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EricJ

SF2 Series Air To Ground Combat School

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Paul Doumer Bridge Mission

Me: A-6E TRAM (SWIP) with 2 x AGM-45 Shrikes, 2 x GBU-24, tank

 

I'll start flying the same mission (unless there is a specific map request) as the above, this time with the A-6E. Unfortunately that's the only flyable version of the A-6 I really bother with and have to say it was good. Anyway, flew the waypoints and prior to feet dry turned on the jammer, and so far it kept me from being locked up by everything prior to hitting Hanoi. Before i did hit the city I did fire my two Shrikes, which didn't hit anything so I pressed onto the target and began what I would hope would be my first and only killing blow. With the F-4E (ARN)s trying to do something I popped up, this time I was moving a bit too fast or pulled up too late and dropped an LGB, which overshot the target and ended up inside the city.... So I pressed north, with a nice view of Thud Ridge and turned back around. This time at the edge I popped up and dropped my second and last LGB. After a few seconds of dodging flak I got a mission success and scooted out of there.

 

Takeaways: Other than the Super Hornet, this is about as old school I'll get with strike aircraft. The A-6E is a very nice plane and other than the old style cramped cockpit feel, it handles well and scoots along fine. Although navigation (no we're talking about the game here...) errors on my part, and the poor view when trapping (my opinion only) it's a nice plane to fly. I'll have to tweak some of the older ones but a real world note about the bridges in Vietnam. I'll never attack them with iron bombs unless there is some sort of CCIP as history showed that after numerous unsuccessful attempts with iron bombs to drop a bridge (I want to say this one, or another) it took two Paveways. So if I strike it'll be precision munitions. And the TRAM in reality is one of those planes that'll help you do it.

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Edited by EricJ

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Good reads. I'm in the odd position of being more accurate with dumb bombs, even without CCIP, just by virtue of not practicing with LGBs enough to really have a feel for their release parameters to ensure a hit. Might be the next thing I work on, toss bombing an LGB so I can avoid overflying a target and all it's AAA.

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Good points but as mentioned I'm a bit more spoiled with CCIPs than non actually. Matter of fact on some maps or targets I iron bomb (Desert map is a good example) instead of PGMs all of the time.

Edited by EricJ

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Paul Doumer Bridge Mission (basically the past mission for the last attacks)

Me: F-14D (06) with 2 x AIM-9M, 1 x AIM-7M, 1 x LANTIRN TGP, 2 x GBU-24Bs, gun

 

Again started off the deck and before hitting Injun territory (Waypoint 3) I almost got picked off by an SA-17, thankfully I was a bit distant and threw on the jammer and it defeated it, along with hitting the deck as well and crusing in. After that nothing else happened. Oh yeah.. I found out that I didn't have any dispensers or basically 0 countermeasures for both chaff and flares, didn't setup the loadout correctly, which is fine since I survived. Anyway, I made it to the IP and once I hit the city's edge I pulled up and I think I'm used to the Super Hornet's speed so much that again I drop and the bomb goes somewhere in Hanoi. After that i again flew about north, northeast and came around for my second bomb run. This time the second I release my last bomb a Tunguska takes a couple shots and I wrench the jet down to the rooftops and they (I guess) go ballistic. And an SA-2 also launches on me but I'm too low for it to correct and it goes sailing to the sky. This time my bomb hits and I'm thumbing the dispenser button but again, no countermeasures to speak of as I finally realize where I'm going and adjust and get out of there.

 

Takeaways: The more "classic" you get, the easier for a SAM to come at you. It's just common sense as most of the jets back then weren't designed for stealth, so it'll be easier for a SAM to take a shot at you. However, this doesn't mean you can't pull off a mission, just you will get shot at more. Again the issue I'm having is that I've put at least... 600 or so "flight" hours into the Super Hornet so kinda shows where things are leading up to. But the F-14 is a pretty good strike jet and therefore can get you there and get you out of there as well.

 

And for some reason tonight the screenshots are out of sequence, uploader issue.

 

Also included is the mission I have been flying, for you to try or to reference from. Note at the minimum you have to have SF2: Vietnam and SF2: North Atlantic to run this mission. Of course if needed you can edit the mission to your liking or particular install but after that the minimum is SF2: Vietnam for the map.

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A2G Mission.7z

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Eric, are you running V1.20? That put the CM's into the data.ini's and removed them from the loadout.ini. If you're flying an F-14D with strike capability (96 or beyond), you should have 320 chaff (BOL Left and Right) and 60 flares available! Good to see you still got the bridge, but with no CM's, that's pretty risky!

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Well I didn't use a standard Loadout I just used <NONE> through the mission editor and so I didn't have them loaded so it was my fault and not of the package and went from there and yeah.... it was! :smile:

 

Just checked Caesar, everything was good to go when using a predefined loadout, gonna have to be careful when I talk to the ordies next time...

Edited by EricJ

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Also included is the mission I have been flying, for you to try or to reference from. Note at the minimum you have to have SF2: Vietnam and SF2: North Atlantic to run this mission. Of course if needed you can edit the mission to your liking or particular install but after that the minimum is SF2: Vietnam for the map.

 

Nice, I will certainly give it a try next chance i get

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It's fairly simple though, and an easy quick mission as well. I could modify it easily for land based aircraft missions too

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Might have to give it a go in a Scooter... but maybe with Mr SAM dialled up now that I am back to flying in SF2 again just needed a break...

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Good Evening Gents... This one is a bit of a milkrun to get me back in the swing of things...

 

A-4E 4 Mk-82 Snakeye 2 Rocket Pods (LAU-3) Centreline Tank Guns.

 

My Jet for today...

 

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Take off from a land strip and sortied out to hit a PT Boat dock on the coast. Cruised out over the water and head in to attack the dock I was lit up with an Fan-Song but ECM stopped him from firing. Shallow dived onto the target from 3nm I fired off 2 thirds of the Rockets and hit the dock destroying it I then did a re-attack to hit the other dock with Snakeyes which destroyed the dock and the warehouse attached to it with my remaining rockets I strafed a gun site killing it. Fairly easy run as I had plenty of time and little in the way of Flak and missiles I was fired at by one SAM but it was so wide it might as well have been gunning for the moon...

 

First Pass

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Second Pass

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Hello Mr SAM

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After action report

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I will probably do a bunch of these with the venerable A-4 and mostly unguided weapons apart from Iron Hand where we will be using the old school AGM-45 Shrike. Any requests let me know...

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Paul Doumer Strike Mission

Me: F/A-18D (03) with 1 x Litening pod, 2 x AIM-9M, 1 x AIM-7, 2 x GBU-10 (TW), tank, gun

 

Started off as normal and once I threw on the jammer nothing radar-wise bothered me. As I got closer and past the IP I did launch a HARM but I think the amount of radars confused it so basically it went stoopid (though I did aim at the first one on the RWR. Approached the city, got a faceful of flak and popped up and dropped my first bomb. Again my timing was off and it sailed too far into the city. I reoriented after heading north, popped up again, and as I dropped my second GBU-10, which also missed, I lost my right stabilizer from an SA-9 and again more flak. I managed to limp the jet to sea and eventually I notionally ejected near the deck.

 

Takeaways. My timing is a bit off with other jets but still I think I could have done better, so while I may have killed some enemy on the ground, both bombs didn't make it so a mission fail. However, when your stabilizer gets shot off the plane was manageable (I remember in Op Darius I had the same problem but the Super was a bit more manageable) enough for me to limp out of there. Plus the type of ordnance needs to be adjusted as well and I'll give it another shot.

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Managed to tweak the JSOWs so they'd work:

 

[WeaponData001]

TypeName=AGM-154A JSOW

FullName=AGM-154A JSOW (Cluster)

ModelName=JSOW

Mass=484.100006

Diameter=0.488000

Length=4.000000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.462000

AttachmentType=NATO,USAF,USN

SpecificStationCode=

NationName=USAF

StartYear=1999

EndYear=2040

Availability=2

BaseQuantity=24

Exported=TRUE

ExportStartYear=1999

ExportEndYear=2040

ExportAvailability=-1

WeaponDataType=7

FinStabilized=TRUE

EffectClassName=ClusterBombEffects

ReleaseDelay=0.000000

WarheadType=10

Explosives=58.509998

FusingDistance=50.000000

ClusterBomblets=145

ClusterDispersion=20.000000

GuidanceType=7

Accuracy=95

MaxTurnRate=10.000000

MaxLaunchG=3.000000

LockonChance=95

LaunchReliability=95

ArmingTime=20.000000

SeekerFOV=90.000000

SeekerGimbleLimit=90.000000

SeekerTrackRate=20.000000

SeekerRange=75000.000000

CLmax=14.000000

MinLaunchRange=1000.000000

MaxLaunchRange=112000.000000

Duration=600.000000

CapabilityFlags=0x00000002

LoftAngle=0.000000

MaxLoftAltitude=0.000000

StartDecentRange=0.000000

DescentAngle=0.000000

MinimumAltitude=25.000000

BoosterStart=2.000000

BoosterDuration=0.000000

BoosterAccel=10.000000

BoosterEffectName=

BoosterSoundName=

BoosterNodeName=

BoosterPosition=0.000000,0.000000,0.000000

SustainerDuration=0.000000

SustainerAccel=0.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,0.000000,0.000000

InFlightEffectName=

InFlightSoundName=

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.500000

CEP=0.000000

IsDecoy=FALSE

JammerStrength=0.000000

 

[WeaponData001]

TypeName=AGM-154B JSOW

FullName=AGM-154B JSOW (SFW)

ModelName=JSOW

Mass=484.100006

Diameter=0.488000

Length=4.000000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.462000

AttachmentType=NATO,USAF,USN

SpecificStationCode=

NationName=USAF

StartYear=1999

EndYear=2040

Availability=2

BaseQuantity=24

Exported=TRUE

ExportStartYear=1999

ExportEndYear=2040

ExportAvailability=-1

WeaponDataType=7

FinStabilized=TRUE

EffectClassName=ClusterBombEffects

ReleaseDelay=0.000000

WarheadType=9

Explosives=75.000000

FusingDistance=75.000000

ClusterBomblets=40

ClusterDispersion=0.750000

GuidanceType=7

Accuracy=95

MaxTurnRate=10.000000

MaxLaunchG=3.000000

LockonChance=95

LaunchReliability=95

ArmingTime=2.000000

SeekerFOV=90.000000

SeekerGimbleLimit=90.000000

SeekerTrackRate=20.000000

SeekerRange=75000.000000

CLmax=14.000000

MinLaunchRange=1000.000000

MaxLaunchRange=112000.000000

Duration=600.000000

CapabilityFlags=0x00000002

LoftAngle=0.000000

MaxLoftAltitude=0.000000

StartDecentRange=0.000000

DescentAngle=0.000000

MinimumAltitude=0.000000

BoosterStart=2.000000

BoosterDuration=0.000000

BoosterAccel=0.000000

BoosterEffectName=

BoosterSoundName=

BoosterNodeName=

BoosterPosition=0.000000,0.000000,0.000000

SustainerDuration=0.000000

SustainerAccel=0.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,0.000000,0.000000

InFlightEffectName=

InFlightSoundName=

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.500000

CEP=0.000000

IsDecoy=FALSE

JammerStrength=0.000000

 

[WeaponData001]

TypeName=AGM-154C JSOW

FullName=AGM-154C JSOW (Unitary)

ModelName=JSOW

Mass=484.100006

Diameter=0.488000

Length=4.000000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.462000

AttachmentType=NATO,USAF,USN

SpecificStationCode=

NationName=USAF

StartYear=1999

EndYear=2040

Availability=2

BaseQuantity=24

Exported=TRUE

ExportStartYear=1999

ExportEndYear=2040

ExportAvailability=-1

WeaponDataType=7

FinStabilized=TRUE

EffectClassName=LargeBombEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=87.089996

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=7

Accuracy=95

MaxTurnRate=10.000000

MaxLaunchG=3.000000

LockonChance=95

LaunchReliability=95

ArmingTime=2.000000

SeekerFOV=90.000000

SeekerGimbleLimit=90.000000

SeekerTrackRate=20.000000

SeekerRange=100000.000000

CLmax=14.000000

MinLaunchRange=1000.000000

MaxLaunchRange=112000.000000

Duration=600.000000

CapabilityFlags=0x00000002

LoftAngle=0.000000

MaxLoftAltitude=0.000000

StartDecentRange=0.000000

DescentAngle=0.000000

MinimumAltitude=0.000000

BoosterStart=2.000000

BoosterDuration=0.000000

BoosterAccel=10.000000

BoosterEffectName=

BoosterSoundName=

BoosterNodeName=

BoosterPosition=0.000000,0.000000,0.000000

SustainerDuration=0.000000

SustainerAccel=0.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,0.000000,0.000000

InFlightEffectName=

InFlightSoundName=

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.500000

CEP=0.000000

IsDecoy=FALSE

JammerStrength=0.000000

 

NOTE: In order for aircraft to load them, "ASM" must be added to the AllowedWeaponTypes in order for it to work.

Edited by EricJ

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Paul Doumer Strike Mission

Me: F/A-18D (03) with 1 x Litening pod, 2 x AIM-9M, 1 x AIM-7, 2 x GBU-31V1, tank, gun

 

Finally managed to drop the bridge again... started off the deck and approached the coast. Once feet dry I turned on the jammer and proceeded northwest to avoid Quang To airbase but an SA-9 took a potshot and missed, defeated by flares (and hopefully maneuver). Once I hit the IP I fired off a HARM and let it find something, and eventually destroying an AA Bunker somewhere.... Then I proceeded to the target and tried to work the small basket that the JDAM worked in and the first bomb sailed over the target, missing. After dodging AAA and dropping flares I orbited the city figuring out a different plan of attack and had to do another pull up, came over the top and dove onto the bridge. Since a diamond or maker for the JDAM doesn't exist I had to improvise and use the lfightpath marker, which as it turns out that it worked, destroying the bridge and I managed to get out of there this time without getting hit.

 

Takeaways: As of the July 2012 patch JDAM dropping has gotten tougher and so therefore it calls for an extreme angle, preferably a diving angle in order to work. Thankfully I did manage to pull the drop off and made it out of there alive.

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Range Paul Doumer Bridge Mission

Me: F/A-18F with 2 x "ITALD", 2 x AGM-88E AARGM, 2 x AGM-65E, ATFLIR, 1 x AIM-9X, tank, gun

 

This is to showcase how a decoy missile can work in highlighting enemy targets. Started off from Home Base and flew direct to the target which was the famous Paul Doumer Bridge. Since this is mainly a tutorial mission I obviously know where the enemy systems are located. Anyway I launch an "ITALD" (yes I know its a Delilah missile but that was the closest I could use) at the bridge, which is as far as I know a limitation based on guidance type and angled off a bit and let the missile do the work in weeding out any possible defenses. As it got closer it was able to highlight two Pantsyr systems which tried to unsuccessfully engage it. After that I used my two HARMs, which went Stoopid and so I had to close in and use my two Mavericks for the bridge, or with the AGM-65E, just one.

 

Takeaways: Using the "ITALD" gave me some benefit in knowing what was exactly out there. Since my test only had two it's fair game to say that with a larger set of SAMs/AAA on most maps, it is a useful tool in weeding them out by type and location.

 

NOTE: The "ITALD" needs to have the "ASM" as part of the AllowedWeaponType and so far its for US Navy jets. Feel free to mod it to your likes as it's not designed to be lofted, etc.

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ITALD.7z

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Paul Doumer Strike Mission

Me: F-4B with 3 x GBU-10, 4 x AIM7-E2, 4 x AIM-9H

 

Decided to take out the F-4B for a go and again after the Bridge. Ingress was at low level and unlike previous missions the gun crews were awake and tried to shoot me down. After hitting the IP I kept on to the target and once near the city limits popped up and let go my first GBU-10... which went over the target and after keeping high (no SAM launches, though plenty of AAA) I came around, went vertical and tried an unsuccessful dive to the target, with my bomb overshooting the target, but "closer" (but not close enough) and flew past the target with the flak chasing me. Again I went into the vertical and this time put the pipper on the bridge, and let my last GBU-10 go, with it this time hitting the target. After that I egressed to the Southeast.

 

Takeaways. Using the F-4B was different but in this case I liked how it flew as tar as mudmoving goes... And to make a general dive to the target and when releasing, let the bomb go.

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nice but Navy/Marine Phantoms didnt fly with PGMs. never wired to carry the designator pods and the mission more typically went to the Intruder and SLUF units. some of the pilots pushed for the capability but it was never approved. more likley for a B to use Mk 82s or task a D or E model on it to get early gen LGBs on the bridge.

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True but when it comes to planes with no real pipper to bomb with, I choose PGMs. And besides I need to tweak HomeFries's pack to get an early model A-6 to work. Though I've been planning on dropping the bridge with a modern jet with iron bombs though.

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Paul Doumer Strike Mission

Me: F/A-18E with 2 x Mk. 84s, 2 x AGM-88D, 2 x "ITALD", 1 x AIM-9X, ATFLIR, tank, gun

 

Again headed north for the strike on the bridge, this time I tried my first shot upon leaving the deck an ITALD to get an idea of the area near Hanoi, since I'm flying in 2013. That didn't go too well as for some reason it decided to hit the water, and after some contemplation I raised my altitude and fired my remaining ITALD. Upon getting feet dry either a) my ITALD crashed or B) was shot down by the SA-17 that picked it up and a minute later I fired an AGM-88, killing (I believe) and SA-6 site. After flying around Quang To I headed north and hit the IP, and then once reaching the city limits and did a power climb rolling over, and dropped both bombs on the target.

 

Takeaways: Iron bombing with a pipper instead of manual guesstimatiion makes a big difference in your approach and munitions used. Instead of eight aircraft it took only one with two bombs.

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Edited by EricJ

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Paul Doumer Strike Mission

Me: F-4D with 2 x GBU-8, 1 x QRC-160A-1 pod, 2 x AGM-45, tank (halfway through the mission), 3 x AIM-7, 4 x AIM-9J

 

This is the non-carrier mission and the approach is a bit longer to take but otherwise identical to the target. Came in from the Southwest and prior to hitting the IP I dropped the tank and climbed and a little too early as I got pasted by an SA-3.

 

Takeaways: I went too high and got shot. However, my initial technique was to let the bomb glide to its target, just a SAM got me good before I can use the technique I learned from using the older model GBU-10s.

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Paul Doumer Strike Mission

Me: F-4E with 3 x AIM-7E, 1 x ALQ-101v8, 4 x AIM-9H, 2 x AGM-45B Shrikes, 2 x AGM-65A Mavericks

 

Started from Nakhon Phanom and headed Northeast and made it up to Hanoi. Detecting an SA-2 I fired a Shrike and didn't hit it. Instead of heading east and follow the waypoints I made it to the southeast corner of Thud Ridge and began my attack. I fired both Mavericks and while it hit the bridge, it didn't drop it.

 

Takeaways: Some of this is doing some testing and some if it was well... testing. The A model Maverick isn't the weapon type to be hunting bridges, I think the E and higher models (off the top of my head anyway) are better suited, and usually 2,000lb class weapons do the trick all of the time. So I ended up with a mission fail.

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Edited by EricJ

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Yeah the Phantom never grew on me virtual pilot-wise but still a cool plane in its own right.

 

And about the Migs.... never thought of them to be honest with you.  Any specific one?

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Phantoms are, needless to say, the king of the game. Its versatility, together with its troubles, make it the most fun for the period. For strike i stick to the near transonic low level dash at military power, pitch up, roll and dive at around 45º. I don´t put much faith on any kind of PGMs, as the proper envelope leaves you vulnerable to air defence and interceptors, and it´s reliability is doubtful. You can still manage to hit your target with few bombs, and if you dive as fast as you it gets, at around Mach .9, you don´t get hit by AAA

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I've been running through some of the stock strike scenarios in SF2NA, where the target set usually consists of a Kiev-class carrier, two air defence destroyers and two Krivak-class ASW frigates. The primary threat systems are SA-N-1 Goa and SA-N-4 Gecko, the latter being particularly effective. The standard strike aircraft available is the A-7E. The default loadout includes Mk 23 Walleye II bombs as the main weapons system. Varying the loadout to include AGM-45 and AGM-78 makes a big difference to strike package survivability. Taking out the platforms with SA-N-1 enables the use of Walleye from altitude and distance, avoiding the SA-N-4 threat. With smaller packages, you do not have enough ARMs to take out all of the escorts first, so a mix of AGM-45 and Mk 82 Snakeyes, delivered from *very* low altitude appear to be reasonably effective. Using CCIP and dumb bombs from altitude does not work, as the targets are steaming at approx. 30 Kts.

 

Using non-standard pieces of kit can help. Loading up the F-4J with Walleye II and delivering weapons from 20k+ altitude and M>0.90 seems to be very effective. Using the F-4B or F-4N is limited by the lack of provision for ARMs and PGMs.

One gripe though, when leading formations into attack, avoiding the SA-N-4 implies flying at < 500 ft and > 450 Kts. The AI aircraft seem to stay at 2000ft and slow, thus becoming easy targets for all of the targets in the formation. Not sure how to get AI aircraft to follow down to the deck and stay there...

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