#4203180 - 12/06/15 09:46 AM
Quick mission, not enough missiles
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Joined: May 2015
Posts: 174
Slippery_Rat
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Member
Joined: May 2015
Posts: 174
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I'm having so much fun with this, but so much to learn. I'm still working my way thru the quick missions, but dont have enough missiles to complete mission. What can be expected in these missions, destroy all targets? just do your best with present load does seem right as there seems way more targets than available bombs and missiles. I am aware that destroying a bridge does not require destroying its defenses, but even so seems not enough munitions. I'm faced with more SAM's than mav missiles what are my options? 1. Land and rearm! If so where? I landed but rearming didnt appear to be a option. Need to set radio to Int? 2. My wingman seems unavailable to assist, my radio not damaged is turned on (easy communications) and wingman present. Must be some setting I inadvertently changed, but dont know which one. Maybe wingman frequency in initial mission parameters, or in quick mission is it set by default since begin in the air? 3. Does my mission get credit for wingman kills? 4. Is it possible to kill any SAMs without use of mavericks? If so what is the alternate weapon of choice, after mavs expended? Still a lot of studying to do, but assistance appreciated.
Last edited by Slippery_Rat; 12/06/15 10:01 AM.
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#4203186 - 12/06/15 10:19 AM
Re: Quick mission, not enough missiles
[Re: Slippery_Rat]
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Joined: May 2015
Posts: 174
Slippery_Rat
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Joined: May 2015
Posts: 174
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I gather rearming at all friendly airports is possible but requires the use of the intercom! duh!
So, assuming I can reload anywhere, providing I use the intercom to contact ground, all target are now accessible. I suppose SA-13's have a ceiling of about 11500' so if I stay above that altitude, I can drop... stuff on 'em, no need for a missile providing only SA-13 and below.
I wrongly assumed that the instant missions would start out as training, maybe they do, but require a relatively good understanding and complete functionality of the sim as a whole, not a criticism the more you know the more fun it becomes. :-)
So answered my own questions, but still interested in wingman issues.
Last edited by Slippery_Rat; 12/06/15 03:19 PM.
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#4203588 - 12/07/15 02:13 PM
Re: Quick mission, not enough missiles
[Re: Slippery_Rat]
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Joined: May 2015
Posts: 174
Slippery_Rat
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Member
Joined: May 2015
Posts: 174
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@ Scrim, Thanks for your response, I assumed as much but thot it might be a team score as opposed to an individual one. @Frederf, Wow a treasure of info, thanks to your input I landed after I completed the moderate mission with 3 mavericks. "A lot of time is spent regaining altitude and repositioning to the best side." you can say that again, I speed up time to gain altitude in a safe direction. My problem is finding the enemy, if the MBT's didnt have a bright red 200 yard banner flapping in the wind behind them, I'd have a hard job finding them, but those labels can get in the way while attacking. I also find orienting myself to attack from behind a pain since the TGP follows the target. The only way I can tell which way its facing is to note my ingress heading and estimate the angle of orientation of the target at that time. It would be nice to draw an arrow on the TAD indicating the direction the target is heading! While targets are mostly mobile it would still make it much easier. Seems like this would be an easy task for computer to determine...nevermind. Thank you for your responses...I'm getting there slowly.
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#4203627 - 12/07/15 03:28 PM
Re: Quick mission, not enough missiles
[Re: Slippery_Rat]
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Joined: Jul 2014
Posts: 1,180
scrim
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I'd say you can take on MBTs with just your gun once you've ensured that there's no large risk of MANPADs, SPAAGs, or sniper BMP-2s around. As long as you get eyes on with TGP it's "just" a matter of lining up from behind at around 10,000 feet, cut the throttle and roll in ~40° dive. At .7nm out, give it a solid 2 second burst just behind the turret, and even a T-80U should go down. The energy you'll have amassed from the dive should take you out of his AA HMG range fairly quickly and allow you to pull some fairly light evasive maneuvers that'll ensure he misses even if you didn't kill him. This part is fairly important, as ED decided that anything from the Western world will break down if a Russian even looks angrily at it, so you shouldn't be surprised if a .50 cal round grazing your tail will destroy your GAU-8 immediately.
Just be aware that this demands a fairly high level of proficiency, or you're very liable to plow straight into the ground, but it's very a very pleasing skill to have. A great tip for ensuring you still know where a tank (or any target really) is when strafing is to turn the IFCC switch one step down, go into Display and toggle Gunsight Occult into N. This will prevent the sight from blanking out your TGP diamond if you use CCIP (preferably with no weapons selected to declutter your HUD), meaning you can just revert to aiming at the TGP diamond when you roll in if you can't otherwise visually acquire the target.
If there are other targets around, you should preferably expend some stores on them before going in for guns. Not only is this the obvious part of getting rid of air defences, but it both ensures that if you're hit badly when strafing you'll still have accomplished a fair part of your mission, and will also help keep you from being hit in the first place as the less bombs, missiles, rockets, etc. you're carrying, the less drag you'll have and therefor be a far more complicated target to hit.
Last edited by scrim; 12/07/15 03:32 PM.
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