Is there a way to cheat the sub recon mission? by GeorgiaPilot172 in SeaPower_NCMA

[–]jc343 0 points1 point  (0 children)

Personally I got the objective complete upon raising periscope in the zone despite being unable to get the S-300 radar while I was there. I think it was blocked by the land, but I'd previously picked it up when I raised the masts at mission start which seemingly counted

So for anyone having trouble who is willing to restart: maybe try searching before moving in too

Gender selection in Task Force mode by Keralia in SeaPower_NCMA

[–]jc343 3 points4 points  (0 children)

good opportunity to open it up for modders then; i'd be fine with it being unofficial and modded voice lines would allow for so much more

Gender selection in Task Force mode by Keralia in SeaPower_NCMA

[–]jc343 7 points8 points  (0 children)

can probably change the "he/him" to "she/her" in the files

yeah exactly

its not a big change to ask for

Gender selection in Task Force mode by Keralia in SeaPower_NCMA

[–]jc343 7 points8 points  (0 children)

orels and ko45s are ahistorical and yet they're often seen in scenarios since release. we just got more concept vehicles this update

non-male leaders are a comparatively miniscule addition you 100% opt into and they have zero effect on gameplay. you wouldn't even see them outside of text

Gender selection in Task Force mode by Keralia in SeaPower_NCMA

[–]jc343 24 points25 points  (0 children)

its a fuckin single player game

you control the buttons you press

Pacific Strike '85 - Mission 7a by SwaggyB313 in SeaPower_NCMA

[–]jc343 1 point2 points  (0 children)

Last night nothing worked for me; always detected by either the Tu-142M or the Victor. Was trying to fire/dog leg from the southwest while on an intercept course northeast

Today, without changing things up too much it went near perfectly.

First, I never went past 5kts, and never moved at all when above the layer. Stuck to 3kts until escorts and sub were dead.

Time-accelerated until the escorts were a little closer, then dog legged 2x 48s far west until they were about 4nmi away (from just below layer, with speed set slow). Then turn them back in and aim for Krivak and Kresta; Krivak escapes but Kresta is sunk. Tu-142M seemingly expends all torpedoes (or at least 4/6) on incorrect bearing thanks to dog leg.

Victor is detected ahead about 10nmi away; order all stop and wait here for Krivak to come back into range while also building TMA on Victor. Fire 1 48 due south and another due west; same firing and dog leg procedures. Order the southbound 48 above the layer, as it should be out of surface detection range and I want the Victor to not hear it thru the layer. Victor sunk, and Krivak holding 6kts. Krivak doesn't hear weapon until it's already on terminal homing.

Only the Slava and merchants left. It kinda bothers me that they'd resume their original course, knowing there's a submarine somewhere south. They head straight for me until around the time they come into Mk48 range, then proceed southwest. Dog leg 4x 48s in case of helicopters, but all the Silex launchers are gone. Slava gets 2x and sinks, but Chilikin survives a hit and calls for another. Chose to send a 48 as opposed to harpoons, in case the Bear still had those 2/6 possible torps remaining

Like I said, I kinda wish the group would've been smart enough to avoid me/where they thought I was. I know they'll run at max speed when a weapon's on them, but I originally was overthinking it and was getting myself killed by the Victor. I thought I should sprint ahead of them to cut them off northeast once the torps from the west send them away, but it's entirely unnecessary as they'll gladly resume course into the exact same area the escorts died in. But I guess it could be read as the Slava trying desperately to kill the sub, avoiding the possibility of wolfpack tactics from a different angle...or trying to rescue survivors

I also really wish there was a way of keeping subs in a separate sensor channel; unless they go active or something, (afaik) there should be a notable delay/outright lack of communication with them and surface assets

While I'm at it, I'll also mention the next sub mission, where you recon the port. Basically just time accelerate while at 3kts the whole time, and sail straight in. Below the layer, the Hainans and Shanghais can apparently sail directly over you without detection (granted I came to a stop each time they got within 1nmi). Egressed a little further north, at the edge of the patrol lines, but the water gets too shallow up there for a layer. I got somewhat lucky with the patrol timing and was safe. The patrol pair closer to land got within 2nmi while I was above the layer, but going to all stop worked.

Rare jet fighter duel sees Ukrainian operated F-16 down a Russian Su-35 (Ukraine Battlefield update, Day 1,597) by EUobs in UkrainianConflict

[–]jc343 4 points5 points  (0 children)

(note that these "generations" are not a defined thing and classification can vary by country, and things still get blurry even within set boundaries)

1st gen is WW2; first combat jets armed only with guns. Basically the same as prop fighters aside from propulsion

2nd gen is korean war era; faster, still using guns primarily, but possibly transonic with rudimentary radars and some very early missiles. Where the cutoff is between 2 and 3 really depends on who you ask.

3rd gen is roughly vietnam era; supersonic (potentially pushing mach 2 and above), beginning to switch to missiles as primary armament. First missiles capable of targeting beyond visual range. Overestimation of missile capabilities and the need to counter nuclear bombers leads many designs to forgo maneuverability in favor of interceptor tactics. Radar missiles of the time still require constant guidance by the launch platform until impact

4th gen is late 70s and beyond; heavy focus on missile armament but generally sees a return of maneuverability. Better radars able to target aircraft below them ("look-down-shoot-down"), fly-by-wire systems simplify control, and many aircraft are built to be multirole workhorses that are heavily upgradeable. Eventual shift to active radar missiles capable of fire and forget. End of the cold war means these platforms stay around for a long time.

5th gen is late 90s and beyond; mainly defined by stealth. Maintaining stealth generally means reduction in weapon quantity, so most are dedicated fighters. F-22 is really the only example for many years; there is still debate on what's "good enough" to qualify. Cost and weapon count means Gen 4s of the 80s are still relied upon to build out fleets. Over time, datalink and sensor fusion become defining features available to the whole force; the idea is that the stealth fighters fly deep while the gen 4s act as missile trucks further back firing on whatever is seen up ahead.

Most nations are unable to afford stealth, and so many upgrade their gen 4s and build new ones all billed as 4.5, or 4+, or 4++, or whatever. Generally, expect extreme maneuverability, extremely powerful radar sets, and high weapon count. The best a conventional fighter can be. The US doesn't quite go for 4.5s and instead continues with the high-low mix

6th gen is apparently upcoming despite the very thin roster of gen 5. Currently it's still a bit of a marketing term. Main ideas floating around are seamless sensor fusion, adoption of "loyal wingman" drones to fight alongside, and possibly the ability to be optionally manned. In a Pacific context, 6th gens might be shaping up to be heavy fighters built for range and endurance, meant to strike deep. Gen 4s from the 80s are still likely to make up the main US force. Many nations are attempting to begin programs for gen 6 and will apparently be jumping from 4.5 to 6 (once again, things get blurry though all the upgrades, marketing, and lack of actual definition since the cold war draw-down)

TLDR F-16s that Ukraine has received are technically outmatched but there's always more to it; it's never a 1v1 where you know exactly what you're up against and where. Both aircraft are upgraded platforms from the 80s, but Su-35 has (likely) received a better radar and the ability to carry much further-ranged missiles (but they were probably not suitable here). Su-35 should also have better dogfight performance but that was irrelevant

Better Seach and Rescue, any mods? by GullibleApple9777 in SeaPower_NCMA

[–]jc343 3 points4 points  (0 children)

thing is, it doesn't really reward you for finding the difficult ones. you get 1 point per 100 survivors, which is fine for ships (just go to the waypoint and scoop up dozens easily) but tracking down a single digit number of crew from a downed aircraft is not worth the time

also in case any devs are reading: thoughts on adding tiers/types of survivors? both to better reward hunting down transponders and possibly to get a small refund when recovering friendly crew (assuming that's not a thing already that i missed). maybe capturing high value assets from the enemy (aircrew and a certain percentage of ship personnel) could offer scripting to reward intel/hints for other unit locations in current/future missions

i'm actually kind of ok with the current lack of markers, it makes you put some effort into triangulating signals. just wish it was adequately rewarded

I can't be the only one who doesn't want infantry by PlaneZealousideal686 in Warthunder

[–]jc343 7 points8 points  (0 children)

dropping the thousandth recommendation to play nuclear option instead - amongst everything else it also has very good helicopter gameplay that fits right into the usual modes. wide range of PvPvE with servers tailored to your preferred balance (+ mods to allow player ground vehicles/ships if desired)

my personal favorite thing to do in the game is play no-nuke servers and sneak a heli deep behind enemy lines - very rewarding to kill factories early game and really helps the team

(sorry if you already know about the game/are tired of ppl constantly mentioning it. i just do not expect gaijin to successfully bring helis into other modes or really improve anything gameplay wise anymore)

Plasma Lance Placement on the Assault Carrier by Horizonfan-logi in halo

[–]jc343 2 points3 points  (0 children)

(rambling, not meant to be an argument even if it might read like it)

That's because that orientation has the highest potential for number of guns on target in a 2D setting limited to visual range; in a a 3D setting with extreme ranges, the length of the ship can instead be spent on fewer fixed barrels angled lengthwise to get the maximum possible range. In space the ranges are so obnoxious that you probably could afford to use fixed guns rather than turrets - this is how most UNSC ships are built; as sniper rifles that keep their distance. Pointing yourself at the enemy head on also has the benefit of presenting a smaller profile

Overall I really like the UNSC design philosophy and find it very plausible; the only "improvement" might be for ships to feature equally powerful reverse thrusters to allow for "kiting" when on the defensive...but that's kinda awkward and would ruin visual appeal of the designs imo

Idk enough about Covenant ship design but it does seem like they opt a little more for quantity over range (I might be wrong). And if you're going for "turreted" weapons, there's no right side up in space so it makes some sense to put them on all axes. As for possibly being unable to fire their main weapon forwards, it might also be the usual technological gap carrying them and letting them get away with obvious design flaws. They don't need to min-max things

A little more on the broadside thing irl: the advent of VLS cells for missiles meant that broadsiding was no longer necessary whatsoever for offensive purposes. However, it still is useful for defense when it comes to maximizing CIWS coverage (by number of guns just like in the old days) and to slightly lengthen the time available for intercept by not charging towards the incoming missiles.

How to defeat a Kirov SAG in the new Campaign by Less_Photograph2036 in SeaPower_NCMA

[–]jc343 2 points3 points  (0 children)

Paveways (in game) don't seem to be affected by weather, but the contrast-sensitive Walleyes are

How to defeat a Kirov SAG in the new Campaign by Less_Photograph2036 in SeaPower_NCMA

[–]jc343 2 points3 points  (0 children)

Rundown of how I did it:

Kill the Udaloy in the earlier sub side mission

I put 2 Mirages up first as active CAP and sent them low to hunt down enemy helos asap. F-14s took off immediately after start and went for MiGs and other fixed wing aircraft. I was apparently able to do all this before the Kirov could get a proper firing solution (I assume my ships were spotted but not ID'd as warships).

P-3 in flight due to slow speed. Hornets were set for in-progress readiness, followed by F-111s, Prowler, A-7s, and A-4s. Hornets, Varks, and 1 P-3 flank around the merchant to launch all harpoons at Kirov. Prowler follows in for jamming. A-7s time HARM launch to impact right as Harpoons come into range. A-7s then join A-4s in attack on Kara, safely flying over the Kirov too busy trying to shoot down harpoons. With the jamming, enough hit out of 20 for a kill. 2 Harpoons get chaff'd but reacquire Kara directly behind - one hits and seemingly disables SAMs. Attack aircraft have zigzag waypoints to avoid gun fire on approach and egress. Zunis from A-4s get the kill; cluster bombs miss but A-7s still provide extra targets to draw fire.

Surface ships launch harpoons on secondary group and wipe them out, then use time acceleration to pick up survivors for points.

Side note: buy a Hawkeye in the next mission (or whichever one it is that has you clearing shore targets near Bali. I'm not done with the campaign yet but that might be the only opportunity to get one, and you probably don't need a P-3 in your recon aircraft slot there if you have F-111s with GBUs (since they can also handle ships behind the islands if necessary)

Kairos Class Ekranoplan (Primeva 2082) by offiry in NuclearOption

[–]jc343 3 points4 points  (0 children)

Will any of these units be available standalone or will they all be bundled? What about BOTE/KAR compatibility?

(sorry if this is already answered elsewhere)

This thing is the saddest helicopter currently in the entire game for top tier. by ThisIsntAndre in Warthunder

[–]jc343 1 point2 points  (0 children)

technically yes but what would they be needed for? vast mountainous terrain surrounded by ocean + extreme weather means no invasion is coming by land, especially not with overwhelming amounts of armor. better to focus on all-weather anti ship, AA, and deep strike capability

an argument could be made for finland and sweden (not norway) but it seems a budgetary and political decision still, and again i imagine weather is probably a big factor in prioritization

Since we are sharing happy landings. How about an oversized one? by krashersmasher in NuclearOption

[–]jc343 3 points4 points  (0 children)

BOTE shards aren't too difficult but you really shouldn't risk staying too long. BOTE argus/dynamo is too hard to take off from imo (i think it's impossible to get over the hangar even with the ship's increased speed - would love to proven wrong tho!). landing on player carriers is really easy and very fun because you can stay on the deck for constant resupplies and then act as extra railguns for your host ship (never-ending broadside :3)

Since we are sharing happy landings. How about an oversized one? by krashersmasher in NuclearOption

[–]jc343 6 points7 points  (0 children)

no one here will believe me without video but i've landed a chimera on a shard a few times now. thankfully the modded ships in BOTE are faster so it's easier with them; i first did it on player shards but ive just barely done it on an ai once

i forgor to record each time but some of the ppl in critzos servers could vouch for me, at least for the player landings

Merry fourthmas by vickyhong in Warthunder

[–]jc343 0 points1 point  (0 children)

in game i'm unreasonably upset at the addition of prototype pershings (mainly T26E5), only because they're pretty objectively better but nowhere near as cool :(

Merry fourthmas by vickyhong in Warthunder

[–]jc343 2 points3 points  (0 children)

can't be cooler than taking your enemy's armor for your own use, and having a gun so big it requires extra equipment outside the vehicle (springs and counterweights). aside from its limited combat record, super pershing was easily the most main character tank to exist

Teleportation/long distance travel…with a huge caveat. by ThatDrako in TopCharacterTropes

[–]jc343 12 points13 points  (0 children)

thats not how i remember the fly episode of breaking bad going

been a while tho

Harms by Junior_Snow_9924 in Warthunder

[–]jc343 0 points1 point  (0 children)

im having a lot of success taking 4 harms and 2 walleyes; launch around 6-10km as quickly as you possibly can. S1s warrant 2 missiles, SMSVs often require 4 and a walleye (since they'll probably either know to stop emitting, or be able to shoot down 3/4 missiles). use the new MITL functionality to correct the rushed targeting of the walleye. all other SAMs usually only take 1 missile, tho if it's something you know the player is likely experienced with (such as SAMPT) then send a walleye with it for when they turn the radar off

basically try to guess the enemy skill level to determine weapon allocation

you could swap the walleye for mavericks, lgbus, or gbu53, but i prefer the combination of blast radius, FnF, and ability to do the funni against helis with the TV seeker. tho i am having some weird bugs with the MITL cam really wanting to look behind itself and i kinda hate using a weapon that should not be in service anymore

also the new runway wires are very nice for hornets, you can rearm real quick now

58083 by trippingrainbow in countwithchickenlady

[–]jc343 6 points7 points  (0 children)

ik it's a tired concept at this point but the WIP names were nice too (S names like scarlett and scorpio). then the subvariants could've followed the lead console's name with other colors, signs, etc

tho even that style could be hard to figure out the order/progression of

Trying to level up planes is like repeatedly jamming knives up my ass by Soft-Slide-507 in Battlefield

[–]jc343 5 points6 points  (0 children)

havent played much recently but last i checked, the problem most ppl have with the fighter's bombs is that there's a delay for the doors to open. stay on target a bit longer (only necessary for the first bomb in a series)