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Old 06-25-2009, 02:02 PM   #31
[R-DEV]Rhino
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Default Re: Add 1 more fighter to kashan and remove their bombs

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Originally Posted by [R-DEV]Masaq View Post
Meh, the AA missiles shouldn't launch without lock.
that is in fact possible but not 100% sure how realistic it is.


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Old 06-25-2009, 02:24 PM   #32
Nemus
Default Re: Add 1 more fighter to kashan and remove their bombs

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Originally Posted by [R-DEV]Rhino View Post
that is in fact possible but not 100% sure how realistic it is.
Its unrealistic
AA missiles can be launched without lock.
Radar missiles can be launched with MADDOG launch and they became active immediately.
IR can be launced uncaged or caged (behave like rockets)
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Old 06-25-2009, 04:11 PM   #33
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Default Re: Add 1 more fighter to kashan and remove their bombs

The type of close range AA I've operated, IR guided, required a lock before it could be launched.. Otherwise it would not do anything, it was probably part of the failsafe mechanism.

Anyway, they are probably programmable to be launched under any circumstances...
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Old 06-25-2009, 04:30 PM   #34
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Default Re: Add 1 more fighter to kashan and remove their bombs

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The type of close range AA I've operated, IR guided, required a lock before it could be launched.. Otherwise it would not do anything, it was probably part of the failsafe mechanism.

Anyway, they are probably programmable to be launched under any circumstances...
Something that needs to be looked into. In game I don´t think its possible. Irl I think radar guidad missiles can be launched without lock and then the lock aquired, but I am not sure if thats only ground or airborne aswell.

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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 06-25-2009, 04:37 PM   #35
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Default Re: Add 1 more fighter to kashan and remove their bombs

If the aa has a lock sometimes flares wont do anygood even if you dont launch the instant you lock. We were waiting for more members to arrive for a practice session last night and I was on a manapad as a Mig flew over out main. In the 5 seconds it took him to get out of my range *I never fired* I had a lock on him the entire time even when he popped flares.

In live games ive gotten similar results, the Mig doing strafing runs on a position near North Bunker, I just grabbed an aa kit from a crate, he flies over again doing another strafing run and a few seconds later he was dead in the skies even when he deployed several flares.

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Old 06-25-2009, 04:54 PM   #36
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Default Re: Add 1 more fighter to kashan and remove their bombs

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I love how Alex always asks for as much realism as possible but promotes unrealistic tactics at the same time
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It was during one of these CAP missions, at 2:00am on January 30 that two Canadian pilots, Maj. David “DW” Kendall and Capt. Steve “Hillbilly” Hill were called upon to attack an Iraqi patrol boat, a TCN-45 which carry the deadly anti-ship Exocet missile and anti-aircraft guns. Both aircraft strafed the speeding boat, well illuminated by moonlight, with observed 20 mm cannon hits. Passes were made to try a weapons system lock for the-air-to ground Sidewinder, but the boat’s heat signature was insufficient. In a subsequent pass, Kendall received a full system lock on air-to-air mode and launched a Sparrow missile which impacted the water close to the boat. This event represented the first instance of Canadian forces firing on an enemy in a declared combat since the Korean War. Otherwise however, CAP missions proved to be relatively routine. The armourers were frustrated with the lack of work.
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I love how Rhino always calls things unrealistic without finding out whether they are or not.

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ye well the AA missiles use to fly upwards after a certain period of time if they had no lock so they couldn't be used on ground targets but someone changed it (think it was CAS when he was doing the missile tweaks) probably by mistake but ye, adding that back in would be the most effective way to stop them from being used as air to ground rockets
I didn't change it, but the missiles are not affected by gravity unless they reach max speed. And considering that is around a kilometer per second, its not going to fly up until its out of view distance. Besides, they don't fly up in real life, and they have been used in the AG role in a pinch. If we're talking realism then lets talk about the arming delay on LGBs.
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Old 06-25-2009, 04:54 PM   #37
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Default Re: Add 1 more fighter to kashan and remove their bombs

[QUOTE=Elektro;1065150] Yes as you might expect i am a flying whore ;b but you know what i am proud of it !
[Quote/]

If you are a flying whore, Then I am a flying bitch!!!!!!!!!!!!!

Flying FTW!!!!!

Anyway back to topic, I like the idea, I always fly the F-16 in Kashan, And at the beggining I search for the MiGs then go to JDAM, Sometimes the MiG gets on my 6 when I dive to bomb, But thank god I am a good pilot and I know how to escape, if there was another F-16 to help me while I bomb it would be better

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Old 06-25-2009, 05:03 PM   #38
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Default Re: Add 1 more fighter to kashan and remove their bombs

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Something that needs to be looked into.
Yeah well, that missile type has been replaced already, I don't know how intelligent the new IR guided AA-missiles are.. The key anyway is the coolant, the source for it is at the launch pad, not in the missile itself. The missile will use the given coolant from the launchpad to keep the seeker active till it reaches the target, in portable uses the coolant is activated only after there is a target on sight... I cant remember the exact times, but one 'battery' can only keep the seeker efficiently active for few seconds, then the battery needs to be changed. It will work, but wont pick up lock so easily.

This way you dont need to carry huge loads of these gas batteries with you, as they are only used when needed. In mounted platforms the seeker can be active longer, because you usually have steady and larger supply of coolant available.

If you just launch the missile without giving coolant, I dont think the seeker will be able to do anything because it can't see anything.

Just writing out of memory, it was long time ago

/ I dont know what you are fighting about, but it looks like using AA-weapons against ground targets? They lock on anything if they find enough heat.. And nothing prevents you launching against it, they are precission weapons.
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Old 06-25-2009, 05:12 PM   #39
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Default Re: Add 1 more fighter to kashan and remove their bombs

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I love how Rhino always calls things unrealistic without finding out whether they are or not.
lol, I was going off what Alex said with it being unrealistic and I have never heard of it before, I doubt it's common practice and more of a backup?


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Old 06-25-2009, 05:12 PM   #40
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Default Re: Add 1 more fighter to kashan and remove their bombs

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lol, I was going off what Alex said with it being unrealistic and I have never heard of it before, I doubt it's common practice and more of a backup?
Same as in PR.
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