Shroomzeh Posted February 1, 2018 Report Share Posted February 1, 2018 (edited) Aircraft Weapons System and Munitions Guide By Shroomzeh During my times flying with FK I have found myself on many occasions having to google what the different munitions my birds can take do just prior to take off. Therefore I have decided to compile a list of commonly used munitions that are in our modpack and compatible with the most commonly used aircraft with a brief explanation of what kind of munition they are, what they are used against and how you operate them. I hope this will be of use to both our pilots and FAC’s in FK so they can better understand what kind of fire power they have at their disposal, as well as how to use it. I have split this into 3 main parts: Keybinds - Outlining the various key bindings you need set up to effectively use the munitions listedMunitions - Explaining what all the different types of munitions for Blufor, Opfor and Independent forces do and how they workWeapons system - Briefly explaining how to effectively kill things using the various guidance systems accompanied with demo videos showing them in action If I have missed anything or you would like things added I will be happy to update and edit as needed. Keybinds This section covers all the important keybinds required to operate the weapons systems on most aircraft and successfully employ munitions Radar Toggle - Toggles the radar on/off Controls > Weapons > Radar On/Off Open Targeting Camera - Opens the targeting camera Controls > Common > Targeting Camera Stabilize Turret - Fixes the turret camera to a point on the ground Controls > Weapons > Stabilize Turret Lock Target - Locks to the target you are currently looking at Controls > Weapons > Lock Target Cycle Target - Cycles through targets shown on your radar Controls > Weapons > Next target (in vehicle) Lase Range - Ranges to the target you are currently looking at Controls > Weapons > Lase Range Munitions This section covers all commonly used munitions for aircraft in our mod pack. Note: The values for these are what they are in ARMA not real life BLUFOR Rocket Pods Hydra 70 Payload: 1kg HEPD (M151) 2.2kg HEPD (M229) Effective Against: Infantry, Light skinned vehicles Guidance: None DAGR Payload: 1kg HEPD Effective Against: Infantry, Light skinned vehicles Guidance: None/Laser Air to Surface MissilesMaverick's AGM-65D Payload: 57kg Shaped Charge Warhead Effective Against: Armoured Vehicles Guidance: IIR Range: 6kmAGM-65G Payload: 136kg Penetrating Blast FragmentationEffective Against: Armoured Vehicles Guidance: IIR Range: 6kmAGM-65H Payload: 57kg Shaped Charge Warhead Effective Against: Armoured Vehicles Guidance: CCD Seeker Range: 6kmAGM-65L Payload: 57kg Shaped Charge Warhead Effective Against: Armoured Vehicles Guidance: Laser Range: 6kmHellfires AGM-114N Payload: Thermobaric Effective Against: Infantry/Structures, Light skinned vehicles Guidance: Laser Range: 8km AGM-114K Payload: 9kg HEAT Effective Against: Armoured vehicles Guidance: Laser Range: 8 km AGM-114L Payload: 9kg HEAT Effective Against: Armoured vehicles Guidance: Radar Range: 8km Laser Guided Bombs GBU-10 Payload: 2000lb HE Effective Against: Everything Guidance: Laser GBU-12 Payload: 500lb HE Effective Against: Everything Guidance: Laser GBU-24 Payload: 2000lb HE Effective Against: Everything Guidance: LaserGPS Guided Bombs (JDAM) GBU-31 Payload: 2000lb HE Effective Against: Everything Guidance: GPS GBU-32 Payload: 1000lb HE Effective Against: Everything Guidance: GPS GBU-35 Payload: 1000lb HE Effective Against: Everything Guidance: GPS GBU-38 Payload: 500lb HE Effective Against: Everything Guidance: GPS GBU-54 Payload: 500lb HE Effective Against: Everything Guidance: GPS/Laser Cluster Bombs CBU-87/CBU-103 Payload: 202 BLU-97/B Submunitions Effective Against: Infantry, Light skinned vehicles Guidance: None/GPS for 103 CBU-89 Payload: 1000lb of AT/AP Mines Effective Against: Infantry, Armoured vehicles Guidance: None CBU-97/CBU-105 Payload: 1000lb - 10 BLU-108 AP Submunitions Effective Against: Infantry, Armoured vehicles Guidance: None/GPS for 105Air to Air Missiles AIM-9X Guidance: IR Range: 5km AIM-9M Guidance: Radar Range: 5km AIM-120 AMRAAM Guidance: Radar Range: 15km AIM-132 ASRAAM Guidance: IR Range: 15kmIRIS-T Guidance: IR Range: 5km Meteor Guidance: Radar Range: >20km OPFOR Rocket Pods S-5 Variants: GP - HE, M1 - HE Frag, K1 - HEAT, KO - HEAT/Frag Effective Against: Infantry (GP/M1), Armoured Vehicles (K1/KO) Guidance: None Size: Medium No. per pod: 16 S-8 Variants: KOM - HEAT, DF - Thermobaric, T - Tandem HEAT Effective Against: Infantry (DF), Armoured Vehicles (KOM/T) Guidance: None Size: Small No. per pod: 20 S-13 Variants: B - Penetration, D/DF Thermobaric, T - Tandem HEAT, OF - Fragmentation Effective Against: Infantry/Structures (D/DF/OF), Bunkers (B), Armoured Vehicles (T) Guidance: None Size: Large No. per pod: 5 Rockets S-24 Payload: 123kg blast-fragmentation Effective Against: Infantry, Armoured Vehicles Guidance: None S-25/S-25L Variants: O/OF - Fragmentation warhead, HE Payload: 190kg TNT Effective Against: Infantry, Armoured Vehicles Guidance: None/Laser (for L variant) ATGM’s 9M-114 Variants: Base/M/M1/M2 - HEAT, F - Thermobaric Effective Against: Infantry (F), Armoured Vehicles (Base/M/M1/M2) Guidance: TOW Range: 5km (Base/M/F) up to 7km (M2)9M-120 Variants: Base/M - Tandem HEAT, F - Thermobaric Effective Against: Infantry (F), Armoured Vehicles (Base/M) Guidance: TOW Range: 6-8km (depending on variant) 9M-127M/9K-121 Vikhr Warhead: HEAT Effective Against: Armoured Vehicles Guidance: TOW Range: 8km General Purpose Bombs FAB-100 Payload: 100kg HE Effective Against: Everything Guidance: NoneFAB-250 Payload: 250kg HE Effective Against: Everything Guidance: None FAB-500 Payload: 500kg HE Effective Against: Everything Guidance: None Cluster Bombs Submunitions AO-1 - AP PTAB-2.5 - HEAT ZAB-2.5T - Incendiary OFAB - HE SPBE-D - Tandem HEAT RBK-250 Payload: 250kg of submunition Effective Against: Varies Guidance: None RBK-500 Payload: 500kg of submunition Effective Against: Varies Guidance: None KMGU Payload: 96 AO2.5RT HE mines, 96 PTM-1 AT mines, 156 PFM-1 AP mines Effective Against: Infantry, Vehicles Guidance: None Air to Surface Missiles Kh-25ML Payload: 89.6kg Tandem HE Warhead Effective Against: Infantry, Bunkers, Armoured Vehicles Guidance: Laser Kh-29L/ML Payload: 320kg HE AP Warhead Effective Against: Infantry, Armoured Vehicles Guidance: Laser Kh-29T Payload: 320kg HE AP Warhead Effective Against: Infantry, Armoured Vehicles Guidance: TV Kh-29MP Payload: 320kg HE AP Warhead Effective Against: Infantry, Armoured Vehicles Guidance: Radar Kh-29D Payload: 320kg HE AP Warhead Effective Against: Infantry, Armoured Vehicles Guidance: IR Air to Air Missiles R-27 Guidance: Radar (R/ER), IR (T/ET) Range: 14km(R/ER), 17km (T/ET) R-60 Guidance: IR Range: 3km R-73 Guidance: IR Range: 5km R-77 Guidance: Radar Range: 14km Independent ATGM’s ZT3 Ingwe Warhead: Tandem HEAT Effective Against: Armoured Vehicles Guidance: Laser beam riding Range: 5km ZT6 Mokopa Warhead: Tandem HEAT Effective Against: Armoured Vehicles Guidance: Laser beam riding Range: 10km Weapons System Laser Guided Missiles - Lock to a target either lased by yourself or an external sourceTurn on laser > Lock camera to target > Lock to target > Fire when lockedDemo Laser Riding/TOW Missiles - Do not require a lock and simply fire towards where you are looking Lock camera to target/Look at target > Fire missile > Track target until impactDemo Radar Guided Missiles - Lock to a target that is acquired on your radar Cycle to desired target in radar > Wait for lock > Fire missileDemo IR Guided Missiles - Lock to heat signatures Acquire target > Lock to target > Fire missileDemo Unguided Bombs - Unguided freefall bombs Dive on target > Drop bomb when crosshair is aligned with targetDemo Laser Guided Bombs - Lock to a laser and will attempt to impact on laser position Fly towards target > Lock camera to lased target > Lock to target > Drop bomb when lockedDemo GPS Guided Bombs - Lock to coordinates and will attempt to impact on coordinates Open I-TGT system > Designate target location > Select designated location > Fly towards target location > Drop bomb just before flying over target locationDemo Notes CCD Seeker The CCD seeker for the AGM-65H works similarly to an IIR seeker except with better target acquisition during the day. For night flying IIR will acquire targets better. EGBU's If a bomb is designated as an EGBU it means it can be guided by both GPS and laser designationBLU On some bombs you may see it has ‘w/ BLU-xxx’ this simply indicates it is fitted with a penetration warhead so is designed to act as a bunker buster.Ace Hellfires For how to operate Ace Hellfires see Cineafx’s guide here: I-TGTFor how to use the I-TGT system see Toasty’s guide here: Radar For how to operate the radar and what all the signatures mean see here:https://forums.bohemia.net/forums/topic/200468-jets-custom-panels-gps-camera-feeds/ Edited February 9, 2018 by Shroomzeh 1 6 Link to comment Share on other sites More sharing options...
Blutze Posted February 2, 2018 Report Share Posted February 2, 2018 Something I recently ran into when configuring my stick: targetting cameras on helicopter gunner seats are optics, not pods. They open with a simple rightclick, which apparently is part of ctrl+rightclick. Might wanna add the radar zoomstage hotkeys, @cyanide still seems to have issues with those. There's also more guidance variants on Mavericks (specifically the H variant with its CCD guidance is amazing), and both EGBUs and GBU-54s have laser AND gps guidance. RHS has the M variant of the Hellfire, but I have no idea how they implemented the warhead (its supposed to be blastfrag/incendiary). And the Meteor! You forgot that one. Link to comment Share on other sites More sharing options...
COBRA Posted February 2, 2018 Report Share Posted February 2, 2018 1 hour ago, Blutze said: Might wanna add the radar zoomstage hotkeys, @cyanide still seems to have issues with those. The keys for that are simply the “change panel mode” key, depending on which side he has his radar on, he’ll need to assign a button to that key, you simply press that button when you have the corresponding panel up on the radar screen and it’ll change the distance displayed, usually it is 16km, 8km, 4km, and 2km, but there are some that offer a 35km, 25km and 3km options as well, all depends on the aircraft. Link to comment Share on other sites More sharing options...
Shroomzeh Posted February 2, 2018 Author Report Share Posted February 2, 2018 @Blutze I'll add the H and some notes on EGBU's (though from my experience they dont work correctly on the server). Regarding the meteor im not sure any aircraft that we use regularly in our modpack can be equipped with it but i'll check. Also for working the radar there is a link in the notes to a thread on the BI forums explaining all its functionality and keybinds. Link to comment Share on other sites More sharing options...
Blutze Posted February 2, 2018 Report Share Posted February 2, 2018 Meteor only works on the one bird we actually have. F-16, main pylon. So you're not bringing it in a CAS loadout (that would be 4x ASRAAM + all the A-G stuff), but in a dedicated air superiority loadout it definitely is an improvement over the AMRAAM. Link to comment Share on other sites More sharing options...
Guest Posted February 7, 2018 Report Share Posted February 7, 2018 (edited) You may want to move the Hellfires into ASMs with the Mavericks, as they're both air-to-surface missiles and the AGM-114N is not an ATGM. Additionally, consider adding in Firewill's long-range weapons such as the glide bombs (GBU-39 and 53, and AGM-154 JSOW which could be included in "cluster bombs") and missiles (AGM-88 and 84). The CBU-103 and 105 are GPS/INS-guided (you currently have them put down as unguided). Also, and this is just a note and not a suggestion to change anything: Toasty's guide is slightly outdated as Firewill modified his I-TGT system since then; the laser mode was scrapped and replaced with a dual guidance mode. Edited February 7, 2018 by Guest Link to comment Share on other sites More sharing options...
Shroomzeh Posted February 9, 2018 Author Report Share Posted February 9, 2018 @Guest I'll bundle the hellfires under ASM's to avoid confusion but they were mostly split so people could find them both a little easier since they are probably the most regularly used missiles. I left out some of Firewill's long-range weapons simply because we rarely ever use them over other things we have in our pack. Regarding the CBU's i'm aware that they should be GPS guided but from my testing they don't work with the I-TGT system but I will double check. Link to comment Share on other sites More sharing options...
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