I've always wanted to try buddy lasing from ground units with someone playing in Combined Arms. With the short 5mi range of the rockets you could have everyone on the ground using 1688 to call targets. Then The A10s could swoop in and out of the AO firing rockets. You'd have a pretty high "rate of fire" with the bombing runs since the A10s wouldn't need to aim as much or fiddle with the t-pod.
I doubt that more than 4 shots will be effective as you'd normally be moving towards the target at the same time and need to increase the time spacing between shots. But even that is good enough. You can also use the ripple single mode to an amount of 3-5 depending on the tank type. If you're going to hit the upper side behind the turret from behind, this can even kill a T-90. So killing tanks definately is possible, but it's not easy and definately takes multiple hits. Saw that on ralfi's channel. One thing to know is the max range to be 6.8nm as per documentation, but you'd better shoot from 6nm to make sure all goes right. Past the max range, the battery on that rocket will run out of juice which makes it loose guidance and start spinning again, going ballistic.
It’s shit in air to air, provided that its opponent keeps its distance. When the two merge into a dogfight, the A10 is slow but can turn incredibly tightly. Your best strategy in the A10 is to dodge missiles until you merge, then turn into the target and fire off missiles ASAP before he can even complete his initial turn.
I remember back in FC1 when the Su-25T was new, the Vikhr was THE most dangerous A2A weapon in the game. It could match any maneuver, had infinite energy, and 1 hit would vaporize an F-15. Once you were in Vikhr range, it was deadlier than an AMRAAM, by far.
ngl this is amazing. everything about this dlc upgrade makes the good old a-10 feel like a spaceship. especially the new hms, which is totally ridiculous and looks like something out of a video game.
just spam like one to three of them every 7 seconds once you're in the 5 mile attack range after designating some AAA targets. target the furthest enemy, then begin firing. once the first rocket hits, switch to the next target, repeat until you have multiple enemies dead.i like to run with 42 AP rockets :DD
@@PatrickRatman That's actually a pretty good attack strategy. Especially if you set up markpoints on all your targets from range. Set your markpoints, set SPI to markpoint, slave tgp to SPI, get in range, laser on w/ latch, spam rockets, then just cycle markpoints as targets die. Stealing that.
@@noahhastings6145 yep y'all get it. Just make sure to designate at and fire at the furthest target first leading up to the closest. The rockets lose more energy the more time you take and every time they turn to a new target so by targeting the last enemy in range you ensure there's enough energy for the next volley to make the turn to the new target.
The distinction that was made is that guided missiles are all-in-one packages, indivisible, while these are Hydra-70 rockets with a guidance package strapped on. Splitting hairs, but that's .gov/.mil contracting for you.
Absolutely love the APKWS. If you fire them in intervals you can switch targets and the rockets will follow. I was able to destroy a convoy of 10 BTRs in one run doing this.
Cap if you haven’t already I recommend looking at ralphi dudes new video on the A10C, he shows the results of a bunch of testing with the rockets and it’s quite interesting
I love your videos, but this video is contradictory to what you posted when setting up your controls initially for the A-10C. I use the same stick as you so I have the exact same buttons and switches. It looks like you have changed things around from when you first posted.
This is your A2G weapon for the F-104C in Ace Combat 7 acecombat.fandom.com/wiki/F-104C_Starfighter acecombat.fandom.com/wiki/F-104C_-Avril acecombat.fandom.com/wiki/Guided_Rocket_Launcher
My problem with all of these things is that it is a lot of things to do and manage, it is fairly easy to spot, mark, laze, fire when you are in active pause floating in place, but when that thing moves 250 kts and stuff shoots back at you, it is another ball game entirely... I always screw something up or not have enough time to get it all in order by the time i need to fire, i end up barely making it in time or already overshooting the targets
Ou can, I do it all the time but remember CAP is stationary and the targets are close together. I do it in the JF but I fire the first rocket then slow down with air brakes and engine idle. Then about .5 mile to a mile I fire the next one and so on. Only effective if targets a relatively close tho or their in a line
Grim Reapers yes that would be great also! Butt it will be good enough eventually, you and Rc might just join this side of things haha 😂 ...one day. Love the videos tho and your doing a great job with everything
China hat aft no longer works because in the real plane it doesnt work like that, so you have to press the stand by button and then you press the A-G button on the TGP page and it will reset to boresight. Hope this helps you.
F15E is already in development, by Razbam (of the Mirage and Harrier DCS modules), so not an ED product, but both of those were pretty good modules IMHO. No F18E though. razbamsimulations.com/index.php/dcs/f-15e-project
i dont get why people pay 80 dollars for a plane then use key binds for everything like if im going to pay 80 dollars in going to use every damn switch in that plane
A lot of those things he was binding can't be clicked on in the cockpit - TMS, DMS, Boat switch, Coolie hat, NWS/Laser.....those are all HOTAS commands, and are on the real aircrafts stick or throttle system. So, you either have to press keys on your keyboard, or bind buttons to your stick. You can't click anywhere on the cockpit for them.
"those are friendlies but we'll just ignore that" true A-10 simulation
lol
SU-25 pilot "How to CAS like il-2 shturmovik and dodge -Bf-109- F-16 "
Imagine four a 10 that fires all rockets behind a mountain and someone buddylasing
OUCH
I've always wanted to try buddy lasing from ground units with someone playing in Combined Arms. With the short 5mi range of the rockets you could have everyone on the ground using 1688 to call targets. Then The A10s could swoop in and out of the AO firing rockets. You'd have a pretty high "rate of fire" with the bombing runs since the A10s wouldn't need to aim as much or fiddle with the t-pod.
@@grimreapers rain of fire
If I was the enemy I’d just lightly shut my vehicle off and go to sleep
@@somerando8615 it's alot of fun and very epic looking under nvgs
A great thank you from France. Always a pleasure to follow your videos. 👍👍👍
Nice, love the ripple fire hits, reminds me of some of the gulf war footage where they did that with LGBs
I doubt that more than 4 shots will be effective as you'd normally be moving towards the target at the same time and need to increase the time spacing between shots. But even that is good enough.
You can also use the ripple single mode to an amount of 3-5 depending on the tank type. If you're going to hit the upper side behind the turret from behind, this can even kill a T-90. So killing tanks definately is possible, but it's not easy and definately takes multiple hits. Saw that on ralfi's channel.
One thing to know is the max range to be 6.8nm as per documentation, but you'd better shoot from 6nm to make sure all goes right. Past the max range, the battery on that rocket will run out of juice which makes it loose guidance and start spinning again, going ballistic.
Good thinking RD x
can you see how effective this would be in a dogfight??? A-10 now has 81 air to air missiles lol
The are very short range and would be best against slow moving targets such as drones and hovering helicopters.
It’s shit in air to air, provided that its opponent keeps its distance. When the two merge into a dogfight, the A10 is slow but can turn incredibly tightly. Your best strategy in the A10 is to dodge missiles until you merge, then turn into the target and fire off missiles ASAP before he can even complete his initial turn.
Imagine getting _HAMMERED_ by 10+ of those in one pass... XD
Wow! Great idea!
I remember back in FC1 when the Su-25T was new, the Vikhr was THE most dangerous A2A weapon in the game. It could match any maneuver, had infinite energy, and 1 hit would vaporize an F-15. Once you were in Vikhr range, it was deadlier than an AMRAAM, by far.
An Incredible tutorial! Well spoken, goes through the steps, mindful considerations, and altogether an excellent video!
Thank you, great pace and good description of what each key/switch will do - keep these coming.
Everyone should fire a laser-guided rocket at least once in their life at a target of their choice. Because laser guided rockets.
ngl this is amazing. everything about this dlc upgrade makes the good old a-10 feel like a spaceship. especially the new hms, which is totally ridiculous and looks like something out of a video game.
How do I reset the TGP camera’s position so that it’s facing north and no longer fixed to a particular position?
Will it kill Shilka with one rocket? If so, that’s the anti AAA weapon I’ve dreamed about when I had to waste Mavericks or GBU-12 on ZUs and ZSUs.
just spam like one to three of them every 7 seconds once you're in the 5 mile attack range after designating some AAA targets. target the furthest enemy, then begin firing. once the first rocket hits, switch to the next target, repeat until you have multiple enemies dead.i like to run with 42 AP rockets :DD
Pretty sure the MPP will kill a Shilka/Strella/Tunguska.
@@PatrickRatman That's actually a pretty good attack strategy. Especially if you set up markpoints on all your targets from range. Set your markpoints, set SPI to markpoint, slave tgp to SPI, get in range, laser on w/ latch, spam rockets, then just cycle markpoints as targets die. Stealing that.
@@noahhastings6145 yep y'all get it. Just make sure to designate at and fire at the furthest target first leading up to the closest. The rockets lose more energy the more time you take and every time they turn to a new target so by targeting the last enemy in range you ensure there's enough energy for the next volley to make the turn to the new target.
Thank you Grim
Doesn't the "LASER guided" part of the name make them missiles, and not rockets. Rockets traditionally were unguided.
The distinction that was made is that guided missiles are all-in-one packages, indivisible, while these are Hydra-70 rockets with a guidance package strapped on.
Splitting hairs, but that's .gov/.mil contracting for you.
in the stores they show up as missiles, not rockets. so to your point.
IRL, they're called 'Smart Rockets'.
Absolutely love the APKWS. If you fire them in intervals you can switch targets and the rockets will follow. I was able to destroy a convoy of 10 BTRs in one run doing this.
That'd definitely work to clear out a SAM site after it had been disabled
Cap if you haven’t already I recommend looking at ralphi dudes new video on the A10C, he shows the results of a bunch of testing with the rockets and it’s quite interesting
Copy
I love your videos, but this video is contradictory to what you posted when setting up your controls initially for the A-10C. I use the same stick as you so I have the exact same buttons and switches. It looks like you have changed things around from when you first posted.
Shame the video is only available in patato mode for me and the option to change resolution is greyed out/unavailable 😢
yeah I think I'll just stick with the frogfoot for CAS
There's no way those neanderthals from Battlefield Earth would've figured any of this out.
Thank you. Very clear instruction.
How come I don't see these payloads available? No hydra pod in the list. I got the module update and my open beta client is also updated.
Oh nevermind, the historical list of units has to be disabled to see the A-10c II. Works now.
GBU12 and GBU10 is fired now
This is your A2G weapon for the F-104C in Ace Combat 7
acecombat.fandom.com/wiki/F-104C_Starfighter
acecombat.fandom.com/wiki/F-104C_-Avril
acecombat.fandom.com/wiki/Guided_Rocket_Launcher
When does a rocket stop being a rocket and start being a missile?! 😂
I *think* that even if it's guided it is still a rocket if it comes out of a pod.
is it possible to change targets after mavericks fired as you did with the rockets?
Laser maverick? Yes I think so.
How TGP marked friendlies ?
Im gonna buy this shit
But then what do i do with older a-10? :(
Or does it upgrade it :).
Both the A-10C and A-10C II appear in your aircraft list... you can fly both versions.
Hi. In minute 7 you activate the IR of the POD. What is the setting or key to do that?
So I can't remember but I should have covered it in the TPOD vid.
IIRC black hot is boat switch aft and white hot is boat switch forward
Can they be fired like a regular unguided rocket as well? Now sure why though honestly
Yes.
If they don't acquire a laser spot, they should behave as an unguided rocket and continue they're original ballistic trajectory
How do I unlock a point track?
you sunk my battleship
2nd brrrrrrr
My problem with all of these things is that it is a lot of things to do and manage, it is fairly easy to spot, mark, laze, fire when you are in active pause floating in place, but when that thing moves 250 kts and stuff shoots back at you, it is another ball game entirely...
I always screw something up or not have enough time to get it all in order by the time i need to fire, i end up barely making it in time or already overshooting the targets
I had the same problem, i now try to combat this with higher altitude and slower speed if possible
i wish the JF could ripple like that i wonder why its different
Ou can, I do it all the time but remember CAP is stationary and the targets are close together. I do it in the JF but I fire the first rocket then slow down with air brakes and engine idle. Then about .5 mile to a mile I fire the next one and so on. Only effective if targets a relatively close tho or their in a line
Cap are you going to use vr when the g2 comes out?
Neg, I need twin monitors to do my various GR stuff in DCS.
Grim Reapers yes that would be great also! Butt it will be good enough eventually, you and Rc might just join this side of things haha 😂 ...one day. Love the videos tho and your doing a great job with everything
Just IMBA!
How do you reset the TGP to facing forward?
switch to STBY and back to A-G
China hat aft no longer works because in the real plane it doesnt work like that, so you have to press the stand by button and then you press the A-G button on the TGP page and it will reset to boresight.
Hope this helps you.
And how is this done with the Maverick camera?
Question is the f-15e or f-18 super hornet gonna be a thing
F15E is already in development, by Razbam (of the Mirage and Harrier DCS modules), so not an ED product, but both of those were pretty good modules IMHO. No F18E though.
razbamsimulations.com/index.php/dcs/f-15e-project
i dont get why people pay 80 dollars for a plane then use key binds for everything like if im going to pay 80 dollars in going to use every damn switch in that plane
Because GUIs are for children and old people.
A lot of those things he was binding can't be clicked on in the cockpit - TMS, DMS, Boat switch, Coolie hat, NWS/Laser.....those are all HOTAS commands, and are on the real aircrafts stick or throttle system. So, you either have to press keys on your keyboard, or bind buttons to your stick. You can't click anywhere on the cockpit for them.