Few questions
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Q1- i saw this in a video where a guy got to show how much fuel he would have left at a steerpoint on the DED but i forgot how he done it- can someone refresh my memory please. Find this very useful when you reach bingo so you can see how much fuel you’ll have left once you reach home.
Q2-What happens when you get shot down or just crash for whatever reason in a campaign mission? is it not game over? does that plane you lost just get removed from your squadrons’ aircraft pool? and is it the same for AI pilots when they’re shot down/crash?
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1. Press CRUS/5 on front panel and slew over for Range
2. I think every plane you loose will also affect the amount of planes you can fly or can get flown per mission …
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1. Press CRUS/5 on front panel and slew over for Range
2. I think every plane you loose will also affect the amount of planes you can fly or can get flown per mission …
And i guess if i eject a SAR team finds and picks me up….and if my plane explodes before ejecting then well i have my flame resistant flight suit and parachute ready equipped lol
Yea cheers i found out in the end that its’ CRUS and then seq on DCS to change to HOME.
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Check the Dash-1, this is explained in this manual.
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Check the Dash-1, this is explained in this manual.
Thanks yea thats where i found it in the end. Just reading now in the Dash-1 manual about the SMS page. I’m reading about it in A-G mode and it says about weapon arming delays and burst altitudes (BA for CBUs). Whati want to know is;
1. What is the point in arming delays? why would you adjust this?
2. What is the point in adjusting burst altitude for cluster bombs? -
Thanks yea thats where i found it in the end. Just reading now in the Dash-1 manual about the SMS page. I’m reading about it in A-G mode and it says about weapon arming delays and burst altitudes (BA for CBUs). Whati want to know is;
1. What is the point in arming delays? why would you adjust this?
2. What is the point in adjusting burst altitude for cluster bombs?Not sure about arming delays, but burst altitude controls CBU pattern density. For tanks and such you have to have them open lower, therefore yielding a greater pattern density. For soft targets you can have them open earlier for a larger coverage area.
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Not sure about arming delays, but burst altitude controls CBU pattern density. For tanks and such you have to have them open lower, therefore yielding a greater pattern density. For soft targets you can have them open earlier for a larger coverage area.
Makes sense, cheers. Guess arming delays make no difference if you dont know what they’re for but still have your munitions explode on target without problems…
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Thanks yea thats where i found it in the end. Just reading now in the Dash-1 manual about the SMS page. I’m reading about it in A-G mode and it says about weapon arming delays and burst altitudes (BA for CBUs). Whati want to know is;
1. What is the point in arming delays? why would you adjust this?
2. What is the point in adjusting burst altitude for cluster bombs?Q1 - Lets say you are flying low and release your weapons and it takes 2 seconds to hit and your arming delay is set for 4 seconds, your weapon will not be armed upon hitting the target…no damage.
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Q1 - Lets say you are flying low and release your weapons and it takes 2 seconds to hit and your arming delay is set for 4 seconds, your weapon will not be armed upon hitting the target…no damage.
True, Drac, of of course the other side of that coin is to keep you from fragging yourself.
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Normally you set the arming delay in the jet to inform the mission computer what arming delay is set on the bomb. Mission planners will have set an arming delay to be used on the bomb, which ensures safe separation from your jet (if the fuze malfunctions, it still wont arm till after the arming delay, giving you a chance to get away).
In BMS however, changing the AD value in the SMS actually changes the arming delay the bomb will use. I tend to just set it for an appropriate AD - somewhere between 2 and 18 seconds is about the limits of realism, and 4 and 6 seconds are common AD values for medium altitude tactical drops.
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My preferred CBU burst altitude is 2200 feet.
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2. What is the point in adjusting burst altitude for cluster bombs?
To change the disperse pattern for the bomblets. You want to waste only a small amount of bomblets. If your targets are close together and separated by 400 feet, you may want a burst altitude that will give you about 800 feet diameter, IF you will be performing an accurate release profile. Any more, and you waste bomblets, and may not kill the armored targets. You can refer to the tables in the Realism Patch 5 manual in your /docs/ folder, p.86. Alternatively if you have an Android you can use my release calculator to experiment with different ripples and burst altitudes.
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Good points made by all, i guess this is for me to discover but personally if i’m striking an armoured column i’d preferably want Mavericks and say Mk82 or 84 dumb bombs…better still LGBs. But as you’re all experienced, why would you choose CBUs over those i just mentioned? would it just be that CBU’s are in large supply and you want to save other munitions for other targets for subsequent strikes?
Also whats the difference between arming the fuse or tail of the warhead?
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hitting a driving tank with an mk82 or 84 might be hard.
Also in reality the lack of precision would result in a wasted bomb i guess.
Instead, with a cbu you get a higher probability of kill, and perhaps not only one, but multiple kills per bomb.But I thought CBUs aren’t allowed anymore?
Regarding nose/tail check “Bms/Docs/Operation Manuals/F-16 COMBAT AIRCRAFT FUNDAMENTALS”
page 122: Fuze categories Figure 5.2