The F-22 and F-35A both have guns. The F-35B and F-35C do not have guns.
Posts made by Tirak
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RE: Chengdu J-20
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RE: F-4 Phantom
I know there’s not a great chance of getting a new cockpit for it any time soon, but will there be a version with the F-16 cockpit with F-4 wings?
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RE: Pave Claw
But the stock Phantom and cockpit are so ugly, and I don’t know how to swap them out for the new models
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RE: Pave Claw
When someone mentioned a gun pod I didn’t twig that they were referring to the official A-10 replacement
This is a masterstroke of near 1000 extra rounds to fire at those evil defenceless fuel trucks. Okay so seems be as inaccurate as the real thing and those trees keep getting in the way - well that’s my excuse anyway:dance:
Wait so which F-16 gets the gunpod?
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RE: EA6- prowler/A6 Intruder version
Heatblur has also expressed interest in making an A-6E module for DCS. As of this writing they’ve only confirmed they will be making an AI version of the aircraft, though they have indicated that should they be able to secure a license on appropriate terms, they want to produce a full module.
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RE: F-4 "Short Nosed" Phantoms
Phantoms are such sexy aircraft, and I love that you’ve been giving us a bunch of overhauled versions. I just hope someday soon we’ll get an upgraded cockpit to go with them
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RE: Israel 1980s - UOAF edition
I’m not sure I understand, are you saying that there’s a technical limitation or that it’s not era appropriate? If it’s a technical limitation, that’s a real shame. If it has to do with era appropriateness, then I have to say I’d prefer the Mirage 2000 cockpit to the A-10 if for no other reason than when looking over my shoulder I’d see an aircraft at least vaguely resembling the Kfir i’m pretending to fly in, vs seeing the broad flat wings and top mounted engines of the Hog.
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RE: Israel 1980s - UOAF edition
Hey Gas, quick thought. Not sure how much you can do about cockpits and aircraft, but it seems to me that the Kfir being a Mirage variant would be more at home with the Mirage 2000 cockpit. Given that the hardpoints are as far as I can tell the same, that would make the over the shoulder glances feel less out of place when you fly it.
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RE: F-4 Phantom II – New pit?
Hello, All!
I was wondering if anyone knew if a new Pit was available for the above mentioned jet. Sure would like to do a Ramp Start on that sucker!:p
Tom Mallinson
Radium has said he’s going to do an F-4EJ Kai pit, but it’s anyone’s guess as to when that releases.
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RE: Bugs and issues Nordic 1.0
I’m not sure if this is the right place to put this, but it is the Bugs and Issues thread, so here goes.
The F-35 armament is… in a very odd place right now. I’m not sure by accident or design, but the weapon options available are very limited compared to its actual capability.
The F-35 only has room in its bomb bays for 1 bomb per bay. Whether it be a GBU-12 or a GBU-31, it can only carry one per bay. The F-35B cannot carry the 2000lb GBU-31 and is limited to the 1000lb bomb the GBU-32, which it currently does have access to in game.
The exception to this rule is the GBU-39, which it can carry 4 per bay.
Right now in game, only the GBU-32 can be carried, and it is incorrectly set to be carried 2 in each bomb bay. The reason for this is the door mounted pylon has been set to allow mounting of the GBU-32, whereas in real life, this mount can only carry the AIM-120.
The F-35 Wing Pylons should be able to allow carrying of the AIM-9X on all six pylons, currently the AIM-9X can only be carried on the outer pylons, the middle pylon can only carry an AIM-9M, and the AIM-120 can only be carried on the inner most and outermost pylons, which is incorrect, the AIM-120 should not be equipable on the outermost pylon as it is too heavy for the mount, only the middle and inner should hold it.
The only ground attack munition in game currently carried on the wing pylons is limited to the ASM JSM on the inner and middle pylons, and the Mk. 82 LDGP on the inner most pylon.
In real life, the middle and inner pylons can be used with the same ordnance as the F-16 and utilize the BRU-57 mount for dual carriage on these pylons.
So, in summation, the following list should be used:
Outer Wing Pylon: 1x AIM-9 series ONLY
Middle Wing Pylon: AIM-9 series, AIM-120 series, AGM-65, All GBU series bombs, All Cluster munitions, Rockets, All Mk. 80 series bombs, AGM-154 JSOW Ground munitions compatible with BRU-57 to be mountable using said system.
Inner Wing Pylon: AIM-9 series, AIM-120 series, AGM-65, All GBU series bombs, All Cluster munitions, Rockets, All Mk. 80 series bombs, AGM-154 JSOW, Ground munitions compatible with BRU-57 to be mountable using said system.
Bomb Bay Door Mount: 1x AIM-120 ONLY
Bomb Bay: GBU-12, GBU-31, GBU-32, GB-54, GBU-39, CBU-103, CBU-105, AIM-120As stated earlier, the Bomb Bay can only carry one of each type of bomb, though an exception for the GBU-39 allows 4 per bay, and in the bomb slot 2x AIM-120s should be carryable.
The F-35B cannot carry 2000lb weapons internally.
Furthermore, it seems very odd to me that the F-35Cs are land based, and yet there is an F-35B squadron based on the carrier. It seems to make more sense that all Cs would be carrier based, and land based F-35s be a mixture of F-35A and F-35B.
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RE: HMCS Questions
Your approach seems very weird to me, you say you can’t feel the jet, and so have to look forward, but why? What in a dogfight makes you think you need to know your exact AoA? You should be looking at your target and using them as your frame of reference. Your HMCS displays the 3 critical pieces of information in a dogfight, Speed, Altitude and G. Altitude is there so you know how much life insurance you have, you can convert it to speed to pull tighter, or keep an eye on it to keep yourself from splatting into the ground. Speed and G are the active variables, push burner and pull until your speed drops to around 350, then ease the stick, then pull again, keeping on that line. If you’ve got to pull too hard to maintain speed, you trade altitude to keep that speed.
At no point in a dogfight does it matter what your AoA is as long as you keep in mind how fast you are and compare that to the number of Gs you’re pulling, and you don’t need to see the ground so long as you set up your altimeter properly and give yourself a nice cushion.
For Acquisition, I’m not sure what you mean here, but you can gain off boresight fixes by doing TMS Up (I think it’s TMS UP LONG) and a circular reticle will appear infront of you. That reticle is your new Boresight lock circle, turn your head until it goes over the enemy aircraft you want to lock. If it’s beyond radar gimbals, then the circle will not follow and limit itself to how far it can go. If you’re using an AMRAAM you obviously can’t shoot at a high off boresight, but if you’ve got an AIM-9X or a Python V missile, press Missile Uncage to uncage the seeker and it’ll give you a lock tone on the target and flip off the rail, over the shoulder into the enemy.
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RE: Israel 80's campaign
Exactly the problem. Well that and a lot of the roles have to be taken over by F-4s and lack of access to the DED is a problem because of how reliant Israeli aircraft are on it for extra weapon functionality. I tried looking around for a tutorial on how to do it, but I couldn’t find anything that made sense to me. I stopped working on it actively after we parted ways, though I did plan to pick it back up after the new Kurnass model was done and hopefully a cockpit from Radium was finished.
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RE: Israel 80's campaign
We really need an early 80’s Israel theater!
The Korea 89 campaign has gotten a ton of use in my circles. It’s back to the basics with a really brutal difficulty level. NOE, dumb bombs, heaters, no data link. Just think of all those knife fights over the desert!
Anyone interested in taking on this project?I had been working on an edited campaign using the campaign tools and very little knowledge of how Falcon worked. Basically it was just switching squadrons around, changing the equipment to be older versions and the like. It wasn’t that difficult to do, though limiting weapons to only be specifically those available at the time wasn’t something within my capability as I wasn’t looking to overhaul the theater, just mess with a save campaign. My campaign files should still be on your forums if you go looking for them.
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RE: Difference between TGT STPT, STPTs and WPN TGTs?
I thought so too but it doesn’t seem to be that way. I tried to assign steerpoint 2 to the airstrip you see on the top left hand corner of the map:
I clicked “Accept” but steerpoint 2 is still where it was before…
Your steerpoint on the map will not move, however when you go into 3d, and select STPT 2, it will be at the location selected in the Recon screen. You can double check this by opening your DTC and selecting Steerpoint 2, it will indicate what the target is, and its exact LatLon coordinates.
Your DTC cannot be open while selecting targets on the recon screen, and you should save your DTC after verifying the targets have been saved.
There is no way to check WPN TGTs in 2D, only on the SMS page in 3d after programming the weapon.
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RE: Difference between TGT STPT, STPTs and WPN TGTs?
You are correct on what they mean. Weapon Targets as far as I know are only used in the Isreali Theatre to program SPICE bombs. A Target Steerpoint entered as a WPN TGT will add to list that is used by those weapons.
If STPT is selected when you click Accept, then it will change whatever Steerpoint number you have selected to those exact coordinates. You use these to target GBUs simply by selecting the corresponding Steerpoint.
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RE: M6 BL doom and Air Intrediction
There’s a few ways to do this, at UO we recently concluded an Isreal/Egypt campaign, and we set a fairly solid hard deck at 13,000 for this very reason. The simple answer is PGMs, weapons like the GBU-54 and GBU-12 are both laser guided and can easily nail armor, and given the somewhat tight formations that the armor tends to use, you can generally nail 2 or 3 of them at a time. During the campaign, we managed to bottle a few armored battalions ontop of each other and were nailing 4-5 per drop, it was a turkey shoot.
CBU-97s from 27,000ft using dive bombing profiles were also popular. Lock the target with the TGP, then when the drop symbology is shown, roll inverted and pull, ID your target, switch to CCIP and drop with some lead, always making sure never to break the hard deck… Using CBU-97s and a fairly high burst altitude, you can nail quite a few this way, and it was by far our most popular tactic as you could dump several in one pass and be out much sooner than orbiting with laser guided bombs.
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RE: F-4 Phantom
The Terminator is a pure A2G player, no A2A capabilities. No tgp thought but, is using the Mavericks up to G model, AGM-142 Popeye (either autonomous or with the asw-55 datalink pod), and the new SOM missile (either autonomous or with the aww-9 / -11 datalink pod), which is considered more capable than the SLAM-ER (which is available on the THK Viper fleet using also the aww-9 /-11 dl pod).
Not even Sidewinders?
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RE: F-4 Phantom
Will this be released as a separate download or only in future versions of BMS?
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RE: F-104J / F-104DJ / F-104 ASA/M / F-104C / F-104G /
How this thing can fly is still mystery to me. Superb work, carry on mate
It’s repelled from the ground by how ugly it is.
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RE: F-4 Phantom
I hesitate to ask since it’s kind of off topic, but have you had any luck with someone showing interest in making a cockpit for this?