This strategy is a win-win || F.1CE Multirole || DCS World

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 51

  • @AdrienGirod
    @AdrienGirod 6 місяців тому +23

    "Regular cruising speed" : goes 600kts in shallow dive, things Mirage F1 drivers say.

  • @Murrence90
    @Murrence90 6 місяців тому +14

    Praise our Lord and Saviour, the mighty 🟧

  • @RoamingAdhocrat
    @RoamingAdhocrat 6 місяців тому +4

    Speaking as someone with plenty of experience driving double-deck buses... they can be surprisingly moveish and whooshy

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +3

      That may be the case, but if the other guy’s ride is moveishier and wooshier then you’re still going to get a rollicking 😅

  • @Scarn_Gaming
    @Scarn_Gaming 6 місяців тому +7

    You all make cold war seem like a lot of fun. I'll have to sit down and finally learn the MiG21 or the Mirage F1 and join in on the fun.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +4

      Beauty of the older stuff is that learning it only takes an afternoon

    • @HighAspect
      @HighAspect 6 місяців тому +2

      Just waiting for the F4…

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      @@HighAspect
      Gib Phantom

  • @Hunter_i86
    @Hunter_i86 6 місяців тому +2

    Another Mirage F1 video, I'm in. 😍

  • @stephensanford5273
    @stephensanford5273 6 місяців тому +1

    in the F1 the SAMP 400KG bombs are the way to go. Use the high drags, do 500 feet, 500 knots, drop when the pito tube is almost on the target, ripple off six bombs. the SAMP 400 has some of the most splash of any bomb in DCS, it's really good splash. and doing a one pass ripple kills most everything in the area.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +2

      They’re so ugly though 😅
      I prefer sexy sleek bombs that aren’t as good, for reasons I can’t explain.
      Also I properly cba to figure out another bombing table lol.

    • @Munky332
      @Munky332 6 місяців тому

      @@Bullet4MyEnemy Iain Christie has some decent settings -- gotta nail that roll in, key thing is make sure you are at a good stable airspeed and altitude, get a good power setting and just ride the rollercoaster in until drop. I mix his "hold off" method with drop altitude.
      Also, you can use the in-game pause and time-slow buttons in singleplayer. If you are in active pause, with a specific dive angle, speed, and altitude, the bomb falls as if you dropped at those values, so you can just set up whatever dive angle you feel like you want to run, with speed and altitude of drop you want, press the pickle -- bomb will go forth into the ground... put the pipper over the impact point. This has saved me COUNTLESS hours making my own tables. I generally like much more angle, 30 degrees, with 550-600kts at drop point, starting 10-12k above target roll in at 400-450kts, throttle about half for me, but I forget the RPM.
      and yes, SAMP400s are the way.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +2

      @@Munky332
      It was actually his video on the F-5 that inspired me to start trying ground attack with the lower-tech equipped aircraft, that video where he showed the pause feature is what I based my last F-5 video’s bombing table on and I even linked his video in the description.
      He said himself though that you don’t really want to be using tables in combat/under fire, but that experimenting with them will give you a feel of what the bomb will do, which you can build up a sort of intuition about which you can use in a combat setting.

    • @Munky332
      @Munky332 6 місяців тому

      @@Bullet4MyEnemy Yea the tables are more of a reference to build habits, and also for quick reference refresher after a bit of a hiatus. Also, "building" them scratch helps one understand what the bomb is doing and how the jet responds to the "input settings". The Mirage is def much more sensitive to the roll in and speed/alt changes, if you keep the roll in on point and build the technique, its really easy to get within 25-30m consistently, which with SAMP400s is plenty close enough to wipe a camp.

  • @serinusgranainobolborhynch868
    @serinusgranainobolborhynch868 6 місяців тому +1

    F1 Mirage, en el top 3 de los mejores modulos de DCS

  • @fabianwho9797
    @fabianwho9797 6 місяців тому

    Havent flown the Mirage since the last update, but when landing I think you switch the HUD mode so you have a flight path vector, which in my experience made landing very easy compared to other cold war aircraft

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      Yeah, I actually bound controls for that and was using it, think the AOA carrot was just off the HUD because I was falling like a sack of crap 😅

  • @Karrson11
    @Karrson11 6 місяців тому

    How do you uncage the seeker head? I haven’t found a video that mentioned it. Does it require a tone from the seeker first or can you uncage it just on radar lock to aim it?

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      If you take Magics they uncage automatically, otherwise you have to acquire tone and then you press and hold… Can’t remember the name of the bind exactly but it’s something like “gunsight 300-600” and “uncage” searching for those terms should find it

  • @Petidani0330
    @Petidani0330 6 місяців тому

    I've been thinking about finally diving into ECW for months, but my main problem with dogfighting is I keep losing visual even with assists like the F5 padlock view. Does that count as an external view (which I know is prohibited) when it comes to ECW? I just don't want to feed the opposing team, you know how it is.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +2

      It does count as an external view, you’ll need to fine tune your view controls and practice.
      What does help a lot are the EWR calls to give you an idea where to look.
      Flying with other people is handy too.
      No one’s going to care if you die a lot though, failure is the best teacher and most people fly for the fun of it rather than winning the campaign, it’s really not a very hardcore server at all.

    • @Petidani0330
      @Petidani0330 6 місяців тому

      @@Bullet4MyEnemy That's a relief, thanks!

  • @YlmazDALKIRANscallion
    @YlmazDALKIRANscallion 6 місяців тому

    Brightness so much at HUD.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +1

      Haven't looked into where the adjustment knob is yet

    • @hammerofdavey
      @hammerofdavey 6 місяців тому

      @@Bullet4MyEnemy it's under the box that houses the hud. You'll see symbols that looks like the reticle, ladder, etc. that allow you to adjust the brightness for these separately. Personally I like to fly with the ladder off and keep my view unfettered as possible, but everyone has their own preferences.

  • @5EyesIsntWatching
    @5EyesIsntWatching 6 місяців тому +1

    Wait no running out of fuel 😢😢😢

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +1

      I hardly ever run out of fuel! 😩

    • @5EyesIsntWatching
      @5EyesIsntWatching 6 місяців тому

      @@Bullet4MyEnemy everyone does it, all that matters is you look cool doing it, and bonus if you get a kill before your forward momentum turns into a plummet lol

    • @kilianortmann9979
      @kilianortmann9979 6 місяців тому

      Aerges added the massive RPL 201 2300l center line tank a few patches ago, that makes a big difference.

  • @agidotexe7167
    @agidotexe7167 6 місяців тому

    i mean obviously a bomb table for a lighter bomb isnt going to work aswell for a heavier bomb 😆p.s ive since found out that aiming the piper at roughly 30 degrees and aiming the aircraft bank indicator at 20 makes it a bit more effective, but again thats for the samp250s and i always drop 2 at a time to get maximum bang for buck

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      I mean I knew it wasn’t going to work, but if you change too much too soon it’s hard to know which variable causes a positive change.
      I still can’t wrap my head around a heavier bomb going long when using a chart meant for a lighter one though, where’s the logic there?
      I was expecting them to drop slightly short and that the splash would still catch something.
      And falling short in my head could be resolved by flying faster with a shallower approach, or dropping from a higher altitude but they always went long regardless of speed and angle.
      🤯

    • @agidotexe7167
      @agidotexe7167 6 місяців тому

      @@Bullet4MyEnemy were u actually dropping at roughly 2k feet though? that might explain y it was going long if u were closer

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +1

      @@agidotexe7167
      It was probably more like 3k because I’m not sure how well frag damage is modelled or whether the splash script includes air units or not…
      Closer should mean falling short, surely? Less distance to fall, less time taken due to the greater weight?
      Only thing I can think of is that the Mk bombs are a lot more sleek than the SAMPs so maybe it’s drag that’s causing it, but that’s an insane difference if it is because of drag.

    • @GrmlZGaming
      @GrmlZGaming 6 місяців тому +1

      @@Bullet4MyEnemy its inertia. A heavier bomb has more momentum than a lighter one, so you need more force to slow it down. And while a mk 83 for example has more aerodynamic drag than a mk 82 since its larger, the difference in drag is not large enough to counter the much larger mass. So the heavier bomb will keep its speed up longer than the lighter one and go long. Downwards acceleration of gravity is the same for both, 1G - minus drag. Same would be true for bullets, to give and extrem example, a 5.56mm from a M-16 has a higher muzzle velocity than a 155mm howitzer, yet the howitzer will have much more range.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      @@GrmlZGaming
      The ballistics of projectiles makes sense because of the parabolic arc employed though, comparing an AR to an AK; the AK firing 7.62x39 can reach further with more kinetic energy, but you have to lob it higher for it to do that - fire both level and the AR will go further because of the velocity so it still doesn’t make sense for bombs.
      I understand that weight overcoming drag would make air resistance less of a factor, but they would be falling quicker which I would’ve expected to more than make up for it.
      Relating it back to firearms again, bullets fired level from the same height will have the faster one going further than the heavier one.
      Bombs falling off an aircraft at the same altitude and speed would observe the same effect, heavy or light they’re travelling the same speed and falling the same distance so heavier should land first/short, with lighter taking longer to fall, so landing later/long.

  • @knechtruprecht4794
    @knechtruprecht4794 6 місяців тому +12

    Fly 10° AoA +/-1° all the way through the final approach and fly the jet onto the runway. Baseline RPM is 7300 +/- 300 all the way down to the pavement.
    Don't pull the power back early and don't flare early. Flare and idle _just_ above the runway. The flare should normally not exceed 13° AoA.
    The wingloading is quite high on the F1, so it flies like a piano dropped from the 5th floor, once the power is pulled out with the flaps and gear dangling.
    Flaps on T/O are always full in the F1, btw, unless really light.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +2

      You’re the second person I’ve seen mention flaps full on take off, will make the adjustment 👌🏼
      300 is mad fast for the approach though, at least compared to other things, how much does the speed drop once you begin the cut and flare? I was worried about pushing more than 180 or so because most things’ tyres explode around there.
      Edit:
      Just realised I misread the +/- RPM as speed, so what does that equate to in speed?

    • @jackhobbs1066
      @jackhobbs1066 6 місяців тому +1

      As long as you keep it around 145-150 IAS you should be on speed for the approach

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому

      @@jackhobbs1066
      But I was pushing 170 and falling out of the sky at like 15° AOA?

    • @knechtruprecht4794
      @knechtruprecht4794 6 місяців тому

      @@Bullet4MyEnemy7300 RPM is what I meant, yeah. Try to just use +/- 300 RPM to adjust glidepath, but when heavy (espechially in the base to final turn) you might have to push above 7600RPM. The thrust response will take a little while, but you'll eventually get used to that. That's straight out of the flight manual BTW.
      If you're down to like 1000 liters of fuel and more or less clean, you should be about 150'ish at 10° AoA.
      When I said "flare low above the runway" I really mean it. Like 1-2m. It'll become more natural and second nature in a while :)

    • @jackhobbs1066
      @jackhobbs1066 6 місяців тому

      @@Bullet4MyEnemy when it comes to descent rate, you’ll just have to compensate with more throttle to reduce how quick you’re coming down. Rewatching the video your AOA was too low/ airspeed too high on short final so you came in with a lot of energy and pulled back to the higher AOA when you realized you had too much speed. Holding that 10-ish degrees further out should bleed your airspeed down to where it needs to be. Can’t tell what your power setting was coming in, but that could be the culprit for the high sink rate. Also wanted to say that I love your videos and keep up the good work!

  • @camjam091
    @camjam091 6 місяців тому

    I suppose it makes sense that a heavier bomb would go further. Carries more energy to keep it going in a straight line.
    I should work on learning the Mirage better but I can never make anything out on DCS. Probably just a case of playing more but it is kind of frustrating getting killed by what appears to be a speck of dirt on my screen.

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +1

      Hardest thing for me was gauging what size to expect targets to be for a given range, even now I’ll get a call for something say 5 miles away and whilst looking for it expect it to be fairly large; when I finally do spot it the distance will be far less and it’ll still be smaller than I expected.
      Speed ties into it a huge amount too, always expect to be looking for something smaller than you think, scanning for something larger or more noteworthy will have to skimming right over the contact.

    • @2KOOLURATOOLGaming
      @2KOOLURATOOLGaming 6 місяців тому +1

      ​@Bullet4MyEnemy As for the heavier bomb going further, gravity accelerates all things downwards at the same rate of 9.81m/s². The only reason feathers fall slower than a marble of the same weight, is because of the air resistance. The air molecules that they have to force out of the way, make up a more significant mass (proportionally) when compared to the mass of a 500lb vs a 1000lb. Both bombs are similarly sized in the cross-sectiononal area, but one (1000lb) has much more mass and therefore much more momentum. That means that for every bit of air it is forcing out of the way, the equal and opposite force of the drag has less of an effect than it does on the lighter 500lb bomb.
      In short, the heavier bomb falls at almost the same rate, but it also plows through the air without slowing down as fast. So you get a longer throw than a 500lber. I hope this made sense. It's just conservation of momentum. The 1000lber has more momentum, everything else remains the same (air is the same characteristics depending on either bomb).

    • @Bullet4MyEnemy
      @Bullet4MyEnemy  6 місяців тому +2

      @@2KOOLURATOOLGaming
      Yeah I realised how obvious it is after someone used a ping pong ball vs a marble analogy further up.
      I think my confusion came from bombing in WarThunder for years where I’m sure I’ve observed the opposite being true, but that’s more than likely WarThunder being wrong rather than physics 😅