Killer B 1 Posted September 12, 2007 I just downloaded the DRV terrain for SFP1 and I'm getting all too familiar with a particular radio call, "SAMs Inbound!" What is the best way to keep from getting hit by these supersonic telephone poles? Share this post Link to post Share on other sites
+suhsjake 11 Posted September 12, 2007 The five D's * Dodge * Duck * Dip * Dive * Dodge JK. Anyways, if you have chaff and flares pop some but not all, turn on your ECM if you got one, and try to establish where it is coming from. Then manuever from there. Just keep constantly moving different directions. Share this post Link to post Share on other sites
tank03 1 Posted September 13, 2007 I just downloaded the DRV terrain for SFP1 and I'm getting all too familiar with a particular radio call, "SAMs Inbound!"What is the best way to keep from getting hit by these supersonic telephone poles? To make it a bit easier, there is a sound mod that has the flight call out the number of the a/c being targeted. This allows to ignore some of the extraneaous warnings and only respond when you hear your number. Doesn't work 100%, but it is useful. Other than that use the five D's. Share this post Link to post Share on other sites
Viper6 3 Posted September 13, 2007 To make it a bit easier, there is a sound mod that has the flight call out the number of the a/c being targeted. This allows to ignore some of the extraneaous warnings and only respond when you hear your number. Doesn't work 100%, but it is useful. Other than that use the five D's.Yeah that high squeek Beep!Beep!Beep! in WoE lets me know that it is time to bend my ac in to a pretzel while diving into the weeds and the jaws of numerous ZSU's Out of the frying pan into the fire! Share this post Link to post Share on other sites
RunsWithScissors 0 Posted September 13, 2007 If you can dodge a wrench, you can dodge a SAM? Share this post Link to post Share on other sites
Viper6 3 Posted September 13, 2007 If you can dodge a wrench, you can dodge a SAM? lol It is easier to see that wrench since it is NOT moving at Mach3! Share this post Link to post Share on other sites
Killer B 1 Posted September 13, 2007 @ Tank: where can I find that sound mod? It sounds pretty useful @ Runs: I don't have any trouble dodging "a" SAM; it's dodging the scores of 'em the unfriendly natives keep sending me that's giving me fits! Share this post Link to post Share on other sites
JediMaster 451 Posted September 13, 2007 That's what always gets me, be it a SAM or AAM...the first one you can defeat, but if that second one is just the right distance (not so far out you have time to reset your position or so close you jink both at once) it will hit you within seconds of you outwitting #1. Share this post Link to post Share on other sites
tank03 1 Posted September 13, 2007 @ Tank: where can I find that sound mod? It sounds pretty useful Sound mod found in the sounds download section here: http://forum.combatace.com/index.php?autom...p;showfile=3836 Share this post Link to post Share on other sites
Buzzard 72 0 Posted December 29, 2007 I typically don't have much issue with multiple SAMs if I keep changing my heading and altitude. If I've eyeballed a SAM launch or have a RWR I nose down and perpindicular to the heading of the missle (slightly heading into it). I try and stay out of A/B as much as possible (maybe a little to get things rolling down hill faster). I try and keep my flight together as much as possible to within 10 miles of the target (when ground pounding). If I'm running escort or CAP I have to commit my second element and hold my wingman in cover or on my wing(which I prefer as they AI tends to let my wingman fly like he's learning disabled). Usually it's SAMS that get my wingmen, with the exception of egress, then the Migs get to have fun. I have to yell at them 2 or 3 times to get them to commit to my formation and pour on the heat and leave the engagement. During ACM the second element is on it's own. When I'm turning for targets in ACM I usually don't worry too much until I've got a radar lock/track and holding my heading for the lock/track for Fox one. Then it's dreadsville as I here SAM callouts so I scissor as much as my radar will allow and throw chaff (if i've got it) and light up the ECM (which I do on ingress anyhow) holding just below A/B if I can( all this after I've sent one off the rail). You get a virtual understanding of the chaos of an engagement. Especially when you 20+ callouts during the op. (all SAMS), then you throw in some A/A missiles...Oh What FUN! Share this post Link to post Share on other sites
+Jug 99 Posted December 30, 2007 I typically don't have much issue with multiple SAMs if I keep changing my heading and altitude. If I've eyeballed a SAM launch or have a RWR I nose down and perpindicular to the heading of the missle (slightly heading into it). I try and stay out of A/B as much as possible (maybe a little to get things rolling down hill faster). I try and keep my flight together as much as possible to within 10 miles of the target (when ground pounding). If I'm running escort or CAP I have to commit my second element and hold my wingman in cover or on my wing(which I prefer as they AI tends to let my wingman fly like he's learning disabled). Usually it's SAMS that get my wingmen, with the exception of egress, then the Migs get to have fun. I have to yell at them 2 or 3 times to get them to commit to my formation and pour on the heat and leave the engagement. During ACM the second element is on it's own. When I'm turning for targets in ACM I usually don't worry too much until I've got a radar lock/track and holding my heading for the lock/track for Fox one. Then it's dreadsville as I here SAM callouts so I scissor as much as my radar will allow and throw chaff (if i've got it) and light up the ECM (which I do on ingress anyhow) holding just below A/B if I can( all this after I've sent one off the rail). You get a virtual understanding of the chaos of an engagement. Especially when you 20+ callouts during the op. (all SAMS), then you throw in some A/A missiles...Oh What FUN! Might I suggest real low and as fast as the jet will move on egress (the Thud is really good at this). Attempt to get some terrain between you and the SAM sites. It does work. Ingress; you are constrained to all of the above techniques, but once the target has been eliminated, dump unnecessary external stores and head for the dirt, balls to the wall. To make a mission really fun, try a self-imposed time-over-target (TOT) constraint on free release. Most real missions that are coordinated strikes have this parameter as part of the strike package and is set to avoid blowing up the other good guys in the package. You adjust your speed to make your designated TOT. Share this post Link to post Share on other sites
Buzzard 72 0 Posted December 30, 2007 I guess it was more in referrance to getting my flight out during ACM. The AI for whatever reason can be Jug headed (no pun there) on following a form up call. During a Strike op I typically do that. Hit the target, have my wingman follow it up and out of the area low and fast calling second element in from ground interdiction. Against Mig-21's that carry heaters this can be a detrament if they've got speed and altitude...usually my escort takes care of this though. Once over the ridge, I'll send second element home and if I'm carrying AIM-7's I'll try and hit a regrouping enemy plane. Share this post Link to post Share on other sites