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Small note regarding the Hellfire: Is that planned range reduction to a mere 6 kilometers correct? I have checked multiple sources and couldn't find a single one that gave a range of less than 7-8km (for the radar-guided "K" variant) and 11-12km (for the laser-guided version).
Realism apart, even from a gameplay point of view I don't think it's an issue, as you rarely get to have a clear LOS at 12km on a Tor (and will be exposed for the entire duration of the missile flight!), and the radar variant won't be able to outrange it anyway. :)
No, you're right. I was thinking of the radar hellfire that has a max range of 8km which limits the radar missile to the same. Laser guided can go out to 10 or 11km. I've corrected the patch notes :)
APKWS range should really depend more on launch height. For helicopters at low level really it should be 5-6km and this will become more effectively modelled once air density is in the game (which will be added as part of the physics update).
Eventually all laser guidance will be effected by fog too
The environments are hard on equipment.
As well, when you model in weather, keep in mind, that even in war they won't fly when its less then ideal for sensors. Too much risk.
You'll be please to know that very shortly you'll have choice between APKWS and the DAGR system. The main difference is that a 4 x DAGR pod can be carried on the same rack as Hellfires e.g. 4 x DAGR & 3 x Hellfire on the same rack giving you even more versatility options.
Very true - and that'll, I think, one of the more entertaining scenarios of flying in weather you perhaps shouldn't be.
Also, enemy weapons will suffer the same degridation so it won't all be one sided.
I also like the idea of fog etc effecting laser guidance systems as that really brings the radar guided weapons into their forte and gives more question to ask yourself when choosing your helicopter fleet and tasking them for each mission.
Smoke back scattering the laser, smoke from their own launches screwing up the laser designation..forced them to adopt lock on after launches and remote designations.
The crew maintenance played a large roll in keeping helicopter units operational, will that be modelled into the system? Crew experience vs. percentage of operational component malfunctions?
"The Apaches experienced parts shortages during the war that caused some
aircraft to be grounded"
1. Environmental control units (the unit itself, shut-off valves, and the
cooling turbine)
2. Auxiliary power units
3. Rotor blades
4. Targeting and night vision components
5. Common hardware
6. Black boxes (electronic components)
7. Navigation equipment
8. Main rotor heads
9. Tail rotor swashplates
10. Engine fuel filters
They actually stole parts off of other helo units to keep things going. Implementing the maintainer aspect might be a whole other game aspect though.
I don't think they were every used in actual conflict but, yes, mavericks can be fitted to Apache's (and the Viper too I think).
I doubt their weapon qualifications involve every single compatible weapon system.
I also have not played the few recent updates but has LOAL mode been baked in yet?
I think this is done with the new AI coming. Like the air support functionality, you can drop yellow priority zones over areas and the wing man will go to work on the high to low threats inside it.
Priority Fire Zones will be a thing. It's already working with the fixed wing CAS aircraft where you are basically defining an area for them to work in. A similar system will be used for wingmen.
This system will also be usable by yourself to define an area that you want to attack and then being able to ripple fire Radar Hellfires or Brimstones. The targeting computer will automatically assign a new target to each missile allowing you to engage multiple targets extremely quickly.
LOAL isn't in at the moment - I'm not quite sure how the whole system really works so I'd need to do a bit of research into it.