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BurntCornMuffin
Jan 9, 2009


Vahakyla posted:



There is a choice to be made!

:frogsiren:



The choice: Do you want game day 01 (irl 14th October 2023) to have more CAP planes or CAS planes available?


...

If you choose F-5s, it's CAP. If you choose the Su-25Ts, it's more CAS or Strike.

...


RESOLUTION JAGUAR (Fetch the F-5 parts)


RESOLUTION GUINEA PIG (Fetch the Su-25T parts)



The armament and capability of these planes (as represented in DCS) are as follows:

F5
  • Two relatively primitive short range A2A missiles.
  • Can be a credible threat flying Soviet style GCI intercepts from the mountains, but I wouldn't trust the AI to effectively do that.


Su-25T

  • Soviet equivalent of A-10
  • A variety of precision and non-precision A2G weapons
  • The ability to fire anti-radiation missiles.

As much as I personally love the F-5, I feel that the Su-25T would be the better pick, as it can CAS far more effectively than the F-5 can CAP. To that end, I vote
RESOLUTION GUINEA PIG (Fetch the Su-25T parts)

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BurntCornMuffin
Jan 9, 2009


Vahakyla posted:



FLIGHT BRIEFING

ASCOT 1
C-130 x4


OVERALL TASK:

Drop Royal Navy SBS team and their floating pallet to the Atlantic.



Waypoint 1: the edge of seaboard. Hit this waypoint at 5000 feet of altitude. Inform Air Battle Management "OPEN BAR"

Waypoint 2: Approach this waypoint at 200 feet of altitude, traveling no more than 150kn, no later than 2 miles out. The passengers should exit precisely at the waypoint, and thus the drop should be initiated .2 miles away from the waypoint itself. Precision here is absolute key. If drop succesfull, call "IRISH GOODBYE". If unsuccesful, call "MOTHER IN LAW".

Waypoint 3: pass this waypoint heading 069 degrees, flying at 1500 feet. Initiate a gradual descent, runway treshold is at 10 miles, 069 heading, Runway 07, Santa Cruz Airport (IATA: RZA, ICAO: SAWU).

Waypoint 4: Runway treshold, 364ft MSL. Taxi to the end of the runway to the end concrete, w where trucks drive to you as you stop and will load you hot. Then turn around, and depart. This is a very narrow runway, so plan ahead stopping in intervals or you will not fit. You will not be able to pass each other. After departure, call "GUINEA PIG ROAST".

Waypoint 5: El Calafate. Mission Complete.

Total Flight Time: 1h10m



Questions?



--------------------------------


FLIGHT BRIEFING

Venom 1
F-16C b50
x2


2x AIM-9L, 4x AIM-120B per aircraft. Belly tank.
Do not jettison unless emergency.

Venom 1 will conduct escort, following the same waypoints as Ascot 1.
Same waypoint map, but all waypoints are at 20,000 feet.

Venom 1 was completely successful in all objectives, though admittedly, we didn't really have to do much aside from fly near Ascot and look pretty. Since BARCAP didn't gently caress up, we had plenty of opportunity to look real loving pretty.


https://i.imgur.com/HjwkEy1.mp4

There were some adjustments that had to be made to our flight path since the clouds were so thick. Namely, the clouds were so thick that we really didn't care to go below 15000.

What went well:
  • My flight as a whole did a great job keeping formation both on each other and with Ascot.
  • The new air battle managers were very quick to respond to my calls.
  • The Panthers intimidated the enemy sufficiently that we didn't really have to do anything but admire the view.
  • The last-minute decision to add wing tanks was an excellent one, single centerline would not have left sufficient margin if a scrap did occur.

What went less than well:
  • At one point during the flight datalink coverage was lacking, and I called for a declare ("ABM, is this guy hostile?") using Bullseye coordinates. The ABM misunderstood and looked for my callout in BRAA relative to me. While it was quickly cleared up, it did take some time to sort.
  • When entering the clouds during landing, we were flying in too close a formation. At one point, Venom 1-2 conducted a maneuver that forced me into evasive to avoid a collision. Later review determined that we passed within 150 ft of each other. https://i.imgur.com/kExBe6m.mp4
  • Venom 1-3 was running the majority of the flight with airbrakes out. This caused undue fuel expenditure and difficulty with formation keeping.
  • Landing was somewhat of a clusterfuck, as there was a bit of a communication breakdown there. While I will admit there were some missed directions from the ATC within my flight, I did need to conduct some approach resolution on my own to conduct a safe landing as a result of misdirections from the ATC (the most "expedited" descent you're getting out of me in IMC is 10-15 degrees nose down in my expensive jet).

What can improve:
  • During portions of the flight, we noticed our datalink dropping off for extended periods. This made it a little challenging to know where Ascot was during portions of the flight where they were below cloud cover (we chose to stay above clouds for fuel economy). Petitioning command to shore up coverage in the AOO, as if the PLA discovers this gap in radar/DL coverage, they might exploit it to slip aircraft in undetected.
  • I would have preferred the ILS side of the runway in those conditions. While I recognize that we opted not to use it due the wind forcing wild corrections to stay on target, it would have been useful to have as a reference point before the runway was in sight.
  • The weather. Seriously, that super secret commando team better be setting up some of those weather controlling lasers I keep reading about on the internet.


For the upcoming operation, I am going to vote as follows:

Rabbit: With blues in the line of fire, we must assist if able on principle alone. The SAMs will make themselves known in time.
Alpha/Bravo: On this point I am torn: the airbase is currently unusable so the question becomes can it be made usable either by ourselves or the enemy? If we can render it operable, then my vote becomes Alpha. If we cannot, then we should bomb/sabotage it so the enemy cannot use it and focus on Bravo.

BurntCornMuffin fucked around with this message at 19:08 on Oct 1, 2023

BurntCornMuffin
Jan 9, 2009


Bentai posted:

What kind of planes would be needed for this in MSFS, and would it require any sort of hot dogging, or just 500ft AGL + autopilot?

We fly DCS. The minimum you need to participate is the South Atlantic map, then grab the free and excellent Hercules, A4E, and SRS. You should also join our discord: https://discord.gg/airgoons

As far as landings go, that really depends on the aircraft you favor and weather conditions, but if you can land a small airplane on MSFS, you're a good chunk of the way there.

BurntCornMuffin
Jan 9, 2009


Snapshot posted:

Burnt, vaha is asking for msfs people to deliver anti shipping missile batteries from Brazil.

Bentai, join the airgoons discord and ask vaha there, you’ll get a quicker answer.

Oh lmao, missed that. My bad

BurntCornMuffin
Jan 9, 2009


concise posted:

:siren: I need the following:
  • Venom 1: BARCAP area recommendation

Venom 1

I am going to recommend an approximately 10 mile race track situated at the purple line.



This will position us approximately 15-20 miles away from the main package, giving them plenty of of time to evac in a GUINEA PIG or ALPACA situation, but not so far off that we couldn't respond to situations in the battle zone. It should also allow us to effectively provide a barrier against aircraft flying from the east without flying within range of known ship positions. By keeping the race track itself less than ten miles, I can stagger my flight to maximize sensor coverage without incurring too much separation.

BurntCornMuffin
Jan 9, 2009


Yooper posted:


QUESTIONS

Where do we put the mortar?


It is my opinion that we have a few points set up for the mortar: counter-battery fire should be expected and scooting will go more smoothly with a couple of prebriefed points.

BurntCornMuffin
Jan 9, 2009


Mike Team Report



Mike Lead: BurntCornMuffin
Mortar Gunner: Davin Valkri
Mortar Asst: Breaky

Prior to the mission I briefed my team on procedure and established a workflow between the three of us:
  1. I played receptionist, being the guy with the bigass radio.
  2. On getting a call, I hand off the coordinates to Davin for number crunching; As Davin had been practicing not only quickly resolving firing solutions in the leadup to this mission, but also perfected shouting "Death by Trigonometry!" as a war cry while we were all trying to sleep in the barracks, I felt he was best suited for the role.
  3. Breaky was our triggerman - Once Davin had a firing solution, he told Breaky where to aim, and me how long the rounds would take to get there so I could pass it off to friendlies. Once it was done, Breaky was the one shooting.
  4. Once we got a barrage off, we would pack up everything and scoot before a counterattack could be laid against us. We were especially concerned about the possibility of counterbattery radars. Breaky served as our driver during scoots and did a very good job of keeping us mobile.

We started our insertion by following the other teams at a distance, until we broke off road in order to evade possible roadblocks and set up our first position about 1.5km from the target site. RECCE's first radio call was a little rough because I didn't have time to rehearse comms with their lead, but we worked it out pretty quick. Eventually, we were able to deliver remarkably accurate fires. We were also very diligent about scooting from one hill to the next between fires, which kept us alive and able to assist (albeit not always timely). I was never briefed on the full effect of our fire, but we were informed that we took out a couple of vehicles and at least one squad. What fires didn't hit the target, had a suppressing effect on enemy forces. While the PLA did not employ a counter battery radar, we were informed that two QRF helos tried to drop troops on sites we had long vacated, wasting time that could have been better spent elsewhere.

What went well:
  • No losses
  • Extremely accurate fires were delivered, both thanks to RECCE's talking us onto target but also thanks to the team working together to navigate and math accurately, which produced pretty drat accurate firing solutions for lacking any kind of computer to do the job, and lacking any sort of gps: we did all this poo poo by hand and kicked rear end at it. (We managed a dead-on hit on our first try during one of the firing missions, which is legitimately impressive).
  • We were very mobile and committing to moving after every fire mission. This worked well for keeping us out of trouble, as while no counterbattery fire ever happened, I did learn later on that our prior firing positions were being raided long after we vacated them.

What went poorly:
  • We did get shot at by a helicopter. While the damage to the truck was superficial, it did render us a bit paranoid for the next few firing positions, as I had mistaken it for small arms fire and thought a squad was actively chasing us.
  • We were not always available when a fire mission was requested as a side effect of our commitment to move after each salvo. This also meant we could not prosecute a reattack as we didn't wait for our shots to even land before packing it up. This helped keep us alive, however, so it was a bit of a tradeoff.
  • We could have positioned closer. As positioned, our shots were taking an average of 35 seconds to reach targets, which was not quite timely enough in situations when the target was already in contact with machine gunners. Alternatively, some fire deconfliction decisions could have been made at the command level, as I am of the understanding that a lot of the time we attacked the same targets that machine gunners did, and their rounds tended to hit first.

Lessons learned:
  • A standardized comms plan for artillery requests and also for artillery teams is a must. While ours wasn't standardized, I did walk everyone through their job and got some test fires out in the warmups, and everyone knew what their responsibilities were. This helped produce accurate fire, as well as quick getaways after we fired.
  • Mortars are a better weapon to employ prior to a ground assault, rather than as a reaction to one.
  • Map markers are useful for communicating desired targets, but you need to pick one with an actual center so we can place a shot accurately. Luckily, outside of one incident, RECCE was generally careful to use map markers that fit the description.

BurntCornMuffin
Jan 9, 2009


Panther 2 report:

Panther 2-2 experienced technical difficulties and was forced to cancel their flight. This left us as a flight of two with myself and radintrov. In order to declutter the airport, I directed Panther 1-3 to take control of their flight and proceed with the mission, my flight following shortly after. We burner climbed to altitude and immediately started getting RWR pings from PLAN vessels, but we knew they were far enough away to not be a factor. Not long after we marshaled, Venom had some technical difficulties with their HARMS and was forced to abort mission due to losses, leaving the SEAD task incomplete. After a little back and forth with Buzzard (Davin Valkri), we proceeded with the mission choosing to limit ourselves to northen targets to minimize SAM exposure.

Both of us were able to identify and prosecute targets using GMT radar and TGP, dropping both of our GBU-31s each in a single pass. While the effect of my own bombs was a bit dubious, radintrov's bombs landed square in a SAM site and demolished it.

Once we dropped our bombs, we flew back to SAWT and landed successfully, though the short runway meant that it took me a couple passes to stick it.

What was supposed to happen:
Destroy enemy SAM sites, get out without casualties.

What ended up happening:
Damaged a SAM site as well as scattered logistics, got out without casualties.

What went well:
  • Picked up targets quickly and engaged successfully.
  • Nobody died, everyone landed successfully.
  • Once a fallback course of action was decided after the loss of Venom, we executed it well.

What went poorly:
  • The conversation while deciding whether or not to proceed with the mission could have been resolved more quickly with greater brevity.
  • "Technical Issues" (framerate issues) knocked out a third of my flight.

Lessons Learned/Observations:
I don't see how we could have improved on our performance, to be honest. We got in, expended our bombs quickly, and got out before anything could hurt us, which is exactly what we planned to do. While missing a guy hurt our ability to deliver ordinance, both of the remaining flight members had TGPs, so we didn't have to deal with handoffs.

BurntCornMuffin
Jan 9, 2009


Ninja 1

Tasking: SEAD Escort for Dude

Loadout: 9M, HARM, Wing Tanks, ALQ-131

Flight Plan

WP1 - SAWC - Takeoff
WP2 - SPOON - Gather Flight
WP3 - PLATE - Hold until MATADOR
WP4 - COLO - IP
WP5-7 - AO, cycle between these until Dude flight is clear of AO. Call OLE after first cycle as long as no SA-11 emitters (`SD` or `11`) are active.

Remarks

Primary target is SA-11, engage other sites only as self defense or as parting shots on RTB.

Mission ALIC Config:
TBL1 - As Default, SA-11 preconfigured
TBL2 - Shorad:
* 119 - SA-15 - Default Configuration
* 117 - SA-8 - Default Configuration
* 127 - HQ-7 Launcher
* 128 - HQ-7 Search/Track Radar
TBL3 - Ships:
* 409 - Type 52B
* 410 - Type 52C
* 411 - Type 54A

BurntCornMuffin fucked around with this message at 20:39 on Jan 20, 2024

BurntCornMuffin
Jan 9, 2009


Mortar Team Lead

Seems solid. Just a few points:

The big thing I see is that the enemy mortar needs to die first. The problem is that it's dangerously close to the hospital for our own mortar to engage, especially if we're lacking precision munitions and targeting computers. This problem *may* be mitigated by, with coordination from another team, zeroing in on another target (such as planes or hq) and applying those corrections when we retarget. However, this leaves us open to counter artillery from that same mortar. Another possible mitigation would be to task the marksman with dealing with the opposing mortar before we open up. Positioning for such a shot, however, poses a significant risk to the marksman, and if they go down we're stuck with a danger close fire mission by a hospital anyway. Another mitigation would be to use a smoke for ranging, which alerts the enemy, but at least a hospital directioned error won't hurt anyone.

Our mortar also needs a couple of positions to maneuver to post-firing, ideally to the north of 3: close enough to set up for continued support, but far enough to avoid counterattack.

To remind you of the precision we're working with, in the previous Arma mission we started with a 300m error on our first shot, but got steadily more accurate as we figured out wind corrections. These targets are much closer to the mortar, which may help a little, but 100m between success and war crime is still quite the needle to thread.

BurntCornMuffin fucked around with this message at 23:05 on Jan 10, 2024

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BurntCornMuffin
Jan 9, 2009


Vahakyla posted:

TENTATIVE AIR FORCE TASKING

Request use of Dodge 1 F-14B flight from the Navy.


Rattler 1 with TGP serves as AFAC, designating targets of opportunity on AO ARROW, with the following priority:

1: Landing ships at ferry
2: C2, supply, on TdF side
3: DEAD


Primary LGB-truck for this task will be Mirage F1 flight, Springfield 1, and Dodge 1, with F-14B tomcats, carrying LGBs.
Attacks from the NW, with a long toss, in close coordination with AFAC Rattler 1.


Due to Mirage F1 and Tomcat both lacking ability to customize codes and pilot not being able to see them, we use default code 1688.


Attack direction in blue, red circles are target areas, orange line is do-not-pass.




Supporting asset: Jedi 1, serving as SEAD, carrying HARMs. Firing mainly in SA-11 preprogram, or in self-defence TOO, and Chevy 1, Frogfoots, serving as SEAD, with ability to flex to long range ground attack with missiles if needed.

Jedi 1 will match Rattler 1's flight plan, arriving at each steer point no later than five minutes prior to Rattler 1.

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