well, was it the ‘saved loadout’ fuel slider moving?

Latest posts made by Axe
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RE: WIERD SA-10 BEHAVIOUR
Excellent work! Your video shows what I’ve been seeing.
It would be easy to go with 2 Harms after the 5 and come back with no kill!!! Sneaky 5!
I noticed your Harm shot killed at 1 min 51 secs (kinda hard to see but that’s what I thought)
That tells me you were a little closer than usual. But the 2min approx timing always is a good reference.Yeah, instead of going off and on a lot, the 10 just fires more at you!
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RE: WIERD SA-10 BEHAVIOUR
I don’t know if that matters, I fly by myself on this testing though, so I’d say since it’s unknown (to me and you) make the change to full Ace, and redo the test.
You are getting the kill, and that’s what matters most. But originally you were concerned why they didn’t turn off, so you may still see it sometime ( for whatever reason)
If you can get it to do like for me, then you can train against it and be ready with a plan if you come across it later.Maybe they really didn’t know (or suspect) you fired. You did a little different than me. I just use HAD lockup and fire, then unlock.
Does your method entail more secrecy? Perhaps it does, I don’t know. So you could try also just HAD like I do and see.
Let me know if it does so I can start doing your method.:DI can’t do video. Also don’t have u tube sign in. I just do ACMI. I like ACMI a lot though. Sorry.
So my advice is to monitor and learn time of kill, and know how long that is. If they go out a lot sooner, it’s not a kill, it’s a trick. They come back on.
That’s what I’m seeing anyway.
For your shot, max WEZ on the 5, time of kill should be harm launch time plus approx 2 mins. If not sure if you got the kill, just re-enter it’s threat circle, a little.
You should know pretty quick. -
RE: AI and flight planning in 4.34
Roger that my friend.
I will trust!
regards, back to un-Hijack!
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RE: WIERD SA-10 BEHAVIOUR
Your video is too short for me to judge their behavior without the other data.
I know there is limited amount for doing these video’s, so not a criticism.
The video starts with you at beam. But if there was one thing for me to know for your video it would be the debrief kill time.
But not to worry. Just like we don’t always take off from same heading, they (SA-5) maybe don’t always do same thing.
Sometimes we get the kill. Sometimes they try we still get the kill. Sometimes they win.
I don’t see how you never saw it (the sam go off) on all those attempts with SA-5.On your 1st SA-10 video, thr RWR was naked at 9:02:53 for 1 sec. (or Beam?)
On your 2nd SA-10 video the RWR was naked at 9:03:32 for 3 secs. (or Beam?) I don’t think so here.Just now on my SA-5 attempts I saw it. Wasn’t beaming. I only have ACMI so it won’t show the RWR, but I took notes while flying.
9:19:21 fired Harm 1
9:20:03 goes RWR naked
9:21:16 harm hit ground, miss.
9:22:06 SA5 back on RWR9:23:20 fired Harm 2
9:25:01 RWR naked
9:25:05 B come back on
9:25:10 Harm hits B
9:25:50 5 comes back onI extend and re-enter threat circle, SA-5 launches more sams at me.
This is just a test. Don’t worry about me, I can get them every time if I want.
Just a change of tactics. But for test I’m not testing me, I’m testing them.A Question, are you flying at Ace level. Maybe that’s it??
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RE: AI and flight planning in 4.34
The fix will be a problem for my method of doing it, if I understand you correctly. You mentioned that the TAS will remain the same based on a relation between leg distance and leg time.
Can you tell me how the fix will be ok for me if I do this: (my method)
The first thing I usually change is the leg distance. (This is where I bet we may differ in approach, just a guess.)
For instance, if I frag a DCA and change the patrol stpt’s location, which is usually I add more miles apart.
Doing that with unlocked speed will almost always generate red lines and slows me down to repair.
So, in the past (pre-4.34) I had to lock speed on all the steer points in order to proceed with my distance changes then I could do any finer tuning should I feel the need to.
If TO time is locked time and speed, but only speed on other stpt’s, when I adjust the distance the time automatically adjusts, and without red lines.Now, with 4.34 all speeds ‘are’ locked and I can move the automatically generated stpt’s to where I want really quickly.
I’m in and out doing another frag.What am I missing? Will I be able to move stpt’s the first thing edited, as soon as mission is created, after the fix.
my apology for not being more detailed to begin with,
thanks Dee-Jayedited to apologize kyros, for hijack. I’ll end that promptly.
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RE: WIERD SA-10 BEHAVIOUR
Interesting video, but I cannot conclude from that. What I see could easily support my observations too.
But I cannot tell, so I need to know, based on this video of SA-5, what specific target your Harm destroyed, and at what time did
you fire the Harm and what time did it make the kill. And one more thing, what is your kill confirmation.That would help me. No rush on my end. But reference this same video is important.
In the meantime, I’ll go run some more tests.
regards,
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RE: Possible bug AGM-65 and ships
Stevie, my sample size for moving ground targets, and buildings (for this recent spate of testing) was pretty small.
I felt I could make a conclusion, of sorts, anyway. I went from missing a lot of the ships to hitting everything else.
(weird thing is the ACMI showed visual hits on all the ones debriefing said were misses.)
I suppose (??) that’s one way to lower the PK, or it’s a side effect.I’ll do more as time permits.
thanks,
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RE: WIERD SA-10 BEHAVIOUR
Doesn’t that make them easy targets for my HARM by constantly emitting? Since I turned back, they should have suspected that I have already shot a HARM right?
They knew your distance, and how much time they have. From where you fired they had about 1:45 time to play with.
They could turn off immediately, or they could continue to track you to monitor your egress, and still turn off in time.Fight the SA-5. They really play with this concept. And therefore are harder to kill than the SA-10. ……in my opinion.
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RE: Possible bug AGM-65 and ships
Follow up on a little testing with the AGM-65G:
Buildings–-100% hits
Moving ground targets—100%
Ships—50 to 75% or something around that.I didn’t see this in 4.33
My postulation: PK has been reduced for AGM-65G on a Ship.Like Stevie said, I guess it’d make it more realistic like this.
I’m going with this conclusion until someone explains it better.