Jojcib Falcon BMS Let's Play
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Thanks, I may do some tutorials in the future, though that maybe a long while.
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#6
External fuel tanks, always, for everyone!
GBU-24A is the penetrator warhead (good for concrete). GBU-24 is just a MK84.
I like AIM-9s for escort because sometimes you gotta dive into visual range. AG (SEAD, strike, etc.) mission all-radar doesn’t bother me because dogfighting isn’t in the job description. I still feel naked without AIM-9.
Nose wheel is behind your butt. Use the 45 degree corner front panel to signal turn.
Departing the AI taxi route they halt at the split until you rejoin the route and are positively in front of them again.
Ouch, rotation at 195 knots.
AI employ PGMs as singles always. 2 PGM, 2 passes at least.
AI “attack my target” is your current “cursor” like padlock or radar. You aren’t pointing out anything in CCIP or AA.
Give AI employing bombs more distance/time: 15-20nm.
Don’t know how you set up SMS, but it looks like pairs. 90% of the runway length usable!
What was your fuze time on the BLUs?
Switch to AG mode = AWACS threat. Leaving AG mode = AWACS threat.
MiG-23 <10nm = emergency jettison.
AIM-120s both snipped prior to pitbull.
AIM-9s are cooled, not heated. Set cool on fence check.
I like a minimum brightness cockpit at night: day-night-auto switch night, SYM low, HMCS low, MFDs low, floods off, backlight off. I see better outside with a dark inside.
@25:20 your radar was looking at higher altitudes. He was at 2,000’ you were looking 9,000-14,000’. The yellow mark is datalink from #2, not radar.
TWS isn’t as quick to pick up new contacts as RWS.
Diamond float RWR was off.
Stall horn! Warnings! Remedy immediately!
8.5G with external fuel tanks!
Bingo setting for this mission 3000-4000 lbs.
Put AIM-9X in BORE and skip the radar for >60° (up to 90°) capability with HMCS cueing.
Negative altitude… never set altimeter?
Never turned on the radio altimeter.
Runway numbers correspond to their direction. Just add a 0 and that’s roughly the degrees heading.
Scale your radar and HSD to practical settings (40nm setting in a dogfight?), use circular instead of depressed HSD to monitor your AI.Usual brain dump. The pattern emerging is difficulty commanding the AI and tunnel vision of the AG mission over the AA picture. The 4-ship vs complex ground target is a real challenge. Ideally you want to assign specific target or targets to every individual flight member. You can’t directly command #4 though as he is an extension of #3. You’ve got basically three options to command a flight member (wingman or element) to attack: attack my target, attack my targets, and pre-planned. Set up an unopposed OCA strike TE with various weapons and try different commands, IP-to-target distances, weapons, etc. Watch the AI and see what they do. If you’re 5nm from a target and you order a point attack do they fly away first? What altitude? How many bombs do they release? How is attack my targets different from attack my target? Is it possible to get AI bombs on target without any special prompting? Are different formations better than others?
On the other front, don’t dive into an AG area by just hoping the skies are safe. Ask AWACS. Find the nearest reported contact. What is he? Where is he? Is he a factor? Can you do your AG pass safely ignoring him? If you check the ACMI for these “surprise ambushes” you’ll probably find that they came in from 100 miles away well known to friendly forces in most cases.
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Thanks as always, great information. I did see a few of the mistake when I was doing the editing. But as always too late to fix since was already recorded. Anyway new video, testing one of my theories on why the game was crashing. Plus a intercepting mission since have not done one in awhile. I can already say that I know why I didn’t find my intercept target. That because I didn’t look far enough south of my SP :mad:.
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Really enjoying the to-and-fro in this thread and will be checking out your videos Jojcib.
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#7
AI uses BLU-107s just fine in 2D and 3D. Given JDAM and Durandal, it’s smoothest to give AI the BLUs and let human use JDAM. AI are much better with dumber/low alt bombs than smart/high.
AIM-120s on the tip rails reduce transonic flutter (swapping position with AIM-9).
Properly expedient Falcon start. Real crew chief would have your head but you can’t stress the virtual bird electrically.
Your AD is 6.0 sec. BLU-107s want a 1.5 sec AD. Your ripple is one so the 999’ makes no difference.
Kunsan is pretty big, 5m is cutting it close. Review TO times and C/S relative to you. Know which callsign (A-10 and F-16) takes off immediately before you and be the next one in line behind him.
Runway 09 is taking off 090° (just add a zero) so go west to takeoff east. I set the HSI CRS to the takeoff heading on clearance as a reminder.
Callsign is easy to check just asking tower for wind or whatever.
Much smoother departure than last time.
190KT+ rotate >.< Too fast. Try 160KT.
Uses less gas to climb fast (360-480KT based on drag) and cruise slow (~250). It’s normal to beat caret in the climb.
No diamond float mode.
Missile launch, MiG-29, emergency jett and go supersonic. 250KT? Try 900KT. When shot at longer ranges, go low, M1.3+, put the RWR threat exactly 6 o’ clock.All 5 modes (AA AG NAV MRM DGFT) have MFD/FCR memory. Prepare every mode before combat (on ground). TMS Right long shortcut for RWS->TWS.
Missile must fly at target, you don’t have to. Post launch crank (left) away from the other MiG-23 front-right to keep safe while supporting to pitbull.
Why are you on tower freq in combat? Such chatter. U6/V1 for package comms, U1/V1 if you only want to hear from flight. U11 for proximity I think.
Second AIM-120 shot, HSD not visible, were friendlies near target?
“Wingman do this.” “Element do this.” -> “Flight do this.”
< 300KT in combat should be fixed with the urgency of being on fire.
Use HSD central mode or freeze to monitor area.
AI when weapons free are free to maneuver to engage. Rejoin isn’t compatible. Weapons hold.
Your flight has 8 AIM-120s.
Steerpoint 16 is 999+ miles away. Look at the AG FCR cursors pinned to the corner of the MFD.
Use the HSD page. Use your DMS hat to change MFD pages.
Use the missile step button to hands on select CCIP from CCRP.
6 second arming times of course they don’t arm before they hit.
That crunch sound was your jet breaking due to over G, not the SAM exploding.
Attack my target is your “cursor” not your steerpoint not your datalink.The airspace was darn busy. The default tasking wasn’t up to the challenge. Escort-SEAD-Strike was 2-4-4 when it should have been 6-2-2. AI respond a lot better to a longer IP-TGT distance and lead flying the waypoints in order. If you drag out the IP 20nm from the target with your flight on misson and in good formation as you pass the IP @ 20,000’ they’ll call hounddog. 3/4 with BLU-107s free to fire. 1/2 break and circle once to follow with GBU-24As. 3/4 once the low anti-runway pass RTB, pick off remaining targets with LGBs. You have direct control over 2 so he makes a good PGM platform. AI do not require specific targeting for an OCA strike though. They know the assigned target and will employ if given weapons free when they hounddog on the objective rounding the IP.
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New Video
Thanks again Frederf still got some learning ahead for more lol. As for not switching radio channels yeah that something I don’t think about. Did it this video though. As for the AI using BLU-107s I heard they we’re terrible with them. But if they can use them will do that next time. Also is there a chart/list/rule of thumb as far as the AD for certain bombs. I usually end up leaving them on the default setting only because I’m not sure what to set it at. As I do know what Joker means, I know I said I was not sure in the video, but I looked it up after.
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#8
You hit cancel (there was no OK) to change Panther 6’s loadout. You’ll never be able to change an intercept mission’s load since it is created 2m prior to TO and loads are locked TO-4m.
The mission target of an intercept is a specific airborne group. Use “vector to target” to get direction to your specific mission target. Don’t just kill anything, kill your mission target.
Radar elevation is buried in the dirt, very few radar contacts at negative altitude. RWS is superior to TWS for initial detection.
Dogfight override mode will set AIM-9s to cool without having to dig through the MFDs.
You can shoot two AIM-120 on two targets simultaneously if you can track both during support phase.
“Am-ram” not “a-ram.”
Voice command, I recommend investigating Livrot. It understands pages, e.g. “Pusan tower, request QNH.” And it knows to press T-T-1.
ATC commands speeds to ensure separation of traffic. Ignore at your own peril.
Good aerobrake, remember in the 3-point attitude speedbrake open the rest of the way, full aft stick, rudder for centerline. NWS not recommended above 20 kts.
You fired simultaneously with your wingman. His hit first getting a destroyed. Yours hit second hitting a destroyed object which counts as a damage.I don’t understand the crashing issue. It happens to me occasionally. There’s a fair amount of voodoo surrounding Falcon in terms of doing thing like restarting the game every flight or double clicking this or what. I haven’t noticed any connection with player v. ATO fragged flights specifically. My guesses to crashes would range from running out of RAM to some odd exception like one steerpoint time being earlier than the one before it. Recording can stress a system quite a bit so that was my first though. Campaigns seem to crash more than TEs which suggests something about complexity. Who knows though.
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I’d have to test them again but I found AI to be best with free fall bombs especially high drag. They won’t necessarily fly parallel to the runway unless you unleash them from a position where that happens naturally. In real life it’s common to not fly parallel to the runway anyway as that’s exactly where the enemy would concentrate their air defenses. Arming delays in real life come down to the specific model of fuze and the settings particular to that model. The classic USAF time settings on common fuzes are 4, 6, 7, 10, 14, 20. High drags are something like 2.6, 4, 5. But in BMS you can set it to whatever and the bomb will follow suit. It took some research but I think that the BLU-107 has a fixed 1500ms AD which corresponds well to the published delivery envelope limits. You want it to set it to something that would dud before it hurt you if delivered improperly. One unexpected fact is that the AD time shown on the SMS page is the dud/no-dud time. For example if you have 4s nose, 6s tail and select NSTL (both) you’d expect that it’d explode with a 5 second drop since if the nose fuze detonates the fact that the tail didn’t wouldn’t matter. However in BMS N4 T6 NSTL results in “AD 6.0” displayed and it means it. The full 6s have to elapse as if the fuzes were wired in series. It’s weird but consistent. Since the frag threat is less in BMS (fragments can go thousands of feet IRL) and there’s no worry about electrical brownouts during the fall, most people use a very low setting (if changed at all) which is fine so long you accept the risk of self-frag. The word “LOW” on the HUD are there to tell you that the bomb won’t arm before impact. The one last warning I know is that if you loft a CBU from below its HOF in BMS it will fail to function at all when in reality this is possible.
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#8
You hit cancel (there was no OK) to change Panther 6’s loadout. You’ll never be able to change an intercept mission’s load since it is created 2m prior to TO and loads are locked TO-4m.
The mission target of an intercept is a specific airborne group. Use “vector to target” to get direction to your specific mission target. Don’t just kill anything, kill your mission target.
Radar elevation is buried in the dirt, very few radar contacts at negative altitude. RWS is superior to TWS for initial detection.
Dogfight override mode will set AIM-9s to cool without having to dig through the MFDs.
You can shoot two AIM-120 on two targets simultaneously if you can track both during support phase.
“Am-ram” not “a-ram.”
Voice command, I recommend investigating Livrot. It understands pages, e.g. “Pusan tower, request QNH.” And it knows to press T-T-1.
ATC commands speeds to ensure separation of traffic. Ignore at your own peril.
Good aerobrake, remember in the 3-point attitude speedbrake open the rest of the way, full aft stick, rudder for centerline. NWS not recommended above 20 kts.
You fired simultaneously with your wingman. His hit first getting a destroyed. Yours hit second hitting a destroyed object which counts as a damage.I don’t understand the crashing issue. It happens to me occasionally. There’s a fair amount of voodoo surrounding Falcon in terms of doing thing like restarting the game every flight or double clicking this or what. I haven’t noticed any connection with player v. ATO fragged flights specifically. My guesses to crashes would range from running out of RAM to some odd exception like one steerpoint time being earlier than the one before it. Recording can stress a system quite a bit so that was my first though. Campaigns seem to crash more than TEs which suggests something about complexity. Who knows though.
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I’d have to test them again but I found AI to be best with free fall bombs especially high drag. They won’t necessarily fly parallel to the runway unless you unleash them from a position where that happens naturally. In real life it’s common to not fly parallel to the runway anyway as that’s exactly where the enemy would concentrate their air defenses. Arming delays in real life come down to the specific model of fuze and the settings particular to that model. The classic USAF time settings on common fuzes are 4, 6, 7, 10, 14, 20. High drags are something like 2.6, 4, 5. But in BMS you can set it to whatever and the bomb will follow suit. It took some research but I think that the BLU-107 has a fixed 1500ms AD which corresponds well to the published delivery envelope limits. You want it to set it to something that would dud before it hurt you if delivered improperly. One unexpected fact is that the AD time shown on the SMS page is the dud/no-dud time. For example if you have 4s nose, 6s tail and select NSTL (both) you’d expect that it’d explode with a 5 second drop since if the nose fuze detonates the fact that the tail didn’t wouldn’t matter. However in BMS N4 T6 NSTL results in “AD 6.0” displayed and it means it. The full 6s have to elapse as if the fuzes were wired in series. It’s weird but consistent. Since the frag threat is less in BMS (fragments can go thousands of feet IRL) and there’s no worry about electrical brownouts during the fall, most people use a very low setting (if changed at all) which is fine so long you accept the risk of self-frag. The word “LOW” on the HUD are there to tell you that the bomb won’t arm before impact. The one last warning I know is that if you loft a CBU from below its HOF in BMS it will fail to function at all when in reality this is possible.
Yeah I notice that I shot the same time as my wingy during the editing process. I do use RWS, well I should try to but whenever I hit TMS down to unlock the target it will sometime switch to back to TWS. Could be some overlapping commands on the same switch, or maybe holding the button down to long. As for voice commands still working on getting everything set up so that I don’t have to keep saying two for instance to switch the pages. But I will look into Livrot. Yeah I’m still tying to figure out myself what the crashing issue is. Still find it incredibly strange that it only does it when I do my own frag vs having the computer do everything. But again who knows.
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TMS down when no track is bugged in TWS will change to RWS. That’s normal and correct behavior. If you want to drop bug in TWS but remain in TWS, press TMS down once only. TMS right long shortcuts between RWS and TWS. The normal escalation is RWS -> SAM/TWS -> STT with TMS forward and deescalation is the reverse with TMS aft in stages. Generally I search in RWS, bug a contact into SAM to get track file going, shortcut into TWS for neighboring contacts to convert to tracks and possibly step, and finally STT for a hard lock if needed. I probably should make more use of TTS (Two Target SAM) instead of TWS if I don’t need the extra track data. That makes multi-shoot on two bandits safer since I can’t step beyond those two.
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TMS down when no track is bugged in TWS will change to RWS. That’s normal and correct behavior. If you want to drop bug in TWS but remain in TWS, press TMS down once only. TMS right long shortcuts between RWS and TWS. The normal escalation is RWS -> SAM/TWS -> STT with TMS forward and deescalation is the reverse with TMS aft in stages. Generally I search in RWS, bug a contact into SAM to get track file going, shortcut into TWS for neighboring contacts to convert to tracks and possibly step, and finally STT for a hard lock if needed. I probably should make more use of TTS (Two Target SAM) instead of TWS if I don’t need the extra track data. That makes multi-shoot on two bandits safer since I can’t step beyond those two.
Ah ok cool
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Just RE the arming delay, its not the sole thing that solves self frag problems. Still in BMS we have the luck of the Falcon, and are thus immune to shrapnel
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New Video
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Very nice landing at the end, although it looked like a typical Viper wobble when the main wheels touched down, nicely modeled by BMS BTW, not a bounce I thought.
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Very nice landing at the end, although it looked like a typical Viper wobble when the main wheels touched down, nicely modeled by BMS BTW, not a bounce I thought.
Thanks definitely have come a long way my first time landing in my first video. I see what you mean after watching the video again that it was not a bounce. At the time though I kind of got that weightless fell when my wheels touched down, and thought I was rising again.
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New Video
Once you’ve touched down, you need to point the nose 13 degrees in the air to aerobrake. 10 to 11 degrees not quite enough. Good job otherwise!
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I’ve also found the brake chute on those hellenic Vipers very useful… stops the bird like a brick wall
Uwe
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Once you’ve touched down, you need to point the nose 13 degrees in the air to aerobrake. 10 to 11 degrees not quite enough. Good job otherwise!
Yeah still needing improvement, but getting better.
I’ve also found the brake chute on those hellenic Vipers very useful… stops the bird like a brick wall
Uwe
I thought about binding the chute just never go around to it.
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#9
Battlefield air interdiction, the Falcon distinction is that BAI is against an area while interdiction is against a specific unit.
Your assigned target isn’t the 280th specifically. That’s under the air defense threats section “watch out for these guys while you’re there.”
Textile mill would be under installations>war production.
Drag index 358. Enjoy your performance
Don’t set the align knob before avionics, it bugs align. I think it’s OK since both were on prior to power applied but bad habit!
Set HMCS to on and suspend/resume it with DMS down long. Shouldn’t need to touch the bright knob in flight. Suspend it unless you need it.
Flow out of the HASs is counter clockwise along the line. Try the same save as #2 and watch the path lead takes.
Six A-10s passed you, a flight of 4 and 2.
Swing wide lane (right) for formation lineup.
Yay, a good liftoff speed. Your gear lever was up the whole time which is why it retracted without WOW.
That’s an engineer BN (cranes) but tasking is an area target so if it’s Red it’s dead.
Use “attack targets” instead of “attack my target” to assign to target group instead of that specific one. They do go “weapons free” state after a specific target though.
Set TGP to area track with TMS right. No words = slaved to FCR LOS.
Joker, low on fuel but more than bingo.
I see you using rudder to line up CCRP, baaad.
Those -2G bunts cause me pain.
I’m still baffled why you order the entire flight as wingman and then element instead of using the flight menu.
Grab at least 10nm flyout each pass. Being directly overhead does no one any good.
I never see you look at your SMS page. Ripple count? Singles? Pairs? HOF? Arming time?
You never comply with the ATC speed directives.
Traffic advisories are relative to you. Your 4 o’ clock.
You never had landing clearance. Listen for “cleared to land” exactly.
Radio altimeter off?Eight CBU-87s is potentially many passes with no external fuel. AI release CBU-87s in pairs but you were in singles. Even Stud13 only got off 75% of his weapons prior to bingo. Two passes of 4 weapons each would be more appropriate for the short playtime available. Remember AI mirror your ripple settings but choose their own single/pair by weapon type. ACMI review will show that AI will take 15nm+ each pass including a flyout before the first pass unless carefully managed. More fuel and less weapons is wise until a pattern of several successful sorties emerges. Managing a four-ship is a full time job. Ownship systems have to be second nature to give the flight management the attention it deserves. Two-ships are much easier to manage.
Ideally one gets a target group sorted from 20nm away on ingress, lock one up, mark it, and set that mark as your steerpoint. Learning how to use mark points (finally) stopped me relying on the lackluster snowplow mode. Remember GM shows static contacts, GMT shows moving ones. First pass a larger target group is picked, 2 pairs away on the first pass. A higher HOF with 150-200’ between them makes good use of the quantity of weapons. Pairs or singles want to be quite concentrated 300-900’ HOF. Second pass either as another 4-stick or pairs if the targets are smaller and the fuel/threat situation allows a 3rd pass. After each release, turn back to base and keep going until you’ve got 15-20nm before turning back in. Trying to hover over the target area is the classic mistake: slow by trying to go too fast.
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I’m really enjoying both Jojcib’s videos and Frederf’s detailed analysis. Thanks for taking the time, guys!
Uwe
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I was wondering why the text label was up for that battalion and I found the same thing in a personal BAI mission. It turns out it will name a BN in the brief as a selected target. I’m pretty sure BAI is against an area but it certainly selects one BN as an example target. Learn something new every day (forget two others).