JSOW frustration
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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?
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But this does not make sense… I also can get shot down by a jet I shot down before his IR missile hits me… the missile is still there…
In the other direction I just need to kill the enemy before he hits something and all is okay? A weapon in the air should be a weapon in the air… do not know how this point is coded.
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Yeah… Well maybe it makes more sense if you consider that even shutting your computer down, your missiles should still hit the target :P. I see what you mean, it should work anyway. It’s the way it’s programmed that makes it so. Don’t turn 3D (End Mission) too soon. Wait a couple minutes to be sure, then do. And tell us the result, which, hopefully, will be that you didn’t loose a F16 to a battalion.
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JSOW is a standoff weapon (and I mean massive standoff), you shouldn’t have to get anywhere near a target for IR missiles to even be a factor. Target with either FCR or TGP, you’ll easily get 20-25 miles standoff. Set the final attack azimuth to align with your target, drop in tandem, trail, or single and watch the carnage on the ground. Is this how you’re employing the weapon or are you trying to do it like more traditional LGB/GBU or unguided bombs where you need to get fairly close to the target?
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I have been about 45NM away… then turned away joining an air combat. About 3 minutes after dropping the standoff weapons I got shot down and all 8 missiles disappeared… That is the strange thing.
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I have been about 45NM away… then turned away joining an air combat. About 3 minutes after dropping the standoff weapons I got shot down and all 8 missiles disappeared… That is the strange thing.
Altitude?
If you’re flying high, my only guess is you’re getting popped by SA-10, which do not produce a RWR launch warning, only a MUD spike, which knowing Red Dog’s training TEs, probably is the case. No IR missile can generally hit you above 10,000-15,000 ft, so it is probably radar guided and from a high level threat.
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Altitude?
If you’re flying high, my only guess is you’re getting popped by SA-10, which do not produce a RWR launch warning, only a MUD spike, which knowing Red Dog’s training TEs, probably is the case. No IR missile can generally hit you above 10,000-15,000 ft, so it is probably radar guided and from a high level threat.
He mentioned an IR missile only as an counter-example, for his JSOW disappearance, not to explain why he was destroyed. Beside this point, yes, it furiously whispers it’s a SA-10 story.
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If the the launch is 45nm out and you turn and go into A2A engagements, then you’re most likely to far out of the JSOW’s bubble when it approaches the intended target.
C9
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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?
Hi Kuhprah hope your well.
As our good friend Chief Cloud has pointed out…
If you get shot down stay in 3d to maintain the bubble the J-slows exist in.
If your dead, there is no 3d to even have a bubble.
If you turn around and travel away you are risking the missile going 2d, along with the target, with little chance of it producing any results, we proved this with long rang Anti Radiation munitions ages ago.
The boys from BMS have made some changes to missile bubbles in the last year or so, therefor I need to look at these things again, now Im flying a bit more recently. -
45 miles shouldn’t produce that, imho as that’s well within the distance you fire at SA-10s with HARM or SA-5s, so I don’t think it’s aggregation, unless he is going 2D after shoot down. That should be the only reason. In fact, Shadow you started a thread way back in 2015 where I-Hawk alluded that the weapon itself doesn’t need a bubble and isn’t coded that way because it would be too limiting way before 4.33 was even released.
https://www.benchmarksims.org/forum/showthread.php?21798-Unit-Bubble&p=317068&viewfull=1#post317068
Yes there is no temp bubble for weapons, only for the weapons seekers when used while still on the pylon (Mav/HARM seeker), as I stated above.
Temp bubbles with timer is good only for relatively short range and fast/dropped weapons (e.g Mavericks and bombs). For weapons with longer range and slower speed (e.g JSOW, JSSM) using a timer is kinda limiting.
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https://www.benchmarksims.org/forum/showthread.php?21798-Unit-Bubble&p=317068&viewfull=1#post317068
This is post #31 from that link, same page, I-Hawk responding to ED_1:
Yes, you have to be careful with bubbles size from small to large if player, AI etc interact . you need to make sure longest weapon range the bubble for unit is always higher and with missiles or long time of flight make sure if turn around there large enough or you get miss as launch ac leaves area .
Yes but the thing is that temp bubbles doesn’t have to be linked only to jets
We’re not talking temp bubbles here.
C9