JSOW frustration
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I use them on ground units which in radar they can be very accurately target even while moving but it’s always good to learn new stuff thank you@Dee-Jay:
SPI => Geographic system coordinates. This is all what a JDAM (and a JSOW) needs. You did not even needs any radar nor TGP.
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if you target move, then the JSOW will not be usefull.
Keep in mind that, in 99% of case, lock with the FCR and Point track on the TGP is not the best choice. -
I use them on ground units which in radar they can be very accurately target even while moving but it’s always good to learn new stuff thank you
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On a JDAM, there is not D-link with the bomb. Once the bomb quite the plane, target coordinates are not updated. JDAM is NOT suitable for moving TGT.
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JSOW under 10 miles on moving columns is effective though if launched from far out say 18miles may miss. JSOW used to adjust course to taxiing aircraft even after takeoff. Imagine looking back and a big fat JSOW is following you hahah. I saw it!
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This is not the best use really ;).
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This is not the best use really ;).
… and probably forbidden IRL (?) … in any cases, they re not made for. Prefer GBU.
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that may be true yet the results are so nice!@Amraam:
This is not the best use really ;).
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… and probably forbidden IRL (?)
That never stop cptmtge from doing things his way when he was an Officer in the Service!!!
C9
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Yes so stand at ease Cloud boy and give me 60 pushups. That should end your hangover.@Cloud:
That never stop cptmtge from doing things his way when he was an Officer in the Service!!!
C9
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Yes so stand at ease Cloud boy and give me 60 pushups. That should end your hangover.
Join the Navy ?
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What EGEA do you guys prefer with the JSOW? I end up with a lot more damaged instead of destroyed vehicles when using JSOW compared to other cluster munitions. What are some real life altitudes for these things to burst at?
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What EGEA do you guys prefer with the JSOW? I end up with a lot more damaged instead of destroyed vehicles when using JSOW compared to other cluster munitions. What are some real life altitudes for these things to burst at?
There’s a suggested EGEA in the training manual, if I recall correctly. Couple thousand feet, or something like that.
Attack azimuth is also useful in increasing kills on columns.
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I just had a first a couple minutes ago with the JSOW. Weapons landed on target, 4 JSOWs on a column but they did nothing. I watched the weapons land right beside a bunch of vehicles but they never burst or did any damage, and I had just launched 3 others on vehicles and they worked just fine.
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They are not 100%. Hits on HART sites for example often cause minimal damage. Use your TGP to insure you are locked on a specific vehicle and you will get hits. Stay high and avoid the mobile and shoulder mounted sams and launch at 8 miles from 18k+. I also like blowing stuff up hence I use exaggerated weapons effects in settings.
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I have again experienced after switching to dogfight mode and downing 2 Helos that I am then unable to drop all air to ground ordinance; 4 JSOW CCRP or 2 MK84 CCIP or even fire the gun. Everything else normal in cockpit (F-16-40) KTO.
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I have again experienced after switching to dogfight mode and downing 2 Helos that I am then unable to drop all air to ground ordinance; 4 JSOW CCRP or 2 MK84 CCIP or even fire the gun. Everything else normal in cockpit (F-16-40) KTO.
Could this be a failure to do with overspeeding or over G maybe?
e.g. most AG loads seems to be pegged at M0.95 and I have been unable to launch AG weapons (at their launch speed) if I have gone over the limit at any point before that in flight. -
You may be correct as I join the mission already in progress and moving really fast 545kts for some AI reason; but wouldn’t I have some cockpit cues indicating this failure?@Migbuster:
Could this be a failure to do with overspeeding or over G maybe?
e.g. most AG loads seems to be pegged at M0.95 and I have been unable to launch AG weapons (at their launch speed) if I have gone over the limit at any point before that in flight. -
I suppose the feedback is a crunching noise over the BMS speed limit M0.95….did a bit of testing in TEs a while back.
Was careful to stay in G limits but went over the speed limit, and was unable to pickle in any AG mode (but within all parameters). But if I stayed under the BMS speed limit it worked okay. So am assuming it was overspeed and all AG is limited to M0.95 for simplicity…but I’m sure others will confirm.
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I have an other question… is it normal that all fired weapons disappear from the moment I get shot down? Had this issue a few times, release my weapons, they are still on their way, then I got shot down and all 8 missiles get a missed status at this time… or is this a thing that depends on theaters?
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I have an other question… is it normal that all fired weapons disappear from the moment I get shot down? Had this issue a few times, release my weapons, they are still on their way, then I got shot down and all 8 missiles get a missed status at this time… or is this a thing that depends on theaters?
Wouldn’t it be because when you leave 3D, all objects are destroyed (in terms of metagaming), and your missiles considered as missing?