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EricJ

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Everything posted by EricJ

  1. Well, I found out that the max value (pretty sure) is a power of 200.0 for the jammer pods. I cranked it up to 250.00 and the jammer didn't do anything, so I'm guessing 200 as it did work fine. Not as well as it should maybe, but it jams to a certain distance, then the radar overpowers it and can be locked up. What's interesting is that the F/A-18F that uses the new values, can get closer to the radar (SA-10 was used) than with the pods. So it looks like that the internal jammers work better than the pods. Maybe because of the ability to produce more power, I don't know, but that's TK's and Co.'s reasoning I suppose within the game environment. And given again that I don't know how effective jammers are in the real world, it's just speculation on my part on what the pods should do when carried by aircraft. Note that I'm just using the ALQ-99s for the Growler, the inbuilt ones for testing, again a typical configuration with three pods, two tanks, and two HARMs. So it is what it is with the Growler on the game front.
  2. Just as a note, I'm going to have to up the power of the pods a bit, to give it some reasonable amount of oomph to jam radars. The target is the SA-10 radar, as that's the most powerful. Given that it's a pod I need to keep it "realistic" because it's a pod, I may stick with the 190.0 value that I have now. It gave some more power and increased the amount of power from the last video, but not much. I'll post a video later on, but wanted to get it out there, but that may be as far as realism of the power of the pod at least. I don't know if the game increases with more than one pod (I'm using the USN standard configuration, three pods, two tanks, and two HARMs), but from what I see, probably not.
  3. One thing I noticed just recently is that the internal jammer is more effective than a podded ECM system. When I was doing some testing this morning I noticed that the internal jammer overpowered the hostile radar with no burn through, and didn't lock on me. Remove the internal jammer and use pods, different effect (hostile radar did burn through early) and with a higher power setting for the pod. So that's something to consider too when deciding to use internal vs. external pods. Of course power makes a difference though.
  4. After some soul-searching and a quick Google search, the Growler to the best of my knowledge doesn't have an internal jammer like the rest of the Super Hornets. Which is fine, so I decided to remove it and make the player depend on the pods, which apparently work (or as best as they can). That means that jamming a radar is at best what it is. I don't know the performance of the real system unfortunately (and no, I won't ask because they won't tell me anyway) against an SA-10 radar. This short video shows the effectiveness and the range at 10,000ft of it detecting me and strobing me:
  5. EricJ Cherokee Containers RC18 - Made the Cruise Missile Container heavier (4500kg), so only helicopters that can lift more than that can lift it now.
  6. Was doing some sling load practice with the Ghost Hawk and when lifting the Cruise Missile Container I was having issues all of a sudden. So to remedy that I've made the Cruise Missile Container heavier, so it can only be lifted by the Huron or Taru. I don't know if any milsim units are having any issues with lifting it with a Ghost Hawk, but it made me concerned, so it's heavier and can only be lifted by those two (or any helicopter that can lift more than 4500kg).
  7. I've always been into aviation since I was really young, so don't ask me as to why I joined the US Army either. It did help in Afghanistan, knowing somewhat the perspective of people who fly. But anyway hopefully Rafael helps you out.
  8. EricJ Cherokee Containers RC17 - Increased the number of First Aid Kits and MedKits.
  9. I'd rather go with German engineering than half-assed work from TW, that's my opinion on the matter. I mean, I use eye measurements for models I've done in Arma 3, as you can't (or maybe I just haven't found after all these years) model according to exact measurements. I mean, it's a valid argument while I may not use the Shafrir 1 and 2, but it's good knowing that they're well-researched.
  10. The impression I got with Wrench that is was player controlled ECM pods, not AI, as tests I've done showed that they more or less work when AI controls it. It could be becasue it was an internal jammer as opposed to pods, but that's the first I heard of that. Maybe @Wrench could shed some more light on that though, but okay.
  11. Yeah I don't really know the effectiveness of the Vietnam-era ECM honestly nor modern systems and how effective they really are. A video on the Growler produced an EWO's response of "it depends", and that's hard to translate to effectiveness in the game, since that's what I'm angling to do. I just made up some values based on Homefries's work with the EA-6B pack and went from there. Honestly I was shooting in the dark when I did the SH stuff, so that's about as "modern" as it gets I guess.
  12. I don't know how it works out, but the ECM values I have for my Super Hornets are pretty good, so there's hope, just not much with other systems I suppose.
  13. From what I understand the ECM pods are simply eye candy. Wrench stated that a patch borked them, so carrying them is useless, and for it to "work", it has to be an "internal" ECM jammer for the game to recognize it. Overall some of the ECM pods even when Internal (ALQ-131 I'm looking at you) don't work vs. various threats. So overall you're still taking a chance with them anyway, and frankly don't think that they're up to par with threats anyway. Kinda a waste of pylon space.
  14. I guess (I don't know the reasoning) it's because Navy jets operate off a carrier, so an internal jammer would make sense in the terms of weight and pylons available for weapons and stuff. I mean I never knew the reasoning and curious what somebody who knows has to say on this, as I'm curious myself.
  15. You know right? No wonder they had GCI...
  16. Well after a test I finally got the SAM Container working. I bounced the idea of just creating a missile, but I figured it would be more suitable for the Titan AA missile to be used. Right now I don't have much planned for any of my mods, so I can maybe rest on the laurels a bit and take a break while I get used to the milsim unit I just joined.
  17. EricJ Cherokee Containers RC16 - Added a "SAM Container", that fires Titan AA missiles, and has 24 missiles. It is useable by players and UAV AI alike.
  18. EricJ Helicopter Pack RC87 - SAM Container Turret now works, can engage with the player using it. https://drive.google.com/file/d/13j6e3PTlVz4TCIBOAtJK6bPTm-JtVSOU/view?usp=sharing
  19. Here's a quick and dirty test. and firing and hitting the target wasn't too hard really. But here's a quick video of me shooting down a target drone with the missile by dtmdragon.
  20. Okay, I guess it just works on those settings. I guess you fly on Hard then? I fly on Hard HUD and Normal flight and I think the lead works fine on the Super Hornet, but good to know.
  21. To be honest with you I don't fly the F-14 at all, so you'll have to ask him or fly what I suspect are the TMF F-14s. You could be having the issue because you're flying the TW F-14A, and that could very well be the issue you're having with the sight.
  22. You may want to try sickledcells videos to maybe help with your issue. He apparently is on CombatAce (I don't know his handle here), but here's his YouTube and he does a lot of F-14 videos, maybe this might help: https://www.youtube.com/@sickledcell
  23. Yeah, but who knows it may work too. I usually don't play campaigns so I can only do so much and not much I can do to help.
  24. Could be just the mission and think about getting an external hard drive. So far mine has been reliable, but having one and saving stuff is a must for some programs, but I think the mission just may be borked.
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