yourself plenty of space to run in for attacks. Depending on visibility and your level of experience starting each attack run at 15 to 20 km (7 to 10 nm) out from the target is perfectly reasonable for guided munitions.

 

Throttle down to 60% or less when making descending attack runs and you're much less likely to have problems with overspeed or constantly needing to use the airbrakes. Just remember to throttle back up when you pull out of the attack run.

 

If you deploy the airbrake for long at speeds above 600 to 650 kmph they can jam open. Flying with jammed airbrakes can be pretty annoying.

 

Target spotting and locking

 

The Su-25T relies primarily on visual target spotting, I have no idea where they get the 'all weather attack capability' from. The Shkval can zoom in and help with visual spotting assuming you know more or less where to point the Shkval camera before zooming in. The Mercury pod does give reasonable night time attack capability.

 

 

Sizing the targeting box properly is important if you want to get a target lock. This is one of the keybinds that is different from the LOMAC default keybinds. RAlt + [ and RAlt +] I think, but check your control configuration menu to be sure.

 

The mission planner and F10 view do not give a perfect situational map, but they are much better than nothing. Together they're about what you might expect from a western MFD with data supplied by recon units that are somewhat slow to bother sending updates, or possibly recon units that suffer from random temporary blindness (I think that this is because units related to mission objectives are shown but targets of opportunity are not, but I'm not entirely sure. There's probably a detailed explanation in the mission editor manual).

 

 

Turning on labels is totally unrealistic. If turning on labels was realistic every real attack pilot would do it because it works really well as a targeting aid.

 

Pre-slew the Shkval targeting pipper before starting your attack run. Normally you'll want it to be at or near the bottom of the HUD, but this will vary with altitude and airspeed.

 

Control hardware and Configuration

 

Get a HOTAS (stick and throttle) input device. Ideally one with lots of buttons.

 

Assigning modifier buttons on your HOTAS can double or triple how many inputs you can use your HOTAS for. Doing this is boring, but it really pays off.

 

On the axis tune section of the controls customizing the curvature of the input for the x, y, and z axes can make it much easier to do fine targeting when trying maneuver the plane for gun and rocket employment. The level of desirable curvature is dependent on your input hardware, and you will have to figure it out by trial and error.

 

A list of functions (the first group is higher priority ones) that I found important enough to assign HOTAS buttons:

 

Fire Weapon

Countermeasures release (chaff and flares)

Shkval Target box slew

Target Lock

Activate Air to Ground Mode

Shkval On

Laser On/off

Weapon Select cycling

Eject (still have to press it three times despite reassigning to Joystick)

 

Activate Air to Air Mode

Cannon Select

ELINT pod on/off

Night vision pod on/off

IR jammer on/off

ECM pods on/off

Autopilot off

Emergency leveling Autopilot on

Airbrakes

Wheelbrakes

Drogue chute deploy/release

 

When assigning control bindings keep in mind the general principal that things with the potential for disaster (like accidentally turning off the IR jammer when a heat seeking missile is tracking you) should not be assigned to locations where you frequently hit them by accident.

 

The Su-25T is too much fun!

 

Flying the frogfoot may interfere with playing the other DCS modules that you actually paid for. I have not yet figured out a workaround for this.


Edited by esb77
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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.

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Landing

 

Landing is the most important flying skill, even for combat pilots. Wrecking planes every time you try to land puts a serious crimp in your unit's sorties per day. Remember that flying into a hard object (the runway) at high speed without damaging the plane is a pretty impressive trick, and be proud when your number of successful landings starts to approach that of your ejections and pilot deaths. When you're just starting out it's not easy. There's a reason that real pilots start with professional instructors in planes that are easy to handle at low airspeeds.

 

Come in a bit faster than the official landing speed during final approach (the last 5km or so). 260 to 290 kmph is good, and up to 310 is ok. Your speed will tend to vary a bit and you want to make sure that your minimum speed is above stall speed. For the landing approach as a whole, you want to hit the RTB waypoint at about 1000m on the radar altimeter and a speed of 400kmph (the standard RTB waypoint distance is about 15 km from the runway). Try to drop to about 350kmph before you deploy gear and flaps.

 

Come in a little bit lower than the glideslope indicator suggests, it tends to put you down at about the midpoint of the runway. This isn’t always an option if there are hills or buildings near the runway. Do not come in a lot lower than the glideslope unless you want to fly into the ground.

 

Don't panic if you touch down halfway down the runway, the drogue chutes stop you very quickly.

 

Get your gear and flaps down 5 to 15 km out from the runway. They significantly change the Su 25's drag, and it helps to have time to compensate for the changes in airspeed and descent rate.

 

The landing mode autopilot will not land the plane for you. It will control the plane's yaw and roll to try to keep the plane on the airport's ILS glide path. You must control pitch with the stick and airspeed with throttle and/or airbrakes. The landing autopilot stops functioning when you get down to something like 50 or 100m agl.

 

If you're using the autopilot landing mode to line up your approach turn it off at least 2 km out from the runway so you have time to adjust to manual control for the final approach. The autopilot can dial in rather extreme trim settings. If the plane is difficult to control when you revert to manual control activating the emergency leveling autopilot mode L Alt+3 for 10 to 15 seconds will set trim to near neutral positions. Unfortunately the trim reset command LCtrl+T does not work in the Su-25T. Some people prefer a last second turnoff of the landing mode autopilot, but that makes for a very exciting touchdown if the trim settings are extreme.

 

A few hundred meters from the end of the runway reduce throttle and activate airbrakes to start slowing to the proper landing speed, 240 to 260 kmph depending on aircraft loading. If you’re already using airbrakes to control your speed just throttle down.

 

Descent rate at touchdown should be -0.5 to -2m/s although if you don't mind making the ground crew replace the landing gear between every sortie the plane can survive up to about -4m/s.

 

Use the rudder to point the nose of the airplane at the far end of the runway, ideally do this a second or two before the rear wheels touch down.

 

Set throttle to minimum as soon as you touch down.

 

Deploy chutes when speed is below 250 kmph.

 

Press the chute activation key once. Then wait until you have slowed down to press it a second time to detach the chutes. If you press the chute control quickly twice in a row you will find out that the chutes do very little to slow the plane after they have been detached. If you forgot to throttle down before deploying the chutes you'll discover that the jet's exhaust is very effective at ripping the chutes off of the plane.

 

If you come to a complete stop you pretty much have to detach the chutes in order to taxi.

 

If the plane is drifting off the runway use very gentle rudder inputs to correct, strong rudder inputs at speeds above 70 kmph can rip the tire off of the nosewheel.

 

Full wheelbrakes used above 200 kmph can cause enough weight transfer to the front to overload the nosewheel and blow out the tire. This is especially true if the nosewheel hasn't touched down yet because braking from the rear wheels will slam the nose down HARD on the runway.

 

When turning corners during taxing it's good to keep speed below 30 kmph, for straight runs go as fast as you please, but remember that it takes a while for the wheelbrakes to stop from a high speed. Pilot death from crashing into the fuel truck after you landed successfully is very embarrassing.

 

Taxiing with a blown out nosewheel: Try to stay on paved areas, if you go offroad you're in trouble. Keep speed below 20kmph. To change directions: first come to a complete stop, then steer in the direction you want to go, gradually increase throttle to between 60 and 80% until you start to move, as soon as you're moving slowly, kill the throttle and coast. Repeat proceedure for every change in heading. Once you're on a taxiway or parking area turn off the engines and get repairs (if they are available).

 

Wind speed and direction

 

Wind speed is given in meters per second. 1 m/s = 3.6 kmph = 2.3 statue miles/h Flying into the wind while landing is good, and the AI tower will often assign you the best runway for this (not sure how much is AI or if this is something the mission designer does while building the mission). Landing with the wind has the same effect as shortening the runway. Crosswinds close to 90 degrees off of the runway are enough to make real life pilots consider looking for other airports with runways oriented closer to the prevailing wind conditions. You can use rudder to yaw into the wind to fly a straight ground track and then apply counter rudder to align the plane with the runway as you flare, or you can bank into the wind to keep a straight ground track and use rudder to keep the plane aligned with the runway. Until you have lots of practice with them both techniques are highly effective at turning an airplane into flaming wreckage. Ejection seats are handy to keep the fire from spreading to the pilot.

 

Politeness in Multiplayer

 

Do not cut off people already on final approach unless you communicate with them first and they give you an ok for it (even if your plane is busy disintegrating into a flaming wreck, Air traffic control won't wave them off for your emergency so you have to notify other pilots yourself).

 

When you crash and/or park your plane please make an effort to make sure that the plane (or the wreckage that used to be your plane) is not obstructing the runway or the endmost taxiways of the runway.


Edited 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.

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Short Range IR and EO SAMs A.k.a. those bleeping ones that Anti Radiation Missiles don't work on.

 

Planning

 

Use the mission planner to look at the map and see where the known SAM emplacements are and what type they are. This may not show you all of the enemy air defense units (at least not in missions with random unit generation), but knowing where some of them are ahead of time is better than not knowing where any of them are.

 

 

The mission planner can show the engagement range of the known air defenses. This makes it easier to prioritize targets or plan a route to avoid them completely.

 

 

The mission planner also shows a topo map. It is not a very detailed topo map, but if you know how to read topos it will suggest where there might be terrain masking in relation to known SAMs.

 

Evasion

 

Make sure your IR jammer is on. Combined with flares and maneuvering it's very effective in reducing SAM effectiveness. For a skilled pilot that may mean complete misses, but even if you can’t manage that it can be enough to let you take multiple hits and still RTB for repair. Keep in mind that the IR jammer is installed in the tail assembly and only works if the missile is somewhere behind the plane, sorry but I don't know how wide an angle it covers.

 

 

If you have enough speed and altitude to do it without crashing, it helps to throttle down to minimum throttle while evading and dispensing countermeasures. It greatly reduces the IR signature that your engines are giving off.

 

 

The only good thing about the passive SAMs, from a pilot's perspective, is that they have short ranges. If you're more than 3500m up, or 7km away you're probably safe. If your mission planner distance tool is set to US units, be aware that 1 nm = a bit less than 2 km.

 

Payload

 

The Kh-29T, Kh-29L, and the Vikhr all have longer max ranges than Iglas, Strelas, Stingers and the like. This is very useful if you launch at maximum range.

 

 

Ideally you could load up with Kh-25Ts or Kh-25MTPs, and you would have a fire and forget missile perfect for this sort of SEAD. Unfortunately they aren’t implemented for the Su-25T in DCS World. So instead you have useable, but slightly deficient options.

 

 

Kh-29T. In theory this is the best option, a fire and forget missile that outranges the SAMs. It has two big problems though. It is very heavy and therefore you can only carry two at a time, which is a nuisance if you have 6-12 SAM units to deal with. The other problem is that it is designed for very large targets and does not like to lock on vehicle sized targets at max range, especially if the vehicle is moving. For infantry with MANPADS it does not like to lock on at all, and the easiest way to get it on target is to just ram the person with the launcher. In general these faults make the Kh-29T a worse option than the laser guided munitions.

 

 

Kh-29L, Kh-25L, Vikhr. These all work, but there is a fundamental problem with the laser designated munitions. After you launch, you have to keep on flying at the target to lase it until the munition hits*. At max range with a Kh-29L this can be more than 20 seconds of flight time, and depending on airspeed this can take you into the SAM's engagement envelope and leave you with 5 -7 seconds for evasive maneuvers before SAM impact. That's a worst case scenario, but due to another undesirable property of these weapons it does sometimes happen.

 

The laser guided munitions require visual line of sight for targeting. With a low cloud deck this can make it very difficult engage short range SAMs without straying into their engagement envelope. This is especially true of the Vikhr, as it has a range 2km shorter than the other laser guided missiles and it wants the nose of the plane pointed at the target during launch which means you’ll spend some time flying into the SAM’s range with maximum efficiency.

 

As of Nov 2014 the Kh-29T and the Vikhr are the best options for taking out short range SAMs, the range of the Kh-25L suffered very badly when the missile flight models were changed.

 

*Technically you have to keep it in the targeting system's field of view, which means that with practice and favorable geometry you can actually start turning a few seconds before impact. You tend to waste a lot of missiles learning to do this though

 

 

With practice it’s fairly easy to score 4-6 SAM carrier vehicles per sortie without getting touched in return.

 

 

The MANPADS are very difficult to visually locate and to get guided munitions to lock on. The best option is to stay out of their range. The next best is to let your wingman deal with them. In open areas the Vikhr and 25L will do an ok job without a target lock if you place the center of the targeting box directly on the MANPADS. In forested areas or built up areas targeting MANPADS can be almost impossible.

 

 

Dealing with hits

Engine fires: If you are hit and one of your engines has reduced rpm, odd exhaust temp, or if you use the exterior view and see a giant mass of flames, make sure that you turn off that engine (R Alt + End for left engine R Ctrl +End for right engine). What you're really doing is turning off the fuel pump feeding fuel to that fire. Failure to turn off fuel to an engine on fire will usually cause your fuel tanks heat up enough to explode after few minutes.

 

Hydraulic failure. If you are out of range of the air defenses bleed off speed to below 400 kmph and deploy landing gear. Time is of the essence so the best method is to enter a steep climb (assuming of course that this won't put you in the sights of another SAM or AAA). You can still deploy gear while the hydraulic system is leaking fluid, but if you wait until after it has all leaked out you can't deploy the landing gear. Also be aware that mechanical steering is less responsive than steering when the hydraulics are working.

The airbrakes are hydraulically actuated and will not deploy once the hydro system is dead. They will also not retract if the hydraulics are dead. If the brake are deployed when you are hit retract them right away, the plane handles much better when they aren't deployed. Once that's done don't touch airbrakes with a damaged hydro system. If you try to use them and they deploy unevenly the plane can have serious yaw problems.

 

[Edit] With more experience under my belt I'd actually recommend leaving the gear up in event of leaking hydraulics. Putting the gear down puts a bit load on the hydraulic system so you'll lose a lot of aerodynamic control, you also have a lot more drag, which complicates getting back to base on limited fuel and leaking hydraulics. Instead, jettison stores, fly back to base if the plane's fuel and controls last that long, and then orbit while dumping fuel until you're nearly dry and make a gear up landing. If the tanks are empty and the landing is good the plane typically won't explode even if it catches fire. Once down extend the gear (don't worry if nothing seems to happen), shut down engines and request repairs. If all went well you'll be ready to go again in 3 - 4 min.

 

Flaps. If the flaps on one side of the plane have been blown off, or partially blown off, it's best not to deploy them for landing. The differential drag makes it like landing in a very stiff crosswind.

 

Chutes. The way to check this is with the F2 view option. If the chutes have been blown off by a SAM or AAA find a convenient piece of field near your base to aim your plane at and then eject. The runways are not nearly long enough if your chutes are gone.

 

Weapons. If you're hit badly (This is subjective, but if the plane is: on fire, has hydraulic failure, or just doesn't steer all that well it probably counts as badly) you should jettison your weapons stores. Trying to land a damaged plane is hard enough, there's no need to complicate it by carrying around a few tons of flammable materials and explosives.

 

Fuel Leaks. For the most part fuel leaks don't matter much as long as they are not on fire and you have enough to make it back to base. Mostly they just limit the number of times you can attempt to land and reduce the time you can wait for a landing slot at a busy airfield.

 

Body panels. Body panels are not important. As long as it's not a part of a wing or tail it doesn't really matter, you might as well continue with your mission.

 

Finally

 

Keep in mind that cowardice is a virtue in this arena. Don’t feel bad about returning to base to rearm for multiple sorties, or just flying around the SAMs and hitting what you can from safety. Remember, SAM units fare poorly against MBTs and the tank drivers on your side might as well do something to earn their keep, right?

 

 

 

Air to Air

 

First repeat to yourself at least ten times, "The Su-25T is a ground attack aircraft, it should not be employed in Air to Air engagements."

 

Having decided to ignore good advice:

 

Payload

 

The ideal AA payload is 2 R73s, 2 R60s, a full load of cannon ammunition and as little fuel as you think you can get away with.

 

Fire missile in pairs separated by a few seconds, and from very close range. Close range = less than 2 km for the R73 and less than1.2 km for the R60. For the less numerically inclined, if you're not worried about accidentally running into your target you're too far away.

 

If you are going helicopter hunting and are by nature a wildly optimistic person you could potentially add 50mm rockets, Kh-25Ls, or Vikhrs. According to the manual you should size the Shkval targeting box to 20m for Helis and small aircraft.

 

Speed and Altitude

 

Try to stay at 700 to 800 km/h and below 1500m, or even below 1000m if you can. At those speeds and altitudes an Su-25 in DCS world can pull up to 8 g in an instantaneous turn, though it bleeds energy like crazy in anything over 3-4 g. Above 1500m altitude and below 650 km/h airspeed the Su-25's maneuverability decreases a lot.

 

Targets

 

Helicopters, preferably unarmed and at least 700m above ground level. They tend to have smaller IR signatures, and the missiles do poorly if there is clutter near the helicoper. Try to make sure the missile has a good view of the Heli's exhaust.

 

Unarmed utility aircraft (AWACS, Tankers, Passenger flights etc). Ideally landing or taking off and at a lower altitude than you are. Most turbofan aircraft are hard to catch if they try to run away.

 

Ground attack aircraft, subsonic bombers, obsolete propeller fighters. These provide a fair fight. Try to avoid fair fights if you can.

 

Turbofan powered fighters. Basically suicidal to engage them. Exceptions might be made if you know that they are out of missiles, out of cannon ammo, and out of fuel. Much better to use Air to Ground munitions on them while they are parked.

 

The Su-25T

 

Drawbacks: Poor acceleration, poor turn rate, low max altitude, crude RWR system, small AA weapons payload, flight manual that doesn't state cornering velocity (or if it does I missed it).

 

Strengths: Higher max speed than A-10s and Helicopters, generous countermeasures payload, IR jamming system in rear arc.

 

Strategy

 

For helicopters try to catch them well above the ground and at an angle where the missile seeker head has a good view of their exhaust, usually from the side and somewhat behind.

 

Against an A-10 use speed and countermeasures to try to bait them into firing all their AIM-9s at long range where you have a decent chance of evading them. Then use your superior speed to run in and unload your missiles on them at very close range. After firing, break and extend. You should not try a turning or climbing fight. In multiplayer against pilots with enough sense to work as a team I suggest avoiding them entirely. Clever A-10 pilots will try to climb above your max altitude where you cannot follow.

 

Run toward friendly Air Defense units. Luring an enemy fighter into range of a SAM battery is usually much more effective than trying to shoot them down yourself.


Edited by esb77
  • Like 2

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.

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  • 1 year later...
  • 1 month later...

Sorry for the necropost, but I just wanted to mention that this has been an invaluable post for me. I just started playing DCS and after my first couple of flights in the Toad, I was about to delete the game from my hard drive. I read through the first few posts by the OP, took a deep breath, and tried it again.

 

37 A-G kills later, I am by no means an expert, but I am REALLY starting to enjoy the hell out of this sim! Thank you OP from the bottom of my heart for this thread.

 

Fly Frogfoot! Go Ukraine!

 

Signed- "Chernyy Rossii"

[sIGPIC][/sIGPIC]



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Sorry for the necropost, but I just wanted to mention that this has been an invaluable post for me. I just started playing DCS and after my first couple of flights in the Toad, I was about to delete the game from my hard drive. I read through the first few posts by the OP, took a deep breath, and tried it again.

 

37 A-G kills later, I am by no means an expert, but I am REALLY starting to enjoy the hell out of this sim! Thank you OP from the bottom of my heart for this thread.

 

Fly Frogfoot! Go Ukraine!

 

Signed- "Chernyy Rossii"

 

 

It really is good work though. More appropriately would be to say "Outstanding". in my best Marine Drill Instructor voice.

 

Hopefully more new users to the Sim. will see this and not feel it is more than they can handle, learning curve wise that is.

This was a Boutique Builder iBuypower rig. Until I got the tinker bug again i7 920 @3.6Mhz 12Gig Corsair XMS3 ram 1600 Nvidia 760 SLi w/4Gig DDR5 Ram Intel 310 SSD HDD 160 Gb + Western Digital 4Terabyte HDD Creative SB X-Fi HD Audio Logitech X-530 5.1 Surround Speaker System Dual Acer 32"Monitors. PSU 1200 w Thermaltake Win10 64Bit.

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Sorry for the necropost, but I just wanted to mention that this has been an invaluable post for me. I just started playing DCS and after my first couple of flights in the Toad, I was about to delete the game from my hard drive. I read through the first few posts by the OP, took a deep breath, and tried it again.

 

37 A-G kills later, I am by no means an expert, but I am REALLY starting to enjoy the hell out of this sim! Thank you OP from the bottom of my heart for this thread.

 

Fly Frogfoot! Go Ukraine!

 

Signed- "Chernyy Rossii"

 

I'm glad it helped.

 

Don't feel too bad about the necro, it reminded me that this thread existed and gave me a chance to correct some information that was out of date to reflect what's currently in the sim.

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.

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This is a very nice write-up! Thanks for this.

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I'm glad it helped.

 

Don't feel too bad about the necro, it reminded me that this thread existed and gave me a chance to correct some information that was out of date to reflect what's currently in the sim.

 

Oooh, so I should reread is what you are saying, to see what has changed? :megalol:

 

Good deal!

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i see not these mentioned cockpit lights when switching on the IR jammer with button E after 5 minutes ? see nothing, dont know if it works.

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Those cockpit lights got broken in the SU25T cockpit for ECM and Jammer a few updates ago and they still haven't fixed them yet. I don't know what the hold up is other than the SU-25T is free with the program and doesn't make the developers any money so I guess the attitude is "OH WELL! Who really cares if we broke it, I guess you should just be happy with what still works.....Maybe we'll get around to fixing it someday and then again maybe we wont.

A 6 DOF cockpit is just great and I thank them for that but its not much good if the indicators in that cockpit don't all work.

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Those cockpit lights got broken in the SU25T cockpit for ECM and Jammer a few updates ago and they still haven't fixed them yet. I don't know what the hold up is other than the SU-25T is free with the program and doesn't make the developers any money so I guess the attitude is "OH WELL! Who really cares if we broke it, I guess you should just be happy with what still works.....Maybe we'll get around to fixing it someday and then again maybe we wont.

A 6 DOF cockpit is just great and I thank them for that but its not much good if the indicators in that cockpit don't all work.

 

The ECM and the IR-jammer are fixed in the open beta patch and display that they're on in the HUD as well as with a audible clicking sound

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Training update?

 

I see an update by the OP dated Nov. 2014 that the training missions have been improved. Mine seem to be the same ones that I had before the update. When I select one, there is no download button displayed? If they have been improved is there a separate download or am I just confused? It's been known to happen before.:doh:

MJ

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i see not these mentioned cockpit lights when switching on the IR jammer with button E after 5 minutes ? see nothing, dont know if it works.

 

 

Why would you want to switch the Jammer ON 5 minutes after taking off ?

 

Or di I misunderstand what you said ?

 

 

you should not switch on the Jammer "E" unless already painted and detected, that is when you

fire back with "E" and try to break lock and push that thing a bit closer before you get locked again, close enough to release your SEAD load, turn around, dive....and RTB ;)

 

 

If you had a good night in DCS, you basically did the following.

 

Use any advantage you have

Use any disadvantage of your enemy to your benefit

 

Sending a Postcard with " I AM COMING IN 5 " is no good idea, but that is what "E" basically does,

announce your flight 50nm around with light speed.

 

 

The OP did a fantastic job with this thread ! Great read and had a good laugh.

 

 

Bit

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I think what the person was saying BitMaster was that when they switch their IR jammer button on, if the cockpit lights are already on, after 5 minutes it turns the cockpit lights off.

 

I doubt they are turning on the jammer 5 minutes after takeoff, as I see nothing in their post to indicate that is what they are doing.

[sIGPIC][/sIGPIC]



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  • 1 year later...

I just downloaded the game a few days ago. I got through the start-up and take off as well as the basic flight and navigation training modules. However, when I get to the "Easy Landing Training", I get stuck. The instructions are to fly to waypoint 2. I get to the waypoint and nothing happens. Do air speed and altitude have to be perfect when I reach the waypoint? This is the SU-25T Training module. Thanks in advance for any help.

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In single player, I've found that I can somewhat effectively use my wingman if I equip a KH-29T and use it to spot targets for my wingman. The downside is that I have to haul two heavy KH-29Ts, but I usually use one for an SA-9 or SA-13 and just hang onto the second for spotting purposes.

 

The reason for this is that you can't pass a target to your wingman unless you have it locked. The KH-29T allows a greater standoff distance while assigning locked targets to your wingman.

 

I generally have him hold position just outside the target area until I assign him a target. Then, in the same run, I pick a different target, switch weapons and run in for an attack. I egress back to the original point and tell my wingman to hold position there while I get set for another run. The end result is a nice one-two attack each run from me and my wingman.

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There's a good book out on the subject: "Sukhoi Su-25 Frogfoot (Air Vanguard)" by Alexander Mladenov. Click

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