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bl4dekk

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Posts posted by bl4dekk


  1. In fact the new jets can get out of a stall with an afterburner like a spaceX rocket. Developers can "just" pick up the angle of attack (AoA) from each jet and replicate it in the game.

    But at the moment their stall is quite unreal, wipeout / neophron is more supermaneuverability than a dlc jet, and I think Wing Load was not calculated / implemented.

     

    Spoiler

    tumblr_nbr6xdqpeX1roe9r1o1_400.gif

     


  2. Today's update was very important for aerial combat, thanks developers. :D

    • Tweaked: Target lead pipper has been removed from CAS jets 
    • Tweaked: Pilots are now warned about being targeted by cannons with target lead prediction 
    • Like 1

  3. 8 minutes ago, GBee2 said:

     

    That seems realistic to me.

     

    A CAS aircraft, especially something like the Wipeout (A-10) are more heavily armoured as they are flown closer to the ground (relatively) and need to withstand small arms fire. Their cannons are very powerful because they need to damage armoured vehicles, all the way up to tanks.

     

    Air superiority aircraft on the other hand are very lightly armoured, they are flown far above the range of small arms and trade heavy armour for speed and agility. Their cannons are generally weaker than CAS aircraft because, as others have noted, it is a weapon of last resort for an aircraft that will usually be engaging well outside cannon range and again because of weight restrictions.

     

    The F-35, on which the Black Wasp II is based uses a 25mm GAU-22/A - with only 182 rounds - enough for just two bursts at a fire rate of 3,300 rpm.

    The A-10, on which the Wipeout is based uses a 30mm GAU-8/A - with 1,174 rounds and a fire rate of 3,900 rpm.

     

    You simply cannot expect to compare the two canons, or expect a CAS aircraft to be as easy to shoot down as an air superiority aircraft. The difference you've described in-game seems to accurately reflect the real world differences in these two types of aircraft.

     

    The two aircraft are in different classes, an analogy would be that the Black Wasp is an IFV - it uses it's weapons at range and has light armour to give it speed and agility, in close combat it's extremely vulnerable. The Wipeout is a tank - it has very powerful weapon and heavy armour but it's much slower. You wouldn't expect the main gun on an IFV to be as powerful as a tank's cannon, or for it to withstand as many hits as a tank.

     

    Yes, but the black wasp II is based on F18 and F22 and these two use a M61A2 Vulcan 20mm cannon at 6000 rpm.


  4. 2 hours ago, OlegAckbar said:

    Gryphon is very maneuvers. It easily can turn at Black Wasp and Shikra's back, which makes it best dogfight plane of DLC planes. The main issue is that he didn't losing speed while doing horizontal circles, like other jets do.

    Yes he does many maneuvers, but the tail rudder is heavy.

    Did you notice that his tail rudder is heavy?


  5. 8 hours ago, dragon01 said:

    Gun combat is an emergency measure in modern aircraft. The DLC jets should be superior to CAS ones in terms of air combat, but remember that this mostly comes from their air to air missile loadout, powerful radar and greater speeds that they can achieve. In gun combat, however, CAS aircraft have the advantage of tight turning circles due to their low speed and straight, lightly loaded wings. They also have powerful guns meant primarily for air to ground role.

     

    In a real situation, a plane like Black Wasp would never engage something like Neopheron in gun combat. It'd lock onto it with radar at over 10km and shoot it down with a BVR missile. I think that if forced into a low-speed dogfight with a CAS airplane, the best course of action for a fighter would be to bug out (easily done thanks to afterburner and superior engines), turn around and either use the missiles or, if the reason you're in a dogfight in first place is that you ran out of missiles, outclimb it and try to dive onto it at an angle it would not be able to sustain (especially useful as the top tends to be less armored). Your "superiority" comes from speed and acceleration, not from turning rate or radius. Getting into a turning fight way below your corner velocity is about the worst thing you could do. TVC could give you superior low speed maneuverability, but the current flight model doesn't simulate it and it probably wouldn't be the best idea here, anyway.

     

    Yes, I agree with what you say, what's bad is that it takes a very big effort to knock something down with the cannons.


  6. The jets of superiority have no superiority at all if we use their cannons, if they run out of missile and depend on the cannon, 1 mistake against a CAS and you die.

    And the last update generated a bug in the cannon sights of shikra, buzzard and gryphon

     

    giphy.gif

     

    giphy.gif

     

     

    errrrr,Could not make a f18 gif so it goes in the video :/

     

     


  7. Dlc jets are anti-aircraft jets, so they should be better at CAS jets.

     

    But this does not occur if we compare their cannons, their cadence and their damage are relatively low, especially shikra.

     

    The wipeout uses a 30mm cannon with a rate of 24 shots per second, the F/A-181 Black Wasp II uses a 20mm vulcan cannon with a rate of 29 shots per second.

     

    The Gau 8 avenger (A10 Thunderbolt) has a cadence of approximately 3900rpm or 65 rounds per second.

     

    Already a Vulcan M61A1 has a cadence of 6000rpm or 100 rounds per second. 35 rounds per second is not an absurd difference ok.


    But in the game, the cadences are very similar approximately only 4 bullets per second for the two jets mentioned above, but the damage caused by the 30mm is much higher (logically) but causes an imbalance.

    And there is another factor the new dlc jets are more fragile than the CAS jets.

     

    Comparing cannons rpm :

    A-164 Wipeout = 1440rpm
    To-199 Neophron = 1140rpm
    A-143 Buzzard = 1,140rpm (yes the same at Neo Lol)

     

    F/A-181 Black Wasp II = 1740rpm
    To-201 Shikra = 540rpm (What?) It is 30mm APF or APDS but even if it hits, it causes less damage per bullet than the wipeout 30mm HE.
    A-149 Gryphon = 1.560rpm

     

    *The above values may vary, but I tried to be very careful. :P

     

    One more thing the new jets use APF or APDS ammunition and the CAS uses HE, but in the practice of the game they do not differentiate much.

     

    The video below shows this :

     

    https://youtu.be/3Fs2uO0oxg4

     

    *Different helicopters and different angles can vary the amount of ammunition used.


    20mm vs. 30mm

    Spoiler

     

    A 20mm cannon is faster than a 30mm cannon. But it does less bullet damage, but it pays off with its high cadence and the possibility of hitting its target more likely. Already a 30mm cannon does the opposite obviously. More damage less cadence.


     

    Feedback report page :
    https://feedback.bistudio.com/T124390 (To-201 Shikra 30mm GSh cannon Very low cadence.)
    https://feedback.bistudio.com/T124426 (Ejector seat killing player)

     

    • Like 2

  8. 2 hours ago, Crasher2003 said:

    Can anyone on here tell me how a myself and a few friends can make a server and test the jets together? Every time we spawn a jet it locks us out of it because dlc isn't owned.

    Make sure that the players are inside the vehicles. And not outside them.


  9. This topic was opened to discuss a facility that is landing with neophron.


    What I want to know:

    1) Did you know that the (Yak 130) neophron should have smaller stall than the Wipeout (A10) ?
    2) If so, why are you asking for more difficulty ? (Since it is much more difficult than it should be)
    3) Does anyone know that an unarmed jet without ammunition on the A3 has the same stall as a fully armed jet?


    Bohemia should ask a real-life pilot, to make it realistic.


    Questions for developers {

    Is it possible to implement a dynamic stall ?

    Just using the weight would already be great.

    Vs new = Vs old weight x √(new weight / old weight)


    Why did they leave this error until today ?

    I do not know if the person who opened the topic knows the information I'm going for below, but leaving it wrong causes people to believe in an error that ends up generating these discussions.

     

    Better to keep what has changed, since I'm going to have to render the videos where the automatic landing crashes. xD

    }


    The wipeout stall and the neophron stall are incorrect since they have launched.


    According to the yakovlev manufacturer of the yak-130, the recommended landing speed is 195km/h. And in game they stall WITH flaps with more than that speed.

    you can see here : http://www.yak.ru/ENG/PROD/new_130.php

     

    Yak 130 is designed to land in places with fragments that can damage your engines (BI implemented this animation) it means that it can land on smaller tracks.

     

    giphy.gif

     

    I will check the yak 130 stall since on several sites it says to be 165km/h so I wanted to check it out (my calculations are not 100% correct)

    I will show the calculation for the a10 in real life to prove the yak 130 since the a10 has more documents;

    let's go math

     

    Specifications of A-10 (Just what is needed for the stall calculation).

    Spoiler

    Wing area: 47.0 m²
    Airfoil: NACA 6716 root, NACA 6713 tip
    Max. takeoff weight: 23,000 kg (Mtow)
    S = Wing area;
    g = gravity (9,81);

    ---------------------------
    W/S = Mtow.g / S;
    W/S = 23000.9,81 / 47 = 4800.
    ---------------------------
    ISA sea level

    Temperature 15°C
    Density = 1,22500 kg/m3
    ----------------------------

    Vstall = Sqrt 2 / Density * W/S * 1/Cl max;

    NACA 2412 AIRFOIL = Cl max 2,1.
    https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19740013521.pdf

     

     

    Vstall = sqrt 2/1,22500 * 4800 * 1/2,1 = 61,088283865697 = 61 m/s = 219,6 km/h = 118,57 knots.

     

    Seems to be correct 220km/h full load WITHOUT flaps. 

     

    Ok, Let's go to the neophron (Yak-130).

    Spoiler

    Yak 130 Specs :

    Mtow : 9 000 kg;
    Wing area: 23.52 m²

    W/S = 9000*9,81 / 23,52
    W/S =3753

     

    I searched a lot on the internet but I did not find the type of wing that the yak-130 uses, so I do not know the cl max, but the approximate calculation confers on the manufacturer's specification.

     

    Vstall = Sqrt 2 / Density * W/S * 1/Cl max;

    Vstall = Sqrt 2 / 1,22500* 3753 * 1 / 2,1;
    Vstall = sqrt 2917.78425656
    Vstall = 54.0165183676


    Vstall = 54 m/s = 194km/h = 104 knots.

     

    I do not know if they are flaps or not because I do not have the cl max but the account hit with the information of the manufacturer.


    Conclusion :

    But anyway it has less stall than the a10, so it is easier to land, not much but it is.

     

    Please READ:

    A10 makes curves more closed than yak-130 ?
    NO!

     

    Why is yak 130 like this ?
    It is a middle ground between CAS jet and jet of superiority.

     

    Who is harder to land in real life?
    what do you think ? A jet that is used for training or a jet of attack?

     

    Why do their stall look alike even the a10 carrying much more weight ?

    The a10 has a larger wing, the larger the wing the less lane the airplane will require to land (the wing is not the only factor, the wing type also influences).

     

    Example :

    The construction project of the MiG 23 requested that it be able to reach sonic speed and be able to land in small tracks, so the engineers made that its wing was movable.

    5_15.jpg

     

    If you have seen any errors in the calculations please advise, if you have more information of yak-130 please let me know, if you have any questions let me know.

    Thank you. :p


  10.  

    The air vehicles with radar will have a locking warning ?

    I saw the blackfoot and the mq-12 falcon with this feature, but basically all missile-sensing vehicles have this, And this may open something to the next question!

     

    Are they going to implement a more realistic system of countermeasures ?

     

    The flare is not only effective after the locking, effective during the locking, and it is perhaps interesting to use the threat with the launcher is nearby (I am talking about infantry, since the vehicles have the ability to lock By radar and these are to be confused with the chaff).

     

    /*off

    But of course this is not simple to implement, there are some issues to be raised, taking into account that in 2035, infantry launchers are not active radar missiles and can be deceived by flares, so the locking system can also be deceived in this way. And other technical issues that can be encountered by developers in implementing this, bugs and tons of code, making it too hard to develop

    */off

     

    Are we going to have different countermeasure modes ? Like the chaff ?

    The ctrl + c to change the mode of countermeasure is only used by community modders, developers think of something else in the vanilla ?


  11. A couple of points I would really like to see:

     

    Vehicles:

     

    I would like to see a couple of 'low tech' vehicles to complement the current top end tanks for each side in the game. (Blue/opfor and independent)

     

    An Independent AA vehicle would be nice, this would complement the vehicles for the independent side. Besides the AA vehicles getting more rounded, it would also be nice if there would be some kind of long range AA vehicles as part of the tanks DLC, which would then tie in with the improved sensors that will come with the Jets DLC.

     

    Both OPFOR and Independent could use an engineering vehicle. It's really disappointing that this vehicle is only available for BLUFOR. This would complete the arsenal to a more well rounded one for these sides.

     

    A vehicle like a Bradley for BLUFOR would be nice. The Marshal is too lightweight to fill in the role of the IFV. Like others have mentioned, the merkava only has the ability to carry passengers in emergency situations. Something like a Namer with a RCWS turret with missiles on the side would be nice to have in this role.

     

    Rocket artillery for OPFOR and Independents would be nice.

     

    Damage handling

     

    I think Arma should have more detailed modelling of parts in terms of what parts are on a tank, as well as how they work. For example, when a fuel tank gets hit, then that fuel tank should get drained, but not the others.

    Or when the drive shaft gets hit, the tank should get immobilized.

    I think War Thunder does a great job at modelling the hitboxes for certain key parts, rendering only those functions useless. I'd love to see a similar system in Arma as well.

     

    I'd also like to see active protection like Trophy on the modern tanks

     

    Physics & environment interaction

     

    Tanks need to be less prone to bouncy behaviour. It seems to me that the physics calculations suffer from overflow when dealing with heavy objects. This is not only apparent in tanks, but also in ship behaviour. Maybe we could get a per class physics handling of some kind?

     

     

    Yes, anti aircraft in arma 3 cannot defeat the Jets (because Them not have active protection on them), an anti-aircraft static vehicle like Us patriot or Ru s400 in an independent truck.

     

    and he not have a long range anti aircraft in the game.

     

     

     

    Patriot_missile_air_defense_system_LS_la

    • Like 1

  12. Hello, I made a short video to show the two types of active protection, show some concepts of Soft kill system and Hard Kill system.
    basically an armored which has hard kill also has soft kill, the two systems work together depending on the type of threat.
     
     
     
     
    Please Developers add this important feature to the game!. xD
     
     
    It has many tanks, APCs and MAA (Mobile anti air) you can add the dlc, I suggest 1 to the OPFOR team.
     
     
     
    T-14 Armata : Tank

     

    VvkuqqT.jpg

     

     

     

    The rectangle in red is the fixed compartment soft kill system it contains infrared smoke, and multi-spectral smoke screens.

     

    This is the Soft kill system in red and purple.

     

    Ipf7P66.jpg

     

    And these low are hard kill system.

     

    XDSBROB.jpg

    • Like 3
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