Gun Strafe complete procedure information
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Hi all.
It’s a strange query but I can’t find information on how to precisely use the main gun for ground attack, explaining the HUD symbols and their meaning. I search on pdf manuals but can’t find the procedure. I know it is easy to use, really easy, but I appreciate any tips-video-pdf manual page-etc to know the exactly procedure to shoot with accuracy.
I remember that I saw the procedure long time ago, but I don’t remember where I saw it.
Thank’s in advance.
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tip 1- long-press Uncage in AG mode, to switch to STRF.
tip 2- small controlled bursts… think of it as a shotgun, not a machine-gun.
tip 3- I never knew this until I saw it on someone’s youtube video… the TGP will go into a “CCIP” mode focusing on the area of projected impact.
The MFD will refuse to become SOI so it helps to get your preferred zoom factor dialed in, before switching to STRF. (I think I like 2x wide fov … but ymmv)
The TGP is a game-changer!
bonus tip 4- have a good, long-lasting flare program… like 1/sec for 12 sec (or longer). angry people are going to be shooting manpads at you.
the bullets in BMS appear to “time out” after ~2.5nm range… so it seems not possible to spray downward from 20k ft, staying out of manpad and shilka range
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I have found that for me, the hardest thing is keeping the pipper on the target when I’m pulling the trigger. For me, the simple act of pulling the trigger causes enough changes to the positions / tensions in the other parts of my hand, that it pulls the pipper off the target a little bit.
In other words, for me, getting a good hit on the target in a gun strafe requires about the same level of “delicate touch” on the stick as air-to-air refueling does. I still need to practice some more, and find a good way to - literally - use my hand so as not to pull the pipper off the target by the simple act of squeezing the trigger.
Part of the problem is that there isn’t an ideal spot to put my thumb, which would directly oppose (and cancel out) the force on the stick which is being caused by my index finger. The “theoretical thumb spot” is kind of between the TMS and DMS hat switches, IIRC. A little sub-optimal.
It’s remarkable how delicate one has to be when flying the Viper! Oh well, it’s worth it for such a maneuverable aircraft
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@airtex2019 said in Gun Strafe complete procedure information:
the bullets in BMS appear to “time out” after ~2.5nm range…
I believe this is a feature, not a bug. I believe their fuzing causes this in RL to avoid unexploded ordnance with the PGU-28A/B round that has the explosive charge. Even the solid shell of the tracer bullets that shouldn’t explode at that range are going to have limited energy, maybe subsonic (big accuracy issues as it goes transonic), and lots of drop.
@Mylonite470 said in Gun Strafe complete procedure information:
I have found that for me, the hardest thing is keeping the pipper on the target when I’m pulling the trigger. For me, the simple act of pulling the trigger causes enough changes to the positions / tensions in the other parts of my hand, that it pulls the pipper off the target a little bit.
In other words, for me, getting a good hit on the target in a gun strafe requires about the same level of “delicate touch” on the stick as air-to-air refueling does. I still need to practice some more, and find a good way to - literally - use my hand so as not to pull the pipper off the target by the simple act of squeezing the trigger.
Part of the problem is that there isn’t an ideal spot to put my thumb, which would directly oppose (and cancel out) the force on the stick which is being caused by my index finger. The “theoretical thumb spot” is kind of between the TMS and DMS hat switches, IIRC. A little sub-optimal.
It’s remarkable how delicate one has to be when flying the Viper! Oh well, it’s worth it for such a maneuverable aircraft
This is a RL problem with pulling any trigger. Smooth pull straight back is key and any firearms enthusiast will tell you that it can be a struggle to master not jerking the trigger while applying proper pressure. It’s somewhat similar to trying to not move the stick for control input but more think pressure than getting the level of movement.
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@Snake122 yeah I remember now the Korea_BEM_Vol5.pdf has an interesting chapter on low- and high-angle strafing technique
even the “high angle” talks about opening fire at 6000 ft slant range! so, umm, yeah super hard to keep the piper on the target while dodging all that incoming AAA
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@airtex2019 said in Gun Strafe complete procedure information:
tip 3- I never knew this until I saw it on someone’s youtube video… the TGP will go into a “CCIP” mode focusing on the area of projected impact.
Can you find and post a link to that YouTube video? I’d like to see what you’re talking about…
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@SoBad wasn’t a dedicated tutorial video – just something someone did, in the course of a mission. was probably Lorik or Prime or …? just hop in a jet with TGP and give it a go.
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@airtex2019 said in Gun Strafe complete procedure information:
tip 1- long-press Uncage in AG mode, to switch to STRF.
Very interesting, I didn’t know about this option. Thank’s.
tip 2- small controlled bursts… think of it as a shotgun, not a machine-gun.
Always controlled. Gun ammo runs out very quickly.
tip 3- I never knew this until I saw it on someone’s youtube video… the TGP will go into a “CCIP” mode focusing on the area of projected impact.
The MFD will refuse to become SOI so it helps to get your preferred zoom factor dialed in, before switching to STRF. (I think I like 2x wide fov … but ymmv)
The TGP is a game-changer!
I test this and… wow, very very interesting feature.
bonus tip 4- have a good, long-lasting flare program… like 1/sec for 12 sec (or longer). angry people are going to be shooting manpads at you.
the bullets in BMS appear to “time out” after ~2.5nm range… so it seems not possible to spray downward from 20k ft, staying out of manpad and shilka range
Affirmative. The enemy is very hard at low altitudes, extremely hard.
M61 Vulcan it’s useful when you detect some buildings, some parked fighters, or some ground forces that are unprotected, without AAA’s, SAM’s, or other nearby threats.