Some questions
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Hi well i’m just looking at the campaign and HQ created a SEAD strike mission and in the briefing, it says there are SA-5s 3nm south east of Pukch’ong…also SA-10s 5nm south of Yongso-Dong. But i cant see these cities on the map, in fact there are no north korean city names on the map at all, so how can i find out where they are to place PPTs on them?
Also my other question is about finding and striking targets. I havent done any strike missions yet as i’m learning the game step by step (i’m up to the comms and IDM TE now) I gather that you’d use your AG radar to find stuff, and then lets say if you didnt have a TGP, how could you determine what a contact is on your AG radar? or will you always take TGPs? what other means are there to classify a contact? for example you might think something on your AG radar is the targeting radar for an SA-2, only you find its just some building.
One more thing is i’d like to know how you seasoned veterans of Falcon plan a strike on whatever it may be…be it an enemy air defence battalion, AAA, to blow a bridge, factory, OCA whatever it may be, what things do you look at before you commit?
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Join a V squadron my friend, when flying online missions, is better than being finding out all by yourself….
Look for “list of v squadrons” in the forum, and choose of of them in the list…
Regards MetalheadHere one that was useful for me some years ago…
https://www.benchmarksims.org/forum/showthread.php?18057-List-of-Virtual-Fighter-Wings-and-Squadrons -
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pics
That is one way, but there are a lot of cities
Other way to do it is to go into “OOB” (Order Of Battle), check North Korean objectives, and once you found the city name on them, right click, “status”, “Find”.
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Other way to do it is to go into “OOB” (Order Of Battle), check North Korean objectives, and once you found the city name on them, right click, “status”, “Find”.
Please see Pic #2. :wfish:
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The map layer preferences are saved in DTC so a load on the map can return your map display to your favorite settings. With air defense battalions and the overlay circles it’s usually pretty obvious what the near threats are.
Any static (bridges) or semi-static targets (Fansong radar) should be set as precision steerpoints. Moving targets should be investigated for current orders and expected progress along a route and possibly draw a line box around where they might be when you show up. Check for updates 30 minutes before takeoff. Blue ground is notorious for racing ahead into your kill zone so be super super super careful within 30nm of the FLOT.
Comparing the radar picture to the expected was a big deal before GPS. The INS drifts significantly and all manner of update and verify position procedures are burned into F-16 pilots’ minds. With GPS on it is in practice very reliable and exact and so a proper steerpoint should be exactly where it is planned to be and you can often attack it blindly trusting that it is as planned. The target itself is rarely the surprise aspect of a strike mission. It’s the ground and air threats that are the variable.
Planning I think is weapons (effect, minimal passes), target area familiarization (steerpoints, recon from the ingress point of view), threat avoidance (what are they and capable of), flight geometry (how big is turn radius, how much time does 500 KCAS give you) and AI management (will AI drop first pass as planned). Execution is doing what you planned, having the most up to date air picture before attack, being fast and sharp on the attack, and resuming the air picture ASAP on egress.
Feel free to practice your upcoming attack by making a threat-free TE and seeing that the timing works and the AI drop and everything functions.
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Moving targets should be investigated for current orders and expected progress along a route and possibly draw a line box around where they might be when you show up. Check for updates 30 minutes before takeoff. Blue ground is notorious for racing ahead into your kill zone so be super super super careful within 30nm of the FLOT.
I hope that in 4.33 the ability to check the orders of opposing ground units is removed, as it would add to the overall “fog of war”. Knowing what every bad guy unit over the entire map has been tasked to do makes things a bit less realistic, in my humble opinion.
That said, the ability to do so does help immensely when testing individual campaigns. Dilemma!
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I hope that in 4.33 the ability to check the orders of opposing ground units is removed, as it would add to the overall “fog of war”. Knowing what every bad guy unit over the entire map has been tasked to do makes things a bit less realistic, in my humble opinion.
That said, the ability to do so does help immensely when testing individual campaigns. Dilemma!
I didn’t know you could see what they were tasked to do. I thought all you saw was where they may be located and current operational ability, which is based on intelligence, last known location, etc. Maybe I am wrong, but……
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I didn’t know you could see what they were tasked to do. I thought all you saw was where they may be located and current operational ability, which is based on intelligence, last known location, etc. Maybe I am wrong, but……
Here’s a couple of random selected units, first from Kuwait Theater then second from stock Korea Theater.
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Krause has a lot of tutorials on youtube. https://www.youtube.com/playlist?list=PL3E09AA94FF0EACEC
“Fraggin A Package” tutorial might be of interest to you.
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Here’s a couple of random selected units, first from Kuwait Theater then second from stock Korea Theater.
The first pic, an iraqi infantry battalion only 18 AK-47s?? the weapons they have is just enough for a platoon!
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The first pic, an iraqi infantry battalion only 18 AK-47s?? the weapons they have is just enough for a platoon!
That’s an issue you’ll need to take up with the DB builder. His email address is [email protected]
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Never seen this skin before in any public screens… Which UI mod is being shown here?
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There is a good read on planning missions in the Docs folder falcon4 legacy manuals, realism patch 5 manual, PDF page 84. The Art and Science of Moving Mud. The charts are old but the basic info is still good.
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There is a good read on planning missions in the Docs folder falcon4 legacy manuals, realism patch 5 manual, PDF page 84. The Art and Science of Moving Mud. The charts are old but the basic info is still good.
Yea and i see theres’ good reading to be found in one of the operational manuals docs folders, F-16 COMBAT AIRCRAFT FUNDAMENTALS