DCS F/A-18C CASE I carrier landing

Written by Phil on . Posted in DCS F/A-18C, Latest

Ever since this module was released in early access, I have been putting many hours into learning, training and practising carrier landings. This module is a complete game changer. Real F/A18C Hornet pilots have been flying the simulation and discussing the flight model, real life procedures and how to do Case 1 recoveries. They fly it and you can see the skill level. Fantastic!

It’s all about hitting benchmarks during the approach.

1- Enter 10nm diameter orbit over the boat at 2,000 ft at 250kts using BARO hold and ATC

2- Set TCN to the boat and set boat TCN course line to heading

3- Set up the jet: hook down, displays, heat, radalt to HUD, anti-skid off, hook bypass carrier, and radalt gauge to 370 ft

4- Break the 2,000 ft deck when abeam and behind the boat and approach the boat from the starboard side. Pass the boat at 350 kts

/ 800 ft

5- When at most 1.5 nm ahead of the boat (closer if you are more seasoned), break into the pattern

6- Gear down and flaps to full when below 250kts

7- Level off on the downwind at 1.2 to 1.3nm abeam the boat’s course line

8- Establish 8.1 on-speed AoA at 600ft. Power and trim.

9- Once the boat’s round down on the stern is visible, roll into the groove with 30 degrees of bank in gradual decent (100-200 ft/min) for the first 90 degrees of turn.

10- Roll out on groove and adjust height with power to keep IFLOS ball centered. Combat recovery 8 seconds in the groove or 12-16 seconds for standard groove time.

I can get an “OK Pass” (which is a grade the Landing Signal Officer gives for every approach) about one in twenty. The challenge is huge but if you put the hours in the rewards start to come.

If you are interested in Naval Operations and in particular carrier ops. This really is worth getting even in it’s current early access state.

The Air Combat Tutorial Library

Written by Phil on . Posted in Latest

A fantastic YouTube channel. The tutorials made here are all applicable to just about any combat flight simulation you might use. No matter how good you think you are these fundamentals are a must to learn. Really well put together but above all else absolutely relevant.

https://www.youtube.com/channel/UCwV5RLX7mkaDy5gTIiuwGmg

 

The Harrier-air to air – Part Two

Written by Phil on . Posted in DCS Harrier, Latest

In part one the set up was fairly simple.

  • Head On.
  • 16000ft.
  • 500 knots.
  • All aspect IR missiles
  • Mirage 2000 v Harrier.

In part two all of the above except guns only. Now I have to really work hard to have any chance of getting behind the Mirage.

In the left MFD I select the guns. This changes heads up display symbology. I then select Master Arm On (bottom left)

 

This is called a RIGHT – RIGHT head on pass. Extremely close.

 

In the first turn I loose the bandit in the sun. Not a great start. Only seconds have passed since the merge.

 

Looking back the bandit is now clearly in my deep 6 o’clock. I am in deep Sh#!

 

The bandit lets rip and blows my right wing off. I am at low level.

 

Eject! Eject! Eject!

 

I make it with just seconds to spare. The Mirage fly’s off into the sunset.

 

This all happened within a few minutes. On this occasion I think I can safely say “I got my ass handed to me”

The Harrier-air to air – Part One

Written by Phil on . Posted in DCS Harrier, Latest

The Harrier During the Falklands War scored 20 kills with 0 loses in the air to air roll. However 2 were lost from ground fire, 30mm AA and a Roland missile. 2 were also lost to accidents.
The skill and bravery of the Argentinian pilots were without question. They were highly trained and highly motivated.

I know DCS Harrier is a different version to those that fought down in the cold, south Atlantic but ever since reading Sandy Woodward’s 100 days I have always been interested in having a go at some dog-fighting in a Harrier cockpit with the AIM 9 Sidewinder against supersonic jets and seeing what happens. Not a scientific approach I know but a lot of fun none the less.

Part 1 is a set up using just the Sidewinder. In Part 2 it’s guns only both have very different outcomes.

I set up against a Mirage 2000. Fast and manoeuvre this is going to be a formidable foe.

Head on from about 2 miles I get the growling tone from the sidewinder followed by the familiar screech.

 

FOX 2 !

 

All aspect sidewinders were certainly not available for the pilots flying Jump Jets during the Falklands War. This is all to easy.

 

Boom! End Game!

 

OK, so all aspect is just to easy. In part 2 it’s guns only followed up by rear aspect only missiles.

The Best Squad Based Tactical Wargame

Written by Phil on . Posted in Latest

The best game I have come across that tries to implement a basic attack by an infantry section (squads for most other armies) has to be Brothers in Arms by Gearbox. The whole game was built around such an attack. Taking these tactics to a larger scale seems to be quite difficult. Combat Missions, it could be argued do a good job but anything larger than company-sized attack’s become time-consuming because of the micromanagement. That’s not a slight on what is a fantastic tactical war-game but just in the context of this overall look at games, it applies. I always find myself coming back to Command Ops but I feel the maps need more functionality and detail.
So what is all this? What the hell am I going on about?
Over the last 5 or 6 years, I have been looking for that perfect war-game, for me and I really mean that in a selfish way. Time is ticking and I can’t make games.

So the question is what do I want?

The List

1. World War 2 or anything up to about 1970.
2. Phases – like Graviteam have implemented 3 or more in-depth phases that really work together.
3. Hands off higher command order system.
4. Logistics. It simply has to be there. You can’t fight battles without out it and it provides so much more to think about and forces you to think so much more about what you are doing.
5. Maps. Great big maps. Small maps for detail medium maps for focus. These maps have to be great to look at. Grid references, contours and lots of detail.
6. Combat support. Artillery, Recon, Armor, and Air. Make these systems really good to use with a great UI.
7. Emphasis on land battles. Don’t try and do the whole theatre. Battalion scale.
8. Detailed equipment with an emphasis on real effective weapon ranges.

And that’s it I suppose. Not much to ask is it? 😉