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Everything posted by Flanker562
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Me: F-16C Block 50 with 6 x AIM-9M, gun, centerline tank Opposition: Four F-14A(82)s with 4 x AIM-9L and 4 x AIM-7M (I think) each, guns Started off neutral and how I turn into the attackers (since I start "neutral", with their backs towards me all the time) and when I tried it to the left, I eventually got shot down. Did the normal turn to the right, heard the high growl (lock) of the missile, fired, and killed the first one. I think at that point I targeted a second one and eventually made a shot (don't remember it all) and killed the second one. Then the third one tried to spike me with a 9L and managed to miss along with some flare dumping, but the more I think about it was probably luck, my first bout had one fly right past my nose... I target him when I eventually come around on him and eventually we get nose on and I try and reflex fire and still miss, two more 'winders left... Eventually I maneuver onto him and fire my fourth 9M at him and kill him. Number four sorta just tried to get me into an energy circle and probably lost energy and I slowed down slightly as he tried to force an overshoot, and despite being on afterburner I managed to stay behind him and eventually killed him with a Mike 'winder in the tailpipe. Takeaways. As said before you have to be aware of what's going on with you. As you'll see below an overhead map showing the two remaining Tomcats. What I can think of when I was doing the engagement macelena was to just worry about reducing as many fighters as possible at the merge. Since I was at the "merge" I placed faith in the 9M and in the first few seconds I got a kill. Of course I get the benefit of a more nimbler jet but even the TW Turkey isn't something to just sit there and take lightly. As turkeydriver mentioned and demonstrated by Ceasar the Tom isn't a joke. But I digress, the key points is to worry about these things at one time: 1) Reducing numbers 2) Working for the shot on a closer bird Number 2 against multiple MF birds isn't recommended sometimes as they like to stay around the periphery and snipe at you, at least that's my read on the engagement from the previous to this one. Two will engage while two will circle like vultures. Blind fire... only when you know you have a shot, as there's a graphics bug at the beginning with the mode in AA mode. Know your weapon systems and you will be better at your game, because part of maneuvering is to simply give your weapon the best parameters for a good shot. Most of my kills with the 9X are HUD shots while in the rare cases I'll do a HOBS shot. The 9X is a great weapon but that's my thinking on the matter anyway. 3) Speed management The thing with the Viper is that it's a rocket with wings that's guided by you. It has a tendency to overshoot therefore setting you up for a kill by them. And also your turn radius will be higher due to that speed, don't "turn and burn" all the time, as said keep it fast but also "turnable" speed as well to keep you in the fight. Brakes, no burner, etc. help in getting your nose on target, hard turns due to SF2:NA's over-g problem is manageable with stick usage, etc. 4) Keep your eyes on the threats. If it seems like you got a second, take it by looking at the overhead map, it'll refocus your energies in planning the next move. By the way that's what was going on my head when I was doing the engagement. Unfortunately there isn't an ACMI program that works with Strike Fighters 2 for people to nitpick but sometimes if it works and doesn't get you killed, but kills the bad guy, works in my book. And maybe hit ALT+D to remove your bottom left information if you don't already. Even with it on I don't look there during ACM due to habit. And a good reason why multiple bird engagements make these DACT engagements "disjointed" when I get down and type, it's that much information going through your mind that causes you to not remember much.
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SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Me: EA-18G Growler with 4 x AGM-88C, two tanks, ALQ-99 jammer pod Opposition: Various This is a personal training mission and weapon load that I like to just shoot at radars with. Since I have a mission builder I just like to roll off the deck and shoot at stuff that doesn't shoot at me. Essentially all it really is a tactical trainer for weeding out radars in mountains. Maybe something to try for yourself. Anyway, I roll off the deck and head north to my target area. After a minute I get the RWR display of a Skyguard AA radar and it locks me up and I turn on the jammer and get myself situated as it came as a surprise (good thing there wasn't a missile on the way...) but I let the jammer silence the radar after a few seconds and then turn into the radar and launch my first HARM, killing it. After that I fly around some more and wait for something out there to emanate as again, I have a wide variety of radars setup so type isn't important, accuracy in the shot is more important due to the restrictive terrain. A few minutes later I detect a TTR Radar and then launch it. Again it was a tight shot and I managed to hit it. Again after a few minutes of flying I get the whiff of an SA-3 radar and again take the shot and it hits. After that I get locked up by an SA-6 and lose the contact, and then lock up a Flat Face and shoot it as well. Then a Fire Can comes in closer by detection. This is where it got a bit dicey, yes I know Wild Weaseling by yourself without a reason is boring but there's something a little important here that I will go over. Then I take the shot and kill it again. 4 out of 4 shots, my best since using this mission. Takeaways. The main thing that I want to do is angles are important, which when Slartibartfast goes over basic ARM (Anti-Radiation Missile) use I'll go advanced before he does. But this mission is important as you need to be cognizant of a few things: First, make sure you're aligned properly, and if it can set off your RWR, you have line-of-sight, which is more important on the SoCal terrain more than most others. But it also is good to extend as much as possible to give your HARMs some time to maneuver. They're not air-to-air missiles, they're very slow in maneuverability due to high speeds, so the best angle you can get, and distance means the missile has to work less. Of course your RWR doesn't give exact range (would be very nice) but it still works when you get closer in as it'll get closer relative to your aircraft location. -
Put them in your Mod folder, create a folder called "Missions" and it'll see them.
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SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Okay -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Ohhhhh an evaluation of the defensive systems on the new beta? Never played with it on a strike mission, guess I'll have to -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Spectra? What's that? -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Any specific systems? -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
What do you need help with out of curiosity? You don't seem like you need it... -
SF2 Series Air To Ground Combat School
Flanker562 replied to Flanker562's topic in General Discussion
Cool! -
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I think with the success of the DACT reports a little more can be centered on the mud moving aspect of the series. Like the DACT reports, actual techniques/evaluations of weapon systems can be done as well... it's against threat systems but there's little ground covered by the mud mover side of the house. Like the DACT reports, it is not year specific but since this is A2G it'd fit in more and maybe help the novice mud mover in trying to figure out a particular weapon or system in order to understand it better.
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Lemme finish this one, could be something wrong with the whole Data.ini... maybe? Me: 6 x Matra R.550 with gun Opposition: F/A-18E with 2 x AIM-9x and 8 x AIM-120 Compared to the Fulcrum one above, the more you play with the beta the more "feel" for it you get. Sooo... I initially was on burner but after throttling down after a turn I popped the airbrakes and left the throttle at 44% (HUD shot shows it) and by that time I managed to get on the perch above the Super Bug and shoot him down with a Matra right in the engines. It should be noted that previously I was able to keep my nose on the Super steadily, as getting used to the Rafale after flying a heavier jet it requires some retraining to get a feel for how it handles. Takeaways. It may be where the countermeasures are actually ejecting from that makes a big difference (and the fact the Super Hornet driver leveled out with me on a high six shot, perfect if you ask me) that affects of course missile tracking but... Where the Super Hornet pilot ended up shows maybe a visual arc restriction (which would be real) and I took advantage of it. I think we should wait until an FM guru looks over it to fix the issues, if it stalls at 800km/h there is an issue...
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Me: Rafale C BETA with 4 x Matra R.550, gun Opposition: Fulcrum-C with 4 x R-73 and 2 x R-27 I will probably go against the Super Hornet sometime but I'll start out with the Fulcrum. One thing I learned to keep from blacking out (may be game settings, waaaay too easy to black out) was to pop the airbrakes and maneuver, this helps keep your speed manageable and also works to get your nose on a target much easier. I managed to get into position for firing and it was a little close and the Matra didn't track. Second one a perfect six shot and it misses. The Fulcrum levels out and I pop him with a third. Overall the Rafale needs some work as a beta FM-wise or its just SF2:NA that's the issue or its just me that's the problem but once those problems are solved Takeaways. I think honestly the modeling for French missiles is horrendous. The MICA IR missiles are pretty bad and easily are decoyed by flares. A previous (and unsuccessful) attempt with only four out of four shots missing, easy rear shots too, or maybe they... who knows, but I know that the Matra R.550s are good solid performers in the IRM arena and maybe some reworking of the stats needs to be done in order to get them on par with newer types. But as far as performance using the airbrakes (used burner sparingly this time) and the amount of energy produced by the BETA of course, is tremendous and using airbrakes makes flight more manageable and you can use that to bring your nose onto the target easier.
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It may help... Me: F/A-18F EPE with 4 x AIM-9X, 6 x AIM-120, tank Opposition: Rafale C with 2 MICA IR, 4 MICA EM Started off the same neutral and this time I did a half loop. I probably could have taken a shot but had to see if the extra boost would help. It did after an 11 minute battle of energy. Even with the extra thrust the Rafale C and EPE are evenly matched in my book (I think JAT did the FM) and he managed to try and stick me with a MICA and it missed. I would go into more but getting out of the energy circle is sometimes hard and most tricks in the book never worked. It was a long hard drawn out fight and I finally dropped my tank to lessen the weight. I fired early again and it went stoopid, and then at about the 11 minute or so mark it leveled out and I fired and it connected. Fact is that maybe the FM needs adjustment or the Rafale is just a nasty dogfighter,
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Well Me: F/A-18E with 4 x AIM-9X and 6 x AIM-120, tank, gun Opposition: Rafale C with 2 x MICA IR and 4 x MICA AR, gun Started off neutral and then engaged in what was turning into what I thought was a losing battle. It first got me into a turning fight and it wasn't easily defeated by going vertical. The Beta Rafale C as flown by the AI took advantage of the power and ran around in circles. I managed to get nose on with him, firing one 9X too late as he sped past me, almost gunning me. Then he managed to get on my six and try and gun me down and missed with that. He leveled off and I did what I knew wasn't the right thing, I turned into him to try and get a quick shot, but he gave me two MICA IRs instead, both shredding my left stabilizer and then maybe an engine hit, but still functional, just no radar weapons now and still felt the same as far as maneuverability and handling. Pretty soon he leveled off and I fed him another 9X, that one defeated by flares. By this time he was flying steady so I fired another 9X, again defeated by flares. Fired the last one and it connected and shot him down. Takeaways. The Rafale is a wily plane and worse than the Hornet when it comes to maneuverability and energy, i.e. it'll outturn the slower jets easily, maybe Caesar can figure out a way in the Tomcat but to the inexperienced I'd work your way up to the point where you can use your aircraft effectively. The AI uses it better than I did and it showed some rust on me in my shots but you gotta try anyway. I was able to limp back to the nearby airfield and live another day. Next: F/A-18F EPE vs. Rafale C
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CVN-75 Harry S. Truman - Modern CVW-3
Flanker562 replied to SkateZilla's topic in File Announcements
Hehe not so much CA's responsibility to a degree about distance Lods, which probably causes the lag but there's nothing I can do myself about that honestly. Maybe SZ will get around to it... -
Refuelling planes and countermesure pods?
Flanker562 replied to Stratos's topic in General Discussion
Nope, it's all just for looks and show right now and no auto rearm/refuel. Everybody should remember that the Strike Fighter series made by three, yes 3 people, not a team of 50 for Lockon or so where they had the ability (and budget) to do such cool things. Unfortunately it may be never implemented... or it might... -
Me: Rafale C Beta 1.2 version, gun, 2 x MICA IR and 4 x MICA EM Opposition: MiG-21bis with gun, 4 x Atoll As a beta the Rafale C isn't very bad, just a few more tweaks here and there and it'll be much better looking as some cockpit symbology needs some cleaning up. Other than that the major problem you will have is the ability in SF2NA at least is blacking out a lot. The suggestion is to take it easy on the stick but pull firmly, not hard on it to get around. The engines give it a lot of thrust and that's a problem as you'll expend more energy trying to maneuver the plane around. And out of sheer luck I managed to avoid pancaking on the ground. But don't take this as a defect, more than likely it's more "realistic" due to the engine power. When I managed to get into a good firing position my first MICA IR went real stoopid (or flares distracted it) and after a little maneuvering the second one connected, downing the MiG. As a beta it's a good plane and that's what you should take away from this report. It's not bad, still needs to be tweaked but otherwise the main emphasis is not to turn and burn too much or you'll A) Overshoot B) And when you pull hard you'll black out. The old adage "Lose sight, lose the fight" applies to this aircraft as such but is a nifty little jet and still worth the download. And after some HUD tweaking it'll be better. So I can't really say it's bad but after some more tweaks and fixes it'll be a good plane.
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CVN-75 Harry S. Truman - Modern CVW-3
Flanker562 replied to SkateZilla's topic in File Announcements
Go to the CVN75.ini and go here and change it like this: [shadow] CastShadow=FALSE ShadowCastDist=1000 MaxVisibleDistance=1000 The shadowing is causing the lag not anything else... -
All it does is allow you to padlock the enemy target, I think you're expecting a padlock? If so then press F4 and then you'll padlock him (default keyboard configuration)
