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Force_Majeure

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core_pfieldgroups_2

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  1. https://discord.gg/mF9WFN Force
  2. UOAF is affiliated with UO but works outside its administrative construct. Join this discord and you can get more info here: https://discord.gg/tyrUEA Force
  3. I'm exercising my right as a regular to comment in this thread. Force
  4. The purpose of this thread is to introduce a standard lineup and coord card for event use and to improve UOAF briefing skills. I would propose by gentleman's agreement that UOAF fraggers complete as much as the Coord Card part as possible and post a screenshot of it in the event thread or in discord for ambitious pickup games. Any other data is bonus, to include the plots and subplots. UOAF attendee pilots are not required to use it, but a copy of the Coord Card should at least be made available. The purpose of the Coord Card is that a 2-5 min review would cover everything that would be stated in the legacy package brief that can take up to 45 mins. The Coord Card was designed to take 2-5 mins to make. UOAF MISSION CARD v25.69 DOWNLOAD I had some time to dote on the briefing culture here that I helped form before I did this for a living and I would like to standardize some things. Main point, I want to maximize in flight briefing time and minimize package briefing time. First, the earlier we can get a package commander, the better. I'd like to see a package commander volunteer a day or two before instead of during the event. That way a plan and brief can be made if desired. The first part of a brief is the "Coordination Brief," introducing threats, frequencies, flight contracts, altitude deconfliction (if required), and contingencies. Every member of the package is present and listening to the package commander. IRL If some players are taking off from a different base, a "product" or packet of useful information like comm plans and maps is used instead. The "Coordination Brief," or "Coord Brief" presents usually 2-3 meeshun objectives and discusses the details of included products. For the purposes of BMS, minimum products would be the Coord Card and a .ini file for threat rings. Things like a screenshot of the map with flight plans is helpful, not required. Next, a brief AO description takes place identifying factor friendly and enemy order of battle, as well as factor threats (SAMs). A comm plan is introduced, usually by finger dragging the coord card. Next, the package commander will quickly and briefly identify contracts for the various flights. An example would be, at "18:00:00L or STEER 4, Hawg flight will descend to 500 AGL and ingress the target area. At 18:30:00L, package is miller time." The package commander's job is to NOT MICROMANAGE TACTICS, but rather to make package level decisions. If altitude deconfliction is needed at anytime in the sorty, it's discussed now. The final briefing point is contingencies, such as loss of assets and weather. At this point, pending no questions relevant to the package, the flights break into their individual flight briefs. This is what an actual IRL flight brief board looks like, starting from the top left to bottom right: A flight brief discusses flight objectives, threats, weapons, contracts, and tactics. Think of the left side as all the shit you do on a day to day basis. In fact, we literally brief most of this as "standard", meaning there are published squadron standards that everyone knows. As you move right along the board, you start discussing shit more relevant to the fragged meeshun at hand. For us, we actually draw out some attacks at the end of the flight brief. For the purposes of UOAF, I would talk through at least one attack and ask the wingmen questions about what they are supposed to do to confirm receipt of knowledge. Once the flight brief is complete, players will rejoin a channel. This is the first and last time that a "committee" session is held where flight leads and the package commander can discuss the meeshun in the presence of everyone. Do IVC checks, take a break, then fly. A few notes, Strat SAMs (SA-2, 3, 6, 10, 11) should be given a letter and numeric identifier so that the SEAD package can identify a SAM that everyone knows, "MAGNUM KA-69". If there is only one SA-2 in the AO then "Magnum SA-2" is easier. Just do what's easier. An abort range should be given for every air threat and possibly published for a recurring event series. To abort means run away at MAX. When I say contracts, I'm referring to how collective flights or wingmen use radios, how they share information, maneuver their aircraft, and execute the mission. IRL we have precanned "contracts" so we don't have to brief individual maneuvers. Think of it as a playbook. Congratulations, you are all now 69% arcade. Force
  5. I'm taking this to the forums so the knowledge does not get lost and it can easily be spread. I use these things everyday, and I'm telling you, there is no game out there that properly models the AGM-65 Maverick. It is an absolute sportsman's weapon, and they are very difficult to use. At long ranges it usually takes multiple lock attempts to lock up what you want. When you add shading, it makes it worse, because the MAV will bound on the shadow as part of its image and miss the target ever so slightly. As far as I'm aware, we are the only community left that actually uses the non-laser versions on a daily basis and actually has proficiency with them. I'm not urging you to use the weapon in a realistic fashion, but I think by telling the truth about the weapon will help discourage bogus sim tactics that even in game, will lead to problems and people dying. This diagram should sum it up: The launch transient phase of flight, which is right after motor ignition, is what really affects max range. Technically, the max range is limited to the battery life of the missile. This is what limits the Laser MAV's max range. For optical Mavs, it's the launch transiet. Basically the missile opens up its eyes during the violence of launching so as not to lose the target, but this risks binding on the wrong target after launch. These actual MAV launches, based on my estimations of mil sizing, are from 2.5-3.5 nm slant range away. This is exactly how it looks, and EO isn't significantly better, but its definitely better. Force
  6. Turn your F-5E into a precision bomber with GBU-12's from a HADB and a ground or airborne eyeball laser source. Rip 4 or 6 and shack the target with a perfectly placed bomb stick. Warning, this shit takes practice. Pictures included in the excel sheet. Download Force
  7. IRL fuzing is never changed in the jet except for JDAMS with the FMU-152 Joint Programmable Fuze. For Mk 82's expect a 4 second nose fuze and a 6 second tail fuze. For CBU's always program S E 5 in the inventory screen. That's what we do IRL. Because 87/103's are ineffective, always use 97/105's and you will kill things as you would have with an 87. The biggest take away for fuzing is the Mk82 AIR. It's my go to in the hawg for dumb bombs because with proper fuzing and profile management I can drop it either high or low drag. Select Pilot Option 1. If you google the A-10-34 it will show you how the fuzes work and how to configure them. I don't have time to post what to set but we have a Battle Book that has all of this stuff in it. Force
  8. In if asia friendly time or on a saturday. I have perma license. Force
  9. UOAF DCS Modpack The UOAF DCS modpack will be maintained and distributed using this thread. The status of the mod as well as the changelog will be provided here as well. The modpack is currently curated by Nighthawk and sanctioned by the UOAF office. The UOAF modpack is a recommended, quality of life installation for all UOAF DCS events. Download Link, Latest Version Install Instructions: Changelog:
  10. Lineup cards available for download, editing, viewing here: https://www.dropbox.com/sh/94nc981yven8idn/AAAkmtOEBsigkiKI1ZhcvRoGa?dl=0 Force
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