Spitfire Bombing

Written by Phil on . Posted in DCS Spitfire, Latest

I had heard a while ago that the ability to add bombs to the Spitfire was added but I have been so engrossed in the Viggen and practising case 1 recovery landings in the Hornet that I simply didn’t have the time to see how they were. It turns out they are a lot of fun to deploy.

So of course, I loaded the Normandy map and placed some Russian APC’s in a field not too far from me and gave them orders to drive about a bit and enjoy the countryside.

There are many bombing profile tutorials on YouTube etc,If you want to know how to do it properly but I didn’t bother with those and just kind of worked it out on my own. This highly technical approach involved me pointing the nose of the aircraft from height at the targets and then dropping them when I thought I was close enough. Straight from the manual stuff.

Indecently that “other thing” that you can see falling with the bomb is my left aileron that was shot off by the Russians.

Bombing Russian APC’s With A Spitfire.

Flashpoint Campaigns

Written by Phil on . Posted in Latest

I’ve been waiting a long time to get Flashpoint Campaigns Red Storm. The price for me was way over the top but Steams Summer Sale have it for £10 and that I could not refuse. I’ve really enjoyed seeing others play this and the Cold War era is what I want to play at the moment. Can’t wait to get stuck into this.

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”