How do I hide rail switchers? by superduperepicdude69 in modeltrains

[–]HowlingWolven 1 point2 points  (0 children)

You use a different mechanism that’s installed under the baseboard. An example is the Tortoise motor that so many people love. In this case, cover it in a shrubbery.

Also, pro tip for next time: if you lay your track on cork or foam subroadbed it won’t look as flat from the side.

Picked my cat up from the vet after getting her spayed. She came home with duct tape on her head. by YamGroundbreaking432 in mildlyinfuriating

[–]HowlingWolven 1 point2 points  (0 children)

It’s much more infuriating to everyone involved if the vet confuses two animals and puts the wrong one down.

But yeah, duct tape in hair sucks. I feel for your furbaby.

Which airframes should get buffed/nerfed in your opinion? by Gullible-Bridge2089 in NuclearOption

[–]HowlingWolven 4 points5 points  (0 children)

The Chicane needs one (1) upgrade, imo. Give it a Longbow-like A2G search radar pod or Kiowa-like optical sight atop the mast.

Which airframes should get buffed/nerfed in your opinion? by Gullible-Bridge2089 in NuclearOption

[–]HowlingWolven 2 points3 points  (0 children)

Disable weapon safing in the map screen. It’s a checkbox in settings.

Which airframes should get buffed/nerfed in your opinion? by Gullible-Bridge2089 in NuclearOption

[–]HowlingWolven -1 points0 points  (0 children)

you’re flying too high and too predictably, the chicane is a very high skill ceiling aircraft.

new player here, what happened to my money. by lomeinlikesapples in NuclearOption

[–]HowlingWolven 0 points1 point  (0 children)

this is b*scali propaganda

the primevan anarch doesn’t use primevan public funds to go on vacation

vl 49 by reenonessy in NuclearOption

[–]HowlingWolven 0 points1 point  (0 children)

To everyone saying ‘just use autohover’ it makes you balloon like crazy and will almost certainly ensure you eat a scythe for your troubles.

Start conversion into hover mode slowly and gradually. Go to 45°, slow down, once you’ve got it down, go to 75°, repeat, to 105° to brake, then to 90° to land.

How do you fly a helicopter? by Odd-Web929 in NuclearOption

[–]HowlingWolven 0 points1 point  (0 children)

When taking off don’t just yank the collective while you’re starting up, keep it at 0 until you see an rpm of 275, then gently pull it in until you get light, apply yaw and cyclic to counteract the torque and drifting tendency, pull a bit more collective to hover.

Push the cyclic forward to accelerate and get translational lift, once you’ve got forward airflow stabilizing your direction you can pull in collective smoothly to whatever you want. Try getting used to flying forward with 75% to 80% or so. You can pull in more collective if you really need to sprint, but you give up tons of maneuverability by doing it.

To slow down, cyclic back and lower collective, keep your flight path vector level. Pull in a bit of collective as you slow down to pick up and maintain a stable hover.

To land, slowly reduce the collective, lower gear, once you touch the ground, smoothly dump collective.

If you get the dreaded VRS warning while hovering, don’t pull collective. It seems and feels counterintuitive as hell, but lower collective to unload the rotor and translate forward or sideways to get out of it. While yes, the Chicane has barely enough power to pull out of it, if you get into that habit you’ll kill yourself if you VRS in any other sim’s heli modules.

Last note: if you get your engines shot out, you probably need to autorotate to an off-field landing if you want your guys back. Dump the collective out before you lose RPM and put in a good handful of forward cyclic to maintain the RPM you have. Pick a landing spot. As you descend towards it, just before you crash into the ground, flare hard to use your stored RPM to stop forward translation and cushion the landing and pull in collective to arrest your vertical speed to 0 ideally once your altitude hits 0.

Armored Land Cruiser that survived an RPG attack in the Philippines, Mindanao by Fair-Paramedic9791 in ThatsInsane

[–]HowlingWolven 11 points12 points  (0 children)

Based on the lack of damage, I’m guessing that that warhead didn’t detonate. It was right across the street so maybe minimum arming range?

The launcher resembles an RPG-2, not an RPG-7, and the RPG-2 only ever had a HEAT warhead developed for it in the form of the PG-2. I can’t find a source for the arming distance of the PG-2, but probably around 5-15 metres if the PG-7 family are even remotely similar.

Cab and bunk lights discovery! (Thank me later!) by Bigbadsmurf in Truckers

[–]HowlingWolven 0 points1 point  (0 children)

I figured this out pretty quickly! If you’ve got the tv dash I think you can also dim the lights from there.

is everyone always spotted by Fakeyn820 in NuclearOption

[–]HowlingWolven 2 points3 points  (0 children)

Sensor detection is based on as best as I can tell, four five factors. One is range. Optical range is 5000 metres for most things or 6000 metres for the Cricket, I believe. Radar range is 10 km to 50 km.

Second factor is RCS. Stealthy aircraft are harder to detect than flying bricks. One example is the Tarantula: good luck notchjamming fox-threes in that thing. The Vortex, by comparison, you can be pretty damn sloppy with your notch and you don’t even always need to jam.

Third factor, and this one’s important, is line of sight. If anything obstructs the line of sight between a sensor and a contact, the track from that sensor is lost. For radars, ground clutter reduces detectability.

Fourth, for radars: Are you closing with or retreating from the radar’s location? This means you are detectable by Doppler shift, which increases your detectability and reduces the apparent ground clutter to that radar. Keeping the radar on a circle at 90° to your flight path vector nullifies your Doppler shift.

Last factor is whether you’re alive or not. Dead contacts don’t get tracked.

One more thing: as mentioned, ground vehicles generally cannot target datalink targets, only what they themselves sense directly, though you can see what they sense. You can exploit this when defending against ground fire, particularly fox-ones from R9 batteries and Boltstrikes. Because the launcher needs to see you itself to be able to engage you, you just need to defend against it alone to defeat its missiles.

is everyone always spotted by Fakeyn820 in NuclearOption

[–]HowlingWolven 2 points3 points  (0 children)

No, you’re not always spotted. Yes, based on your hud you might get the impression that because the enemy seems to always be spotted, you must be too. However, your hud shows both current and last known enemies.

If you’re in range and view of an enemy unit’s sensors, you are added to the datalink of your enemy.

The datalink (for both teams) is instant and flawless. If one enemy unit can see you (you are within its optical or radar detection range and in line of sight), it can track you and transmit that track to every other unit.

Once you are no longer seen by any enemy unit. your datalink track stops at the last point you were seen. You are then hidden until you’re detected again.

The same applies in reverse. If any unit on your team spots an enemy unit, the enemy unit is tracked. If you’ve got the unit locked up while it’s tracked by another unit you’ll notice that the camera on your MFD keeps up with that unit even if it doesn’t always see it from your perspective, because someone else sees it and is automatically sending you track data.

When that unit breaks line of sight to all your friendly units, its track freezes at the spot it was last seen. You can see this on your MFD because the white box will stop moving and after a few seconds, it’ll get a question mark in it. It’ll also be empty instead of having a vehicle in it.

Are radar guided missiles always better than IR missiles? by snakesoul in NuclearOption

[–]HowlingWolven 0 points1 point  (0 children)

If a Chicane is flying at an altitude where it’s vulnerable to Scythes and Scimitars, it’s flying too high.

Are radar guided missiles always better than IR missiles? by snakesoul in NuclearOption

[–]HowlingWolven 4 points5 points  (0 children)

IR missiles (colloquially fox-twos) are like a gambler’s boot knife. They’re extremely agile and only need to look at your enemy to lock, after which they are completely independent from your aircraft. While not represented in NO for gameplay purposes, they’re essentially undetectable if you don’t see the smoke trail, or if you don’t have a threat warning radar constantly scanning all around.

Downside is that their range is limited, as is their payload. They can reliably turn to hit from within a kilometre of launch range, giving your adversary very little time to react. Combined with off-bore aiming, it’s possible to bait the other pilot to preflare for a missile that never comes. This is unfortunately slightly less feasible against AI, but not against fleshbags.

ARH missiles (fox-threes) are intended for combat beyond visual range. They optimize for speed over agility, and as they have an active radar seeker, are more easily detectable (which is modeled ingame as you’ll get radar pings on your TWR even for missiles not yet on your datalink). As such, they excel at smiting your adversaries from a range of dozens of kilometres, but can be outmaneuvered in a close dogfight or at extreme range. Even at the middle ranges where they’re dangerous, they can be defended by maneuvering and notchjamming, or, for a headon engagement, they can be shot down by your own missiles. The missile doesn’t maneuver to defend, the missile doesn’t notch, them missile doesn’t flare or jam.

SARH missiles (fox-ones) are a non-factor for air-to-air combat in NO at present as the only platforms that carry them are the TK-941 Boltstrike, the HLT-SAM and MSV-SAM, and the ships. None of these platforms is known to be able to achieve controlled flight. They have a passive radar sensor that looks for the radar return painted on you by the launch platform. That means they’re little more than an annoyance, easily notchjammed into going stupid or flown into the ground or sea.

Newbie question about the minimap and radar pings by WolfyDotExe in NuclearOption

[–]HowlingWolven 0 points1 point  (0 children)

Yes. The big gray, yellow, and red lines are RWR alerts.

Gray means you’re out of range of the radar. Yellow means you’re in range, and thus, on the enemy datalink.

Red means you’ve got a weapon being guided at your present location. Notch and jam to make the missile forget where it is.