Unguided Rockets
- Bombcat
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Unguided Rockets
Weapon: Unguided Rockets
Recommended Targets: Air to Ground - excellent for ships, trucks, buildings. Useful for nearly any ground target. Relatively easy to use against moving targets. Air to Air - limited capability against non-maneuvering targets, particularly large aircraft and hovering helicopters.
Targeting system: Under 30kt, aim with the gun cross hairs. Over 30kt, align the flight path indicator with the cross hairs to shoot accurately.
Maximum range at sea level from a stationary launch: 10km
Maximum rounds per pod: 19
Unguided rockets are excellent all purpose explosive weapons for the YS attack pilot. Unlike their real world counterparts, YS rockets can be aimed quite accurately, and carry a substantial punch. The ability to kill a ship from 4 miles away with a single unguided rocket may represent the single greatest imbalance in YSFlight's combat system, as many attack or fighter aircraft routinely carry 36 rocket rounds. This, in turn, explains the proliferation of hostile ships on combat oriented servers - a single ship simply does not pose a substantial challenge for the rocket armed ship hunter.
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- waspe414
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Re: Unguided Rockets
Max range: 12 miles
Crosshair aiming below 60kts
*Type-A twitch*
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Re: Unguided Rockets
As for the 5.0 miles, I just measured the distance from a VOR station. One issue there might be the fact that the distance shown on Air to Air/rocket radar is the size of the entire box, rather then just the area in front of your aircraft - so the 5 mile radar screen shows 2.5 miles in all directions, the 10 miles radar shows about 5 miles and so on.
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Re: Unguided Rockets
(1550 kts for 20 seconds)
For helicopters, rocket direction is specified by half the fully maneuverable speed, so differs from .dat to .dat.
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Re: Unguided Rockets
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Re: Unguided Rockets
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Re: Unguided Rockets
They were. I didn't think they're that bad, though. I brought it up with Soji a while back. I dunno if he fixed it or not. Good way to tell is to make your own map with two or more VOR/DMEs a known distance apart (in meters, then convert to miles) and park right next to one.Bombcat wrote:The VOR system's range may also be dramatically incorrect, although loosing 3 miles over 8 would seem a bit extreme.
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Re: Unguided Rockets
I know that when rockets are fired at lower altitudes, they last for about 20 seconds before disappearing from the scope. I'm not sure exactly how this discrepancy works out.
EDIT:
After extensive testing, I have a result. When fired from a stationary aircraft at sea level, YSFlight rockets fly 10 Kilometers - about 6.2 miles, and 5.4 nautical miles. If this measurement doesn't jive with the speed over time calculations, I can only imagine that they must loose speed over the course of their flight. The same tests indicate that the distance at the top of the 10 mile radar range is very nearly 5 miles.
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- Phoenix
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Re: Unguided Rockets
Also, when in the first merge at the start of a dogfight, pull up slightly and fire them, you may score a hit (I have several times).
Re: Unguided Rockets
- MrFunnybone
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Re: Unguided Rockets
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Re: Unguided Rockets
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Re: Unguided Rockets
It's in between 0-60 knots when you could use the HUD "Iron sights". At about 120 knots, you need to use the velocity vector in order to aim.MrFunnybone wrote:Aligning the vectors with the crosshairs in a helicopter will make aiming much easier.
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Re: Unguided Rockets
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Re: Unguided Rockets
If you are aiming for a group of tanks (moving in one direction), get behind them and aim Just ahead of them. This gives the best chance of a kill.
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