DCS Ironhand Guide

Transcription

DCS Ironhand Guide
562nd Tactical School
DCS Ironhand Guide
DCS Ironhand Guide
Ironhand, or SEAD (Suppression of Enemy Air Defenses) is at times a hard job, first started
in the Vietnam War with the use of the SA-2 as well as effective use of the ZSU-23-4 and ZPU-23
guns down to tripod mounted DSHKA 14.5mm machineguns to the everyday assault rifle (though
of course not as effective but there are techniques which will not be covered in this Guide) as it is
only for DCS: World and Combined Arms. However it will encompass the simulation’s responses
as of patch 1.2.14. As the patches come and more capabilities (as well as aircraft) this document will
be updated accordingly with the appropriate info. Unlike my other guide it won’t recommend
settings though in some ways if you’re not sure or when necessary I will include recommendations
however just in case of user feedback. And unlike my previous guides for Flanker 2.0 and Lock On:
Modern Air Combat (when I was known as Flanker562), it will be grouped by type (Short Range,
Medium Range, Long Range) as per the default SAM/AAA systems that come with the simulation.
If a third-party vehicle or system is used I will add that in but the focus is just the normal systems
that come supplied with DCS: World.
And given experience I will only reference the A-10A, A-10C, as well as the Su-25T and use
those particular aircraft (I can only fly so much). The other aircraft generally do not (until the DCS:
Hornet or DCS: Super Hornet comes along) have the capabilities but if necessary I’ll note the
capability limitations of other aircraft as needed. While the Su-25 can be included as it does have
some precision capability you have to remember that most of the aircraft requires visual targeting
and in some cases is an effective aircraft. But given the enhanced sensor capabilities of the A-10C
or Su-25T I will normally make any necessary notes or recommendations for those aircraft.
And also always thanks to Rich Sorochak, who’s always a good mentor and I can’t thank him
enough, even though I may have not seemed like I appreciated it over the years. So as always thanks
for the help back then as it helped me get more experienced in this field.
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Understanding Basic Mission Editor Symbology
Pictured above is the Tor (SA-15 Gauntlet) SAM system on the map in the mission editor.
Naturally this is an enemy SAM system (as designated for the mission itself) and it has two rings.
The smaller circle represents the smaller engagement (typical) for the system. Note that it’s
somewhat also an estimated range as well, as given the flight profile of the aircraft it can vary, along
with weather and other factors. So the point is that it may shoot a little past that area but never too
extreme past it. The larger circle is the Detection Radius of the system’s radar. Some vehicles like
the “Dog Ear” radar has its own detection range but not a SAM system in itself. Some may have a
much smaller circle and that represents a minimum range, or through testing it may be determined
and experienced with the various systems and mentioned in the Encyclopedia. However most of
the testing will be done on a live basis to give you a better understanding of the systems and how
they work. And this is an image how a threat system looks using the F10 view when you click on
the vehicle icon:
Note: Yes there are plenty of real world references available online but remember
that while factual, it does not reflect simulation performance, which is what I will be
discussing and evaluating. And it should be noted that I will use the same aircraft against
all systems. This is not to desecrate or disrespect the current political situations in the real
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world, nor is this document a vehicle to spark such a debate. Its simple threat analysis and
engagement and nothing more within the scope of DCS: World.
Brevity Terms and other terms
Here are some basic terms that are used for Ironhand:
Bait and Kill: Can apply more to the longer ranged Kub and higher) SAMs as their range
will simply outrange your weapons. Essentially you force them to launch and use a hill or mountain
to make the missile track into it. Or you simply fly under the threat radar (when possible) and force
it to launch and therefore you can waste its missiles without using a lot of energy to do it.
Burn-through: When the opposing radar’s power is greater than the power of your onboard
ECM.
Hunter-Killer: Where one finds and the other kills.
MAGNUM: US term for launching an AGM-88 HARM
MUD SPIKE: A surface-to-air radar is locking you up.
MUSIC: Jamming, whether friendly or enemy
MUSIC ON: Activate ECM gear
MUSIC OFF: Turn off ECM gear.
SAM (Direction): Cue giving direction of a SAM launch
WORKING: Wild Weasel establishing an Electronic Order of Battle for the threat air
defense system.
Weapons Employment
While I will handle weapons employment in the various sections of the appropriate areas
there are some things to remember is your own weapons capabilities. As such since the A-10A, A10C, and the Su-25T are the only player controlled aircraft that employ precision weapons. The
DCS: Hornet as well as the DCS: Super Hornet will only add more to the usable list when those
particular modules get released as they can employ the AGM-88 HARM missile against SAMs.
Since those are not modeled for player aircraft you will however need to equip your aircraft with
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Mavericks and Vikhr’s, as well as the Kh-29T/L Kedge optically- and laser-guided versions to knock
out the threat radar or tracking systems as best as possible. And for the shorter ranged systems it’s
more than enough to take out the target and move on. The larger radars employ separate systems
due to the capability and complexity of those particular systems. And depending on the threat
simple iron bombs (MK-series for the US/NATO, as well as the FAB/KAB-series for the
Eastern/Former Warsaw Pact aircraft) as well as guided bombs, LGBs and JDAMs.
When configured for SEAD work the Su-25T can also employ the Kh-25MPU anti-radar
missile. It’s a good decent missile as modeled in DCS and has a limited “Off-boresight” capability
that while not much, doesn’t always mean you have to point your nose in order to get a shot off, but
first you do have to lock it inside your HUD order to fire. Back in the days of Flanker 2.0 and Lock
On: Modern Air Combat the weapon of choice for me was always (as I really had no choice either)
the Kh-31p but since the Su-25T cannot carry or employ the missile I have to make do with what I
have at the moment. For heavier targets as well as longer ranged, the Kh-58U does its fair share of
work and advised to carry for the long-range SAMs (S-300, Patriot) as well as for the Kub and Buk.
But given realistic loadouts those are always the preferred option. While shorter ranged compared
to the two, the Vikhr-M is also a good weapon for the smaller systems as well as for EWR radars
which can’t be targeted by either the Kh-58 or -25MPU. The Su-25T however needs to be
configured especially for that role as the aircraft requires the L-801 Fantasmagoria pod in order to
perform the intended role. And it should be noted that while the aircraft used are not dedicated
Wild Weasel aircraft (with the exception of the Su-25T when configured properly) it’s good to know
the threats and how to deal with them with the aircraft specified in this document.
Terrain Masking
Taken while joyriding in the Su-25T, this picture illustrates the basic mantra of terrain
masking and how it can be effective. As you can see off to the left I have a Kh-29T, a pod of eight
Vihkr-Ms, and a RBK-250 bomb as well as a fuel tank, off to go bomb or engage in some CAS or a
strike mission. And notionally (as there wasn’t one on the mission I was flying) there is a say,
HAWK out there off to my 9 or so. If I was in range he would take a shot at me and again I would
have to evade. But given real world physics and logic, the radars can’t see through the Earth and
therefore the point is to use the terrain (I’m actually in a small valley) as a shield against the enemy
SAM system. This can also be used for generic evasion as naturally if you duck behind cover the
missile will follow you and you are simply bringing it back to the earth where hopefully you put the
terrain in-between you and it. While most fighter pilots stay up high this is more for the mudmovers and especially if you’re simply not configured for SEAD work (Su-25T). Some other points
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to remember is to always look around you and see what’s good for cover, and use some common
sense and use it to your advantage, and if you are flying high above the terrain know where to go
next. This of course can be aided by knowledge of your RWR system and how it functions, which
are described in the appropriate manuals.
Wild Weasel cockpit and aircraft setup
The key thing with the Flaming Cliffs 3 aircraft are easy mapping and quite honestly you can
use the same keys (to a degree) with each other. Accessible systems such as flares and chaff are
always recommended to map on your stick and your keys should be tailored to fit your priorities.
For my TM Hotas X I configure my #8 Button for Flares (unmodified), RSHIFT + Button 8 for
Chaff, and RCTRL + Button 8 for ECM. Again hard practice and reflexes is what makes things
work for you rather than the next person. For the A-10C it’s a matter of learning the CMSP/CMSC
panels (pg. 402 in the manual) and how they function. If I’m going up against radar SAMs the
default A program works along with a jammer (ALQ-184 is my preferred option, more current) as
well as setting up the CMSC panel for the appropriate threat. For the more motorized vehicles I do
prefer AUTO though sometimes if it’s a low-threat environment I will switch to MAN to look cool
ejecting flares after an attack, or for training missions. Usually it’s recommended to leave it either on
AUTO in high-threat environments as it’s nice to not have to think about dispensing
countermeasures as the system does it for you and don’t be an idiot and not turn on the MWS. To
save some time digging through the A-10C manual here’s a breakdown of the programs and what it
means to you:
A-10C (CMSP):
Program A: Will eject a total of 20 chaff bundles for ten seconds.
Program B: Will eject a total of 40 chaff bundles in 5 seconds.
Program C: Will eject 20 flares for five seconds.
Program D: Will eject 20 flares and 20 chaff bundles in ten seconds.
Program E: Will eject 20 flares and 20 chaff bundles in five seconds.
Program F: Will eject 40 flares and 40 chaff bundles in ten seconds.
Program G: Will eject 40 flares and 40 chaff bundles in five seconds.
Program H: Will eject 1 chaff bundle per press of the button.
Program I: Will eject 2 chaff bundles per press of the button.
Program J: Will eject 1 flare per press of the button.
Program K: Will eject 2 flares per press of the button.
CMSC Settings (taken from the manual):
SAM1: SA-3, SA-6, and SA-8, or any older generation SAMs
SAM2: SA-19, SA-15, SA-16, SA-11, SA-17, and the SA-10
AAA: For mobile AAA systems like the ZSU-23-4 or even the Gepard/M163.
As for MAN, SEMI, and AUTO settings get familiar with the system and what you prefer.
As said previously in the document I leave it on MAN when I’m schlepping around a low-threat
area or when I’m familiar with the threat system and leave it up to me to decide. For the higher
threat areas I set the CMSP on AUTO, the reason being is that let the systems work for you. As in
some cases it allows you to focus on evasion and the damn thing reacts quicker than you do anyway.
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As on one hand the AUTO feature is great for the Tor, as opposed to the SA-6, where you can
successfully avoid the SA-6 without wasting valuable chaff bundles turn your DSP to OFF and save
it for a real threat or when being locked on by the ZSU-23-4. Granted it helps but through practice
I’ve noticed that the CMSP will automatically (duh) dispense bundles when the threat radar locks
onto you without a missile launch and even with the H program it burns through them very quickly.
So I wouldn’t recommend disabling it if you have other SAM sites to kill and you know the threat
well to do so.
What matters on AUTO at the very least you leave your ECM running, as I can’t stress that
enough in a task that requires you to have and employ it, though the HOTAS CMS Z-Axis button
activates/De-activates the podded ECM on the A-10C when you set the CMSP to MAN/SEMI.
And that reflects in the ECM gear as the USAF always preferred the podded configuration as
opposed to the US Navy, which prefers internal, which in my mind is more practical as you don’t
take up a pylon where an extra bomb is always needed. But that’s an issue to discuss when the DCS:
Hornet comes around, as well as the Super Hornet. Needless to say the Russians use podded
systems (MPS-410 and Sorbitsya) on their aircraft as well, but I like and prefer the internal systems
as again I like pylons where I can mount stuff to blow things up. Naturally your mix of chaff and
flares is completely up to the briefing you get and as I explain the systems you have to face
Flaming Cliffs 3: Aircraft will always eject 2 chaff bundles or flares per button/key press
and always will be Manual. And also remember that ECM pod activation is always Manual as well.
The Su-25T does give you a HUD indication but the A-10A does not.
For the Su-25T it has to be more mission specific as the pods aren’t as compact and light as
the Western ones nor are they integrated like the majority of the US systems. The Mercury LLTV
naturally is heavier and much bulkier than the Sniper XR, which in itself is a very advanced pod, so
the same functions you enjoy even on the A-10C can’t be matched and even though it does have the
Shkval Electro-optical system it still doesn’t have the advantages the US aircraft does. However as
you will see it does help greatly for long-ranged attacks and if you fly the A-10C manipulation is the
same (though not as complex) and still intuitive. The only limitations is the design which while
centerline mounted, only provides observation through the front quarter and that’s it. Despite this
it’s a great handy tool that makes it better than the Su-25T’s progenitor, the Su-25. The A-10A and
A-10C cannot be configured appropriately but as you will read it makes no difference as the A-10
Warthog is a real multi-mission aircraft (despite what the USAF says and does) so you can do
Ironhand with these aircraft as you just need to know how to employ them.
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For attacks against radar threats the Su-25T can mount the L-801 Fantasmagoria ELINT
pod on the centerline and provides the targeting data necessary for engagement of radar threats.
And to be honest with you is required for SEAD work, no exceptions so make sure you know the
capability of the Shkval (daytime only) when using other ordnance that requires that system during
night engagements. Operation is easy and intuitive and allows you to lock on the Kh-25MPU and
Kh-58U missiles, which will be discussed throughout the manual as I go along. Operation is simple,
press I (default key) and when in range, it will sense and plot enemy threats as necessary on the
HUD of the aircraft (shown above). Move the pipper onto the diamond, lock the diamond
(symbology will change to the pipper locked on to the threat radar and when in range, launch your
weapon and do a break to get out of the threat zone. Remember you do have to be inside the threat
radar’s detection zone in order for it to work. For the ZSU-23-4 and Roland it makes a big
difference as you only have so much time (a second or so) before it locks you up and fires a missile
at you.
Threat names for the Su-25T when using the Fantasmagoria pod (Russian Symbology) when
displayed on the HUD:
P: Patriot Radar
KUB: Kub Search and Track Radar
TOP: Tor (SA-15)
BYK: Buk 9S18M1 Search Radar
7B6B: S-300 5N66M Search Radar
300: S-300 64H6E Search Radar
G: Roland EWR
H50: AN/MPQ-50 Hawk Search Radar
Diamond: M163 Vulcan and Gepard, 55G6 EWR, 9S80M1 Sborka, and the 1L13 EWR
R: Roland ADS
2C6: 2S6 Tunguska
OCA: SA-8 Osa 9A33
Terrain Association and Ironhand
Terrain Association is usually reserved for basic Land Navigation training, but if you have
the F10 view enabled and can “see” (without the Fog of War option enabled) where the threat
system is at. Most missions are designed around realism so for the most part if they’re plotted on
your briefings, make some mental note of where the hell they are and guesstimate where their threat
zone lies. If F10 allows you to see the threat, click on the icon and go from there. But what about
from the cockpit? As you can see from the above image that big lake north of Kobuleti has
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probably been in a lot of images, I know as it’s a familiar landmark to reference even from the Death
Star. So for you doing Ironhand means you need to use the above as a “guide” so you know
generally you’re getting too close to the threat zone (remember various factors still come into
play…) and your pucker factor (depending on the system) goes higher and higher until you get shot
at, and then it’s a different story. But as a rule of thumb the above image isn’t “exact” but you can
see that if you’re getting real close to the northwest edge of that big lake then you know you’re going
to get shot at… soon. So keep that in mind so in case if you do get confused, it’ll help bring you
back to reality.
Radars
This section is the smallest and generally not needing most entries but covers the 1L13 and
55G6 EWR radars, as well as the 9S80M1 Sborka (“Dog Ear”, picture above) radar vehicle and the
Roland EWR. This vehicle is not targetable by your Kh-25MPUs and Kh-58Us or any specialized
missile system. So for you to remove them from the battlefield you will have to simply use ordnance
on them. Not much else can be said other than the 9S80M1 does support other systems either to
enhance radar capability or to provide (such as the case with the Strela-1 and -10 IR) systems with
better cueing and detection in order to engage faster. And the vehicle can also redeploy with
armored formations as well, unlike the two EWR stations which are static due to their large size and
complexity. The Roland EWR is much like the Sborka and fulfills the same function, but is able to
be shot at with a Kh-25MPU/58U.
Short Ranged Systems (SHORAD and AAA)
FIM-92 Stinger and the SA-18
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The FIM-92A and SA-7 for the most part are comparable systems in DCS. While there will
be differences overall you’ve been fired at one they’re not going be different. Each system has a
“magazine” of three missiles and after that goes inert. Overall they’re hard to find and will be the
bane of any CAS pilot or fighter pilot for generations after this one, or after your generation for the
younger readers. In any case they’re nasty, they can bring you down and hard to find. The images
above also have the “comm” guy who for the West, stands like Patton and points his hand in the
direction of the threat, as it’s there for atmosphere (the two Stingers/SA-18s lying on the ground to
add some atmosphere) and no practical use, i.e. the guy doesn’t reload the firing unit.
Pilotable: No (both versions)
Nations (Stinger): USA, Israel, Germany, Italy, Norway, Spain, The Netherlands, Turkey,
Belgium, Canada, Insurgents
Nations (SA-18): Russia, Ukraine, Abkhazia, Georgia, South Ossetia, Insurgents
ZU-23 Systems
The above image shows the current available systems available to most sides, the 23mm ZU23-2 that as shown, is either a trailer mounted system or mounted on the flatbed of a Ural-4320
truck, or setup in an emplacement (not shown). The trailer-positioned version as employed in the
simulation is not mobile (you can’t hook it to the back of a cargo truck) and obviously the Ural
mounted version is fully mobile (as mobile as the truck can be given the additional weight). In most
cases AAA of this type isn’t that much of a threat unless you enter into its threat area. In most cases
with this system you can use CCRP modes (as well as Vikhr’s with the Su-25T and Ka-50). Spot it,
shoot it, and move on. However if you do get caught in the engagement zone for some odd reason
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(you’re simply not sure as you’re coming in for your attack) remember to jink around to throw off
the aim. Bullets can’t move despite the will of the gunners so if you come straight in they can shoot
you down. Jinking throws their aim off and allows you to escape unharmed. Also if you get high
enough you can simply bomb it as well (depending on bomb type).
Pilotable: Yes (all versions)
Users: Russia, Ukraine, Abkhazia, Georgia, South Ossetia, Insurgents
ZSU-23-4 Shilka/M163 Vulcan/Gepard
One of the more iconic AAA systems of the Vietnam War and still in use (though outclassed
by the more capable 2S6 Tunguska and Pantsyr-S1) the Shilka is like the ZU-23 above, easy to deal
with and only a real threat to you is if you wander into its threat zone. If you’re AAA hunting you
can use anything (if you want to be macho and use your gun, be my guest) and you can pick it off
quite easy. Oddly though using the Kh-25MPUs and -58s is to me a real waste and quite honestly
you will be inside its engagement cone when you lock onto the system with the L-801 pod so save
your missiles for the real threats. Use a guided or cluster bomb. If you’re configured for SEAD let
somebody else kill it with other munitions if you’re working part of a Hunter-Killer team or use a
Vikhr-M.
As for the M163 Vulcan and the Gepard, same thing as all radar directed AAA is only a
threat if you simply fly into the threat areas. And it should be noted that among the three the
Gepard has a better radar system (which is hampered by the short range of its twin 35mm Oerkilon
guns). Normally I would separate them but overall when you deal with one AAA system you pretty
much deal with them all and are handled accordingly.
Pilotable: Yes
Users (M163): Israel, USA
Users (Gepard): Germany
Users (ZSU-23-4): Russia, Ukraine, Georgia, Insurgents, Abkhazia, Israel, South Ossetia
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Strela-1 9P31 (SA-9 Gaskin)
The SA-9 Gaskin is a short-range infrared guided Surface-to-Air system that has an effective
range of 4200m mounted on a BRDM chassis. Once you get within five miles or so the launchers
deploy and it waits until you are within range and of course the launcher fires a missile. Once you
get roughly seven miles out the vehicle will enter the “sleep” mode and wait for you to return. Not
much else to say but in short an easy killed vehicle with at the minimum the Vikhr-M missile carried
by the Su-25T and the Ka-50 and advised to use the Mercury LLTV targeting pod as the system
does not use radar to acquire targets but obviously the Shkval can be used but the LLTV is better as
it’s thermal and makes acquisition easier. Also for guided bomb delivery with the KAB-500kr you
can drop the bomb well outside (not too much but enough) the system’s engagement range at
~4000m height. Needless to say the AGM-65 Maverick is also good for this vehicle. Like the
Strela-10 below it’s highly recommended for JDAM bombing around 15,000+. For GBU-12 CCIP
bombing at around 14,000+ it’s recommended to pickle around 4.8 to 5.0 miles. While I always lase
before and during the flight of the bomb masking is a concern and for right handed mounted TGPs
a left hand bank is good, and the opposite for left wing mounted TGP use. And its recommended
CCRP mode with the A-10A at the same level (15,000+), though CBU-97 is highly encouraged for
killing the vehicle or good placement for the CBU-87. The system can also be linked to the PPRU1M Sborka (“Dog Ear”) radar though it’s to allow radar search rather than a targeting function.
Strela-10 9K35M3 (SA-13 Gopher)
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The SA-13 Gopher is the improved version of the SA-9 Gaskin and is mounted on an
MTLB chassis and still fulfills the short-range infrared guided mission that its progenitor does.
What this translates is that the Strela-10 has an improved range of 5000m. Again like the Strela-1
the system does not have radar but the simulation models the IR sensor that activates the system
and allows it to fire on you. However when placed on the map the vehicle enters a “sleep” mode
where the launcher racks are folded in the travel position. And like the Strela-1 once you get within
five miles or so the launchers deploy and it waits until it’s within range and of course fires a missile.
Once you get roughly seven miles out the vehicle will enter the “sleep” mode and wait for you to
return. Again with the Vikhr-M you can outrange the system easy with the Su-25T or the Maverick
on the Warthogs. And like the Strela-1 above you can also pick it off with a KAB-500kr from
4000m with a low chance of it firing at you, or if it does you’re at its maximum range making it
easier to avoid. If you want to use a JDAM drop higher than 15,000 ft. and watch it blow up. LGB
CCIP bombing should be again around 14,000+ and released at either 4.8 or 5.0 miles. It should be
noted that the system will sense you but not launch giving you some time to execute a break
maneuver. If self-designating always ensure that you don’t mask the TGP during the drop. The
system can also be linked to the PPRU-1M Sborka (“Dog Ear”) radar though it’s to allow radar
search and acquisition rather than a targeting function.
Pilotable: Yes
Users: Ukraine, Russia, Insurgents, Georgia, South Ossetia
M6 Linebacker/M1097 Avenger PMS
Technically you can call this a US version of the Tunguska, but far less capable. Like the
Strela-1 and -10 above it has the same overall range capability, which makes engagement similar to
the above vehicles. The Linebacker has a four cell Stinger pod while the Avenger PMS mounts two
four-round pods per vehicle. The Linebacker was designed to support Heavy Divisions while the
Avenger also supports Light Divisions for local air defense. The Linebacker mounts a 25mm
Bushmaster cannon also for dual use against ground and aerial targets. The Avenger mounts an
M3P .50 caliber machinegun though given most engagement ranges its best suited for limited selfdefense against soft ground threats. Engaging the vehicles isn’t particularly hard, fire a Vikhr-M,
Maverick, or bomb it and it’ll be gone.
Pilotable: Yes
User: USA
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Medium Range Systems
Tor 9A331 (SA-15 Gauntlet)
The SA-15 is one of the more deadly SAM systems in this category, and is a tough adversary.
The naval version is also mounted on the TAKR Kuznetsov, and Neustrashimy class ships (the
system for clarity is also mounted on the Udaloy class as well). Respectively each ship mounts 192,
and 32 missiles to engage targets and has the same capability as the land based version. The
Russians term it a “unified” complex where the search and tracking radar is mounted on the 360
degree rotating turret detects and guides the missiles to the target. As of 1.2.14 however, the Tor
has the ability to shoot down your missiles. Before 1.2.14 it would launch only three missiles for
every one missile that you fired. However currently (1.2.14) it fires only one missile per missile
launch, saving missiles and making it slightly more difficult if not more time consuming. If you’re
flying the A-10A or C, the key trick is to use your jammer (ALQ-184 so far is the best) and for the C
leave your CMSP on AUTO and select SAM2 on the CMSC and pick your preferred program, as for
me A usually works.
However the main consideration is Maverick launching when trying to kill this system.
Personally I like using the D models on either the A-10A/C as it’s a WHOT missile and makes
acquisition of the Tor much easier against the ground, even at long range. For the A-10C however
TGP assistance is a must as first you need to point the pod in the right direction to get your pipper
on target. While you can Force Correlate personally with the other modeled types (H,K) I deal with
the system because Force Correlate does not work with the D model, which I prefer personally.
When firing keep the Maverick’s trajectory as laser-like possible (or direct line) regardless of aircraft
as the missile does have a tendency to establish a loft trajectory and therefore makes it easy for the
Tor to shoot down. And remember to always throttle down to (recommended) 50% as it gives you
those necessary seconds in case you’re having trouble locking on. If you feel you’re getting too close
turn away, re-establish farther out and come back in and try again. There’s no sense in pushing a
bad maneuver for no reason when all it’s going to do is get you shot down. If you’re still having
issues stop trying to kill a threat and practice on a vehicle with long distance shooting with the
system as you’ll need the practice.
For the Su-25T the Kh-58U is a capable missile and allows engagement but overall is a bit
much for killing the Tor (where you can mount other ordnance and save weight as well), so using
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the Kh-25MPU is preferable and lighter, and can outrange the Tor system. It should be
recommended of course to carry more one as while in 1.2.14 the Tor only fires one missile, the
lofted trajectory can give the Tor a valid target and there is a chance of it intercepting your missile.
The system can also be linked to the PPRU-1M Sborka (“Dog Ear”) radar though it’s to allow radar
search rather than a targeting function.
Pilotable: Yes
User: Russia, Ukraine
9A33 Osa (SA-8)
Not a very dangerous SAM if you’re paying attention. It was also the first Russian designed
SAM that has its own “unified” search and tracking radar on the same vehicle. And while the
system is mounted on ships (SA-N-4 “Gecko”) it is not modeled in DCS currently. It has roughtly
the range of the SA-15 but overall won’t shoot down your missiles (with the notable exception of
your Kh-29Ts). For A-10A/C drivers, pick it off with a Maverick, but remember it’s always a long
distance shot. The CMSC panel setting is SAM1 for the A-10C, and for the Su-25T pick it off with
a Kh-25MPU. It should be noted that the Osa so far as 1.2.14 will shoot down your Kh-29Ts (if
using them instead) and accuracy of the Kh-25MPU is at longer ranges subject to actually missing
the vehicle, while the closer you get the more accurate the missile is. The system can also be linked
to the PPRU-1M Sborka (“Dog Ear”) radar though it’s to allow radar search rather than a targeting
function.
Pilotable: Yes
User: Russia, Ukraine, South Ossetia, Abkhazia, Georgia
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2S6/9K22 Tunguska-M1 (SA-19 Grisom)
The 2S6/9K22 Tunguska-M1 is a fairly competent system that was designed to improve the
capabilities of the ZSU-23-4. When you’re in range, it’ll either shoot at you with the missiles (first)
and then it’ll work on you with guns if for some reason the missiles didn’t hit. And the range circle
represents the SA-19 and not the guns itself (simulation logic) though naturally if you get close
enough it’ll try and shoot you down. For the most part with the A-10A/C again like the SA-8, a
quick long range shot of your Mavericks and go home and the CMSC setting is SAM2. Or
alternatively drop a GBU-12 from around 15,000ft at 5.0 miles and kill it that way. Like the Osa
above the Tunguska can shoot down your Kh-29Ts so don’t use them, but you can use your Vikhr’s
easy though as it can’t shoot them down for Su-25T pilots. Needless to say you can use your Kh25MPUs as well. The system can also be linked to the PPRU-1M Sborka (“Dog Ear”) radar though
it’s to allow radar search rather than a targeting function.
Pilotable: Yes
Users: Russia, Ukraine, South Ossetia
MIM-72 Chaparral
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The Chaparral exists in DCS simply because the Israeli Defense Force still uses it and still is
shown to be used by the USA even though it was retired in 1998. Overall it’s nothing spectacular
but is an IR homer based on the AIM-9D missile adopted for the surface-to-air role. As such it has
a respectable range and even though you can pick it off with a Vikhr-M, be aware when you’re in
range, so is it. During one engagement so far I got my missile off and as soon as he blew up I took
a missile myself, forcing me to eject, despite the ruggedness of the Su-25T. So while it’s nothing
scary, don’t get too cocky either. Needless to say you can outrange it with Kh-29T/Ls (I used the
Vikhr as it’s the shortest ranged missile weapon the Su-25T can employ), and naturally a Mav can
pick it off easy.
Pilotable: Yes
Users: Israel, USA
Roland ADS
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The Franco-German Roland system was developed in the late 1960s and so far still equips
German missile battalions. While formerly used by the United States as well as France it has been
upgraded through the years and was removed from active German service in 2005, with the
replacement being the LFK NG. The simulation models the German version mounted on the
Marder chassis for mobility and is used for airfield as well as local air defense duties back then. The
system mounts to missiles ready to fire along with eight more missiles to equal a total of 10 missiles
it has available to it. It should be noted that the Roland will shoot down your Kh-29s while for Su25T drivers you can kill it with a Vikhr-M. A-10A/C drivers use a Maverick and CMSC setting is
SAM1. You can use a GBU-12 on the vehicle but it’s highly recommended dropping from 15,000+
and a little bit over 5.0 miles. Unfortunately you do run a chance of getting shot at but if you leave
the CMSP to AUTO it’ll help when guiding the bomb to the target. While the detection system is
respectable there is also available in the simulation the Roland Radar system, which in itself a
Western “Dog Ear” system in aspect of providing cueing but not actual targeting of hostile aircraft.
Pilotable: Yes
User: Germany, Spain
Long Range SAMs
Kub (SA-6 Gainful)
The Kub is not just one complex (as the Russians call it) but a larger complex (remember
Russians always consider vehicles as complexes, just a designation thing) that a full Battery
comprises one Kub-M1 1S91 Search and Tracking Radar and four 2P25 launcher vehicles each with
three 3M9M missiles. There is a multitude of service and support vehicles associated with the
system but as its ancillary to the system they’re simply not modeled and have no effect on play
either. It is a fairly old system first seeing combat in the Yom Kippur War and has been in service
since 1970. The system is fairly easy to defeat as once you kill the 1S91 Search/Tracking radar it’s
useless. So if you have multiple sites to cleanse then kill that and go for the next one.
Simulation-wise the SAM is still a threat and shouldn’t be taken lightly, sort of. Modern
jammers can reduce the effectiveness of the system but overall it can still kill you if you’re not paying
attention. When flying against the SA-6 in the A-10A or C it’s advised to either avoid it entirely as it
outranges your Mavericks and even with a jammer still is a threat. The good thing however is if you
are going after it is to fly below 300 feet and either play Chicken (see who blinks first, but realistically
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it’s you that’s blinking) or more exactly, Bait and Kill. There are a couple ways to do this, first is go
near its threat zone, allow it to launch and skate away which isn’t bad if it’s a few missiles. When
dealing with a full Battery (four launchers or 12 missiles) what you can really do is fly into the threat
zone, have it launch (simulation logic will simply try and spike you with a missile anyway) and fly
below 300ft/100m (tree-top flying and watch out for electrical poles and buildings!) and it’ll happily
expend its missiles to unsuccessfully shoot you down and you can do that until it runs out of
missiles. Don’t get cocky with it as even at least once it comes close so fly along and let it expend
it’s missiles. Make sure you count and make sure you wait a while before climbing up and finishing
it off as you may fly right into a missile you thought wasn’t coming. For the A-10C pilots stay out of
the damn TGP! Concentrate on basic evasion and once you know you’re clear use it all you want to
clean up the site. Your RWR will tell you the direction and when you get the launch indication so
you don’t need to see it in black and white…
Su-25T pilots use the Kh-58, lock onto it, fire it and fly back home and drink some vodka or
whatever you have to do. Using the Kh-25MPU is also recommended as a lighter alternative as well.
Ensure that you fire and leave though as it does put you close to the threat zone of the SA-6.
Buk (SA-11 Gadfly)
Buk is also the modern evolution of the SA-6 or Kub. However, the main difference is that
in the real world designers (rightfully) thought that a single complex or vehicle mounting both the
search and tracking system is also vulnerable to HARM or equivalent missiles. While smaller
systems condense it for mobility the SA-11 can be a real pain if you’re not careful when firing your
anti-radar missiles. First off your Kh-25MPU or Kh-58 may lock (and has a good chance of it) onto
the TELAR rather than the search radar. Remember the system is designed to handle multiple
threats so if it’s locking you up then it’s the TELAR, not the search radar. In the practical sense in
the cockpit is that the damn thing is still trying to kill you. Given that a typical Battery is only one
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TEL (Snow Drift search radar) and two TELARs (for a total of eight missiles) it’s not much but it’s
just the step before the Big Daddy S-300PS system.
When using the Su-25T the Fantasmagoria L-801 will pick up three “Buk” symbols. During
a test I managed to kill the TEL first which was nice but after that I still had the two TELARs to
deal with. It should be stressed that the Kh-25MPU can lock on and be launched but you will get a
missile fired at you. And while the Super Grach isn’t a maneuverable plane, praying and dropping
chaff does help, as well as maneuvering behind cover. They proceeded to shoot at me even though
the Snow Drift radar was dead. Simulation logic will point the TELARs at you and the AI will try
and maintain that lock (you’ll still get the search tones in the SPO-15), and still be able to fire at you.
At a certain point when you beam the system or duck behind cover (a hill or mountain) then the
TELAR will lose the lock and continue to point in that direction until you pop up (for some reason,
just don’t) and after a while it will traverse to the “neutral” position and await instructions from the
non-existent search radar. The system will also fire two missiles at you, spaced in-between to
achieve the maximum chance of shooting you down, so on average if you send in some sort of
target drone you can also “kill” it that way, though manually you’ll have to fly in and bomb the site
to non-existence. For the A-10A and C drivers, Bait and Kill as quite simply you’ll be outclassed by
this system until DCS: Hornet or DCS: Super Hornet comes around and you’re able to use HARMs,
and then it’ll be just a bit easier for the US side.
Pilotable: No
Users: Russia, Ukraine
MIM-23 HAWK (Homing All the Way Killer)
The HAWK was developed in the late 1950s and besides the Patriot, the only operational
long-range SAM for over forty years (until it was phased out from the US Army in 1994, and
removed from USMC service in 2002). It’s a fairly basic system, a typical Battery encompassing the
AN/MPQ-50 Search radar and the AN/MPQ-46 tracking radar, and six launchers that mount three
missiles apiece. Overall it is the least capable of SAMs and compared to the Buk, takes a good few
minutes for it to decide to launch so if needed do your nails, get a quick snack, etc. But to be
serious compared to other SAMs the final launch is quick and once you’re locked on it will like any
other system, try its best to shoot you down. It does have a minimum height of 60m/196 ft.
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For Su-25T drivers you can get a Kh-25MPU shot off, but it’ll fire first. Shooting Kh-58 is
much easier and if you have multiple HAWK sites to cleanse, then use that instead. If you use the
Kh-25MPU simply fire your missile, and then dive down to treetop height and either play with it
(don’t get too cocky, the missile isn’t that maneuverable) and wait until your missile hits. After that
it’s fairly standard, move on and do other things.
For the Warthog A/C Drivers, SAM1 for the CMSC (Hell it’s older than me!) naturally for
the C and treat it like the Kub when playing Bait and Kill with it. You only have eighteen missiles
but getting close to it shouldn’t be too hard just as long as you do some weaving and then come up
and blow it up. The system does have a two kilometer minimum range so it’s a matter of some
terrain following or sea skimming to get up on it. If you do slew your TGP on it a guns kill will do
the job easy. As with the Su-25T once you kill one of the radars it’s inert and take your time (if that’s
the only site to neutralize) and move on. Unfortunately there’s not many options but you can setup
an AI flight to knock it out, which is easy to do with HARMs. Again once DCS: Hornet or Super
Hornet comes online then it’ll be much easier to kill this with (along with other SAMs).
Pilotable: No
Users: USA, Germany, Italy, Turkey, Spain, The Netherlands, Belgium, Denmark, France
S-300PS (SA-10 Grumble)
Even back then as Flanker562 and in Flanker 2.0 I had a real healthy respect for this
particular SAM system and now with DCS its well, still the king of the SAM Battlefield along with
the Patriot. Quite simply while the Patriot even back then was once you knew where it was coming
from, could evade it and Rich Sorochak devised that particular tactic and probably still viable today,
which I wouldn’t be surprised as I need to get some work done with the Su-33 as if you knew me
back then, was the best platform to fly. But that’s for the Patriot section and not for this one. The
basic template of the S-300PS is eight four cell launchers, for a total of 32 missiles. The system has
one 64H6E search radar, a 5N66M search radar, and finally a 30NS tracking radar. And it can shoot
you down from a good long range. So the thing is that if you’re an A-10A/C (or any aircraft at this
point) driver then the best thing to do is get it to launch, and then dive behind cover. The farther
away you are gives you more reaction time but don’t get cocky and wait a few minutes as you may
pop up and get spiked by that missile you were trying to avoid but overall simulation logic will
maneuver the missile into the ground. The great thing about this tactic is that you don’t waste any
more fuel, and for A-10C drivers put your ECM on AUTO, but select your DSP to OFF. Reason
being is that you’ll be burning a lot of chaff and you’re already doing something about it right? Also
be aware it has a minimum height of 25 meters, or 82 feet. For the helo pilots (UH-1H, Ka-50, Mi8MTV2) it’s a matter of some serious terrain masking and for the fixed-wing (it can be done on flat
ground) aircraft it’s a matter of being extra careful and skilled to pull it off. Needless to say for the
CMSC panel in the A-10C set for SAM2.
As for any Russian jet the same thing is pretty much needed. What counts for the Su-25T
and using the Kh-25MPU and Kh-58U is pure ability to get the system locked and firing and then
diving behind cover. Using the Kh-58U is your only best option at long range (as anything just
staying away from it is the best option) as depending on height you will get a missile shot at you. It
takes a while at max range for the missile to reach you so you have at least half a minute before
you’re shot down. Run you’re ECM and drop chaff as once you get your own Kh-58U off, turn tail
and head out of there! The 5V55 missile is fast but if you spend time waiting for your own missile
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without evading, you’ll just get shot down. Also at extreme range you’re ECM “works” but again
the 64H6E will practically burn-through it. So is the MPS-410 and Sorbitsya worth the trouble? Yes
as it does provide some deception jamming this will help at the edge of the S-300’s engagement
range. Also remember that at range the diamonds for the ELINT display will merge so take your
chances and get a shot off, as when you do get your shots off and they connect, you’ll disable the
system so you can either clean it up or your buddies.
Pilotable: No
User: Russia, Ukraine
MIM-104 Patriot (PAC-2)
The MIM-104 Patriot PAC-2 is of course the US’s version of the long-range missile system.
While some compare it to the S-300PS the Patriot was of course made first. During Desert
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Shield/Storm it proved capable of doing its job, shooting down Scud missiles before they hit their
intended targets. And in more recent times the system has seen service with Israel during Operation
Protective Edge as well as during Operation Iraqi Freedom. As in DCS the system is a threat, and
like the S-300PS, shouldn’t be taken too lightly, and as always with the Big Missile SAM you should
respect it. However, the system isn’t invincible and even in most aircraft it can be defeated,
provided you’re aware it’s around and that it’s firing a missile at you. Back in the Flanker or
LOMAC days Rich Sorochak devised a simple rolling technique that enabled you at distance to
avoid the missile. After launch put the missile on your 3/9 line, and remember the missile will come
from the horizon so once you see it, pull on the stick and roll away. If you’re trying to transition
and get caught (given the range it won’t be hard) in the threat area then this is a great technique but
it does involve you getting shot at. The template only places one launcher (four missiles) and while
it is placed mission designers you will have to orient the launcher as it doesn’t traverse and therefore
you can “sneak around” it and hit it from behind or from the sides. And given that the simulation
models the PAC-2 version, each launcher has four missiles.
For Su-25T drivers at the long range equation your best bet is to carry the Kh-58U as your
main weapon against the system. And remember the system does take a long time (longer in a
sense compared to the HAWK system above). However it should be reinforced is to figure out
where the system is pointing (if external views are enabled) and go from there. What this means is
that most aircraft can simply fly around the thing and engage it that way as the launcher itself can
traverse 180 degrees in front of it, not to the rear where you can come in and kill the system (and the
radar set itself can traverse a full 360 degrees). And like the HAWK above it has a minimum height
of 60m/196 ft. Sure the radar will detect you but again you have to deal with the cone of the missile
itself, not so much the radar set, which combines both the search and track functions. So if you do
get a shot off and kill it, the rest of the system is useless.
Pilotable: No
Users: Israel, USA, Germany, The Netherlands
The other side: DCS Combined Arms
Naturally the above has discussed with dealing with various SAM/AAA systems supplied
with the simulation and killing them. However, we’re going to shoot back. As you probably noticed
there is a “Pilotable” entry with each of the systems listed, of course letting you know if you can
shoot back yourself. Most of DCS and since Su-27 Flanker 1.5 has been just flying. And for the
most part the sim is the best on the market today but remember, it’s a flight sim, not so much Steel
Beasts or equivalent as there’s a lot of values to take into account. From what I remember there are
enough debates online about the real vehicles by various people, so there’s no point in dealing with
them about a simulation where it’s expected for a public sim to have inconsistencies as it’s just plain
common sense. So while there will always be some inconsistencies, mainly due to classification of
armor and various systems but overall the simulation values will always be adjusted depending on
the available open source content and information on the web.
But this part isn’t about classifications and real-world knowledge and capabilities, as stated at
the start of the document. Threads can go on forever but for the most part I ignore most of the
Google-Fu because it doesn’t matter, as the simulation can only model things so much and that is
that. Anyway, the scope of Combined Arms is to get a quasi-Arma 3 feel to the simulation (but then
again there’s always things you wish in X game was in Y simulation so I can’t have everything). As a
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player of Arma 3 I prefer sometimes the ability to virtually kick in doors and do JFO/JTAC related
tasks or related activities on the virtual ground. But given the size of the islands I dislike it for fixedwing combat but have done some armor operations and the like though most of the time I walk
around killing virtual bad guys. So what can DCS: Combined Arms actually do? Well in most cases
you can be the SAM/AAA system and have some fun that way:
The image above is the actual interface from the 9K22/2S6 Tunguska, with me being the
shooter. The system offers a basic interface, and with the E (default) key, you can switch from guns
to the missiles above. Shooting the guns is fairly simple: press the LMB (default) and rock and roll.
However with guns there’s a trick. If they’re coming at you directly put the crosshair and aim
slightly above or at it, depending on your flight profile. For maneuvering targets you have to do
what’s called “leading” where you should put the crosshair in front of (to the right or left) and hold
down the trigger hoping that the targeted aircraft (helicopters are best, forget most jets) will fly into
the path of your bullets.
With missiles it’s pretty easy. Most self-guide so there’s not much needed. The upper left is
your radar display and sectioned off in degrees so you know where the target is coming from relative
to your position. The small rectangle is the targeted (in this case) helicopter and I just launched an
SA-19 at it. Naturally you have to lock the target and for me it’s one of my small mouse buttons so
it automatically locks on to the target and let the missile do its thing. As you see on the bottom right
it gives your ammo status as well as for missile system. At the time of the screenshot it was tracking
the helicopter and after a couple missiles I finally killed it. Again ammo status is given of the type of
weapon and if I wanted to switch guns it would do this:
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Again it doesn’t require a large amount of brainpower to use. What can you do with this?
Train your pilots for SAM evasion or part of a ground virtual unit that likes to play missions like
this, i.e. just plainly do something different for once. As you can see you can also depress the guns
and engage ground targets. While the AI use the missiles as they should, when firing radar guided
missiles you actually have to guide the missile to the target, which is really strange since the radar
system does it automatically. Whether it’s a bug or a function of the simulation then it is what the
simulation models, if incorrectly. Lock, fire, and wait, repeat. But as such you have to “wire guide”
the missile onto the target (again helicopters are better than jets in this regard as the AI shoots better
than most of us do) to hit the target you’re firing at. Using IR missiles (Strela-1/10, Avenger,
Chaparral) doesn’t require more than you locking the target and the missile does the work (as it
should).
Setting vehicles up for human use is quite easy, when making the group select the checkbox
“Pilot can drive” for the vehicle group. And of course don’t forget to go to the Battlefield
Commanders button (
play!
) and check Pilot Can Drive Vehicles, and place them as needed and go
Appendix 1
Using the Templates
The Mission Editor itself is a powerful tool but you can only do so much with placing
objects. For the larger SAMs you can use the templates for either mission design or practice on your
own time. Either way you simply press the
icon which allows you to setup the SAM systems
I used in this document. Simply select the type and put it appropriately on the map. This of course
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is better than trying to always spend time figuring out how much or what is needed and most of the
listed countries have their own groups. However it is not complete and you can always create your
own custom template to accommodate for any mission or training event. However the simulation
comes with some basic templates and therefore you’re going to have to spend some time creating
your own to suit your needs.
To create a specific template click on the
and create a new group. Add what you
need and then click on the
icon and it will show the country and select the country you wish
to include it with. Note for realism it may not allow you to create “What If” concentrations but
otherwise click on the
and this dialog will appear:
Using the appropriate country fill in the Template Name, so for my five M163 element I’ll
name it M163 Group or adding one more vehicle, a full Battery of Vulcans. Once I’m done (not
much I can do other than set a particular heading I click on “Save Template” and when I need such
an element for quick mission creation or whatnot, I go back to here, and with the appropriate
country, and from the bottom drop down menu, select my template. Note the “X” beside it as it
will delete your template without any Warning message or “Are you sure you want to do this?”
dialog so be careful… While DCS ships with premade Patriot and S-300 templates, here are some
real-world adaptations based on the simulation limitations to setup your own templates for missions:
Kub (SA-6)
1 x 1S91 SR
4 x 2P25 Launchers (total of 12 missiles)
Buk (SA-11/17) Battery
1 x 9S18M1 Kopol TEL vehicle
2 x 9A310M1 TELAR
Roland ADS Battery
12 x Roland ADS
1 x Roland EWR
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Gepard Battery
6 x Gepard AAA
Tunguska (SA-19) Battery
6 x 2S6/9K22 Tunguskas
1 x PPRU-1M Sborka (optional)
Tor (SA-15) Battery
4 x Tor vehicles.
1 x PPRU-1M Sborka (optional)
Osa Battery (SA-8)
4 x 9K33 Osa vehicles
1 x PPRU-1M Sborka (optional)
Hawk Battery
1 x AN/MPQ-50 Search Radar
1 x AN/MPQ-46 Tracking Radar
6 x M192 Launchers (total 18 missiles)
Basic weapons key configuration for the A-10C
One of the first things when transitioning from the A-10A to the A-10C is quite obviously
the fact you have so many keys and not enough buttons on your joystick… but here are some basic
definitions of what the most keys you will need and what they will do to get you better able to
memorize and figure out what works for you:
HOTAS CMS Forward = Ejects flares/countermeasures
HOTAS CMS Z-Axis = Activates/Deactivates ECM when CMSP is set to MAN
HOTAS Boat Switch Aft = White Hot switch for TGP
HOTAS Boat Switch Center = CCD (normal camera) switch for TGP
HOTAS Boat Switch Forward = Black Hot switch for TGP
HOTAS China Hat Switch Aft = Resets TGP and Maverick and HUD when the system is SOI
HOTAS China Hat Switch Forward = Zoom in/out for Maverick when on that specific page
HOTAS DMS Aft = Zooms out TGP view
HOTAS DMS Forward = Zooms in TGP view
HOTAS Master Mode Button = Switches between NAV,GUNS,CCIP, and CCRP modes
HOTAS Slew Down = Moves Pipper down when TGP/HUD/Maverick is SOI
HOTAS Slew Left = Same as above and moves the pipper left
HOTAS Slew Right = Same as above and moves the pipper right
HOTAS Slew Up = Same as above and moves the pipper up
HOTAS TMS Forward = Allows you to select AREA and POINT settings on the TGP, where POINT is
designed for moving targets. To designate for targets hold this command down which is necessary for JDAM
and the CBU-103/107
Nosewheel Steering Button = During flight allows you to fire the laser from your TGP (IR or
Designator/Both) and naturally when you land allows you to steer the nosewheel.
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Needless to say these allow you to use all of the weapons at the basic level and should provide
somebody with the necessary knowledge to map them to their preference. Again we all have our own ways
of doing things, but these are what’s to mind important for “easy” access to allow you to fire your weapons.
And it should be noted this applies for non TM Warthog joysticks, as a correct Warthog stick has all the
functions already mapped and the simulation will recognize it. However I do recommend as I personally use
the Thrustmaster Hotas X, which has proven very nice for flying the aircraft as well as weapon related tasks.
Am I missing something? Or you have something to add that may be relevant? Please don’t hesitate
to bring it up in the relevant topic or the contact information below.
Credits:
Real World References:
http://www.fas.org
Visit the 562nd Tactical Site here:
http://562ndts.enjin.com/?welcome
If you like my work please donate (PayPal): [email protected]
EricJ on the CombatAce/SimHQ/BI Forums
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EricJ562 (Steam ID)
http://www.facebook.com/EricJ56
[email protected]
I also write Military Science Fiction books, if interested you can check them out here:
http://www.amazon.com/EricJohnson/e/B003NQA7QK/?_encoding=UTF8&camp=213733&creative=393193&linkCode=shr&tag=hup
a08e-20&linkId=KLGFFABHB5ZLOXPS
Eric Johnson, 2014
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