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Padlocking Static Targets .......


Wombat1940
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F11, select 'Static Targets', then 'Z' to cycle through them, then 'S' to lock them up!......simple but vital for finding ground target in built up area, that EWR installation was a pin head in middle of town!!. :o

That's really good Red. Its possibly not something new and is understood by the veterans, but I like to explore it myself to re-enforce the learning rather than reading it somewhere. Only problem is I forget it a week later. :lol:

My trick now is:

Cycle to "Static Targets" with <F11>. Cycle through them with <Z>, locking them up while cycling through them with <S>

The only thing now is can you cycle through the newly acquired static locked up padlocked targets? :unsure:

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Update: revised tactics to efficiently take out static targets.

Me and Wombat did some testing and discovered an easy way to get those static targets destroyed using the F11 padlock.

Basically here are helpful instructions to find and destroy statics targets in a city:

Make sure you are in the A2G HUD and have one of the two weapons selected: - A2G guns or - slaved AGM65 (mavericks)

Next select the padlock filter with F11 to your 'static targets'.

Now, while making the first pass over your target area, you press 'Z' to eyeball the first building ahead of you.

Press 'S' to add this eyeball-target to your actual A2G shootlist. (You can confirm it's there by selecting AGM65s and checking the attack MFD for a brown "1 >" indicating the range to the ground target)

While the static target is in your shootlist, and you have the right A2G weapons selected, it will show a triangle around all targets in the shoot-list and a circle around the triangle for the building that is the active target.

- If the circled building is also showing a 'T' to mark it as a target, we leave the building in the shootlist, and cycle to the next eyeball target with 'Z'.

- If the building is NOT showing a 'T', we press 'S' again while still eyeballing the building. This will remove it from the list. If you had to stop eyeballing it, make sure you are in the proper A2G mode and press 'F2' to eyeball the active shootlist target again, so to be able to remove it from the shootlist with 'S'.

The idea is to make a first pass of the target area, trying to find as many 'T' static buildings as possible, and leaving a marker on them for the second pass.

--------

Now, assuming we've made a first pass of the strike area, and we have identified 4 static buildings marked with a 'T' in our first pass. The last one we added to the list will now be the one currently active. This is usefull if we are coming in from the opposite direction. If we flew a circuit around the strike area, we might want to first target selected - We can cycle through th shootlist with 'X' and 'C' backwards and forwards. (Need to have A2G slaved Mavericks)

With the first target now locked up and nearest to your position, fire one maverick when in range of the static building. ensure the maverick hits, before you try changing or removing the current active target (the one with the circle around the triangle)

When the maverick does hit and destroy the building, press 'F2' to eyeball the building, and then press 'S' to remove it from your shootlist. This will now change your active target to whichever building is next on the shootlist.

With the new target locked, and hopefully in range, we can fire the second maverick. Wait to confirm it hits the target. Now press 'F2' again, followed by 'S' to remove target two from the list.

Now target 3 should be the active shoot-list-target. When in range, fire and wait for the mav to connect. Press 'F2' to eyeball the destroyed target 3, and then 'S' to remove it from the list.

This should now leave target 4 as the last one remaining. Fire when in range, wait for the mav to connect. Press 'F2' to eyeball it and 'S' to remove it from the list.

You have completed your task, and can start the journey back home!

This method basically uses two phases: The Recon/Identify phase, where you are cycling through all the available static ground targets, shortly adding them to the shootlist to see if they will show up with a 'T', and then immediately removing the buildings that don't have a 'T' while leaving the buildings that do.

The second strike phase is where you cycle through your shoot-list of static targets, and you work your way through the list one by one. The exact order can be changed using 'X' and 'C' to determine which static building is currently the active one.

The active target is the only one that can be fired upon. The active target is also the only one that can be eyeballed with 'F2' and then removed from the shoot-list.

Hope this post isn't as confusing as it seems! >.<

Also thanks to Wombat once again for the help with finding out this method! :)

Hope it helps!

Cheers!

EDIT:

It seems it 'S' will remember the last know padlocked building. It will add/remove it from the shootlist. To add/remove a different building from the shoot-list it is necessary to eyeball it with 'F2' for example, which will make it the last known padlock. For example, I have static targets 1, 2 and 3. 1 is active with a circle around it. Lets assume it's also the last known padlock, so pressing F4 will eyeball target 1. If i want to remove 3 from the shoot-list, I have to press 'C' twice to make the 3rd target the active target on the shootlist. Next, I have to use 'F2' to eyeball the active target. Now I can remove it using 'S'.

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Update: revised tactics to efficiently take out static targets.

No problems with the above, just ran some more tests on it. The only difference I made was to eyeball the target with <F2> before firing the weapon then after impact hitting <S> to remove it from the shoot list. Then hitting <F2> again to eyeball the next target. However I think upon reflection its better to eyeball the target after impact with <F2> and then delete from shoot list with <S>, as you have directed.

If you'd like to setup a simple training mission to test the process here's what I did:

Select Custom Combat with the following:

[sEE REVISED POST, NUMBER 68, BELOW ]

You fly an F22 in the desert, mid-day, low level, land mission, 14 mavericks, medium distance, single tanker as a target also medium distance.

Climb into the 'pit, ignore the tanker, fly around in <shift> <T> and find a city (there's one just south of the nearest lake) , hit PAUSE over the city and look down out of canopy at the buildings (which are potential static targets and in a real mission could include "T" designated mission targets).

Select A-G weapons (mavericks) and select "Static Targets" by cycling through with <F11>.

Now cycle through the padlocked static target with <Z> and select four targets for your shoot list by hitting <S> when visually padlocking then.

Each time you hit <S> it will put a triangle around the target with a circle around the triangle.

You'll finish up with 4 triangles with a circle around one of them, which is the currently designated target. You can change the designated target by cycling with the <C> key.

Hit <F1> and fly away from the city and coming around to face the targets.

All of this I don't think is new, but I think the next bit is ...... ;)

Line up the designated target (you're still in <F1>). That's the one with the circle around the triangle, wait for the shoot queue and fire.

As soon as the target is hit, push <F2> then <S> (this will remove the destroyed target from the shoot list) and then press <F1> and your back in the cockpit upfront view.

Come round to make another pass and there'll be another designated target .......... so its: shoot queue, fire, destroy, <F2>, <S>, <F1> all over again.

Keep repeating until all designated targets are destroyed.

Once you get the idea you can add and remove targets from the shootlist before firing, before destroying, whatever.

The only thing yet we haven't been able to do is to get the AI wingman to engage using the <M> key. But that's for another day. ;)

Edited by Wombat1940
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I was flying 'Wild Weasel' with my wingy's, looking after the 'F-16' strike group, i kept padlocking the F-16 strike leader to keep tabs on his position now and then, another use for padlocking!, it seemed to help me keep him alive, as for the rest of the strike group well i'm afraid they bit the dust!.......here's who survived!, by the way i did not shoot down 22 bandits!, most of them kill's were aircraft on the ground when i decided to blitz a nearby airfield and tower to help protect the F-16's.

ghhghdbyy.png

And hardly a SAM in sight!?.....i'm sure other uses for padlocking things will arise!?

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Nice work! :icon_salute3: Since moving into the second campaign, all I can say is the U.S. better hope we never have to take on the Ethiopians :blink: Those guys are murdering the Allied forces by overwhelming numbers. I can load up on A2A weapons to escort a strike, but I'm usually Winchester before we even get to the target...and that's on the easy level. :( Their AI seems better at achieving their goal than the AI on my side.

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I was flying 'Wild Weasel' with my wingy's, looking after the 'F-16' strike group, i kept padlocking the F-16 strike leader to keep tabs on his position now and then, another use for padlocking!, it seemed to help me keep him alive, as for the rest of the strike group well i'm afraid they bit the dust!.......here's who survived!, by the way i did not shoot down 22 bandits!, most of them kill's were aircraft on the ground when i decided to blitz a nearby airfeild and tower to help protect the F-16's.

And hardly a SAM in sight!?.....i'm sure other uses for padlocking things will arise!?

That's the trouble flying Escort and WW packages. You are sometimes totally out of control as to what the AI strike group will do. :rolleyes: That's why I normally fly in the strike group. If you're flying a campaign, and lets say a Airfield Denial Mission comes up in the Mission Roster, click on the 'FLY' button. If the mission is shown as a WW or Escort, click the 'CANCEL' button and return to the Mission Roster screen. Now hit the 'FLY' button again and re-check what type of mission is now available. Keep cycling 'FLY'/'CANCEL' until the strike mission comes up. This way you can pick the type of mission you wish to fly: WW, Escort or Strike. :thumbsup:

The other thing: you can lock up your Lead (or any other friendly) through the Situation MFD and no need to padlock. Select A-A cannon and then go to the Sit. MFD. Slide your mouse cursor over your blue Lead icon and click on it. This put the white circle around your Lead and has him locked up. If your Attack MFD is set to LANTIRN you can visually see your Lead. Be careful not to pull the trigger, although you're unlikely to do any damage providing your A-A is set to cannon. Also in your right side of your Helmet Display you'll get full details about your Lead in text display.

But maybe this is what you do anyway when you used the word padlock rather than lock up. ;)

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@RedFalcon: The FA-18 isn't the best for Air to Air / Escort duty.

It is a good Weasel aircraft, but the Eagle C and E does a better job, with EF2000 being the king of the hill in the Air to Air department :P

Use your edit button on those sorties and correct them :D

Eagle C and E? In TAW2.0?

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Nice work! :icon_salute3: Since moving into the second campaign, all I can say is the U.S. better hope we never have to take on the Ethiopians :blink: Those guys are murdering the Allied forces by overwhelming numbers. I can load up on A2A weapons to escort a strike, but I'm usually Winchester before we even get to the target...and that's on the easy level. :( Their AI seems better at achieving their goal than the AI on my side.

Oh dear.....something to look forward to in next campaign, :huh: , thanks Spectre :thumbsup: , but to be fair i had an easy ride as far as SAM's were concerned, think they must of had the day off?

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That's the trouble flying Escort and WW packages. You are sometimes totally out of control as to what the AI strike group will do. :rolleyes: That's why I normally fly in the strike group. If you're flying a campaign, and lets say a Airfield Denial Mission comes up in the Mission Roster, click on the 'FLY' button. If the mission is shown as a WW or Escort, click the 'CANCEL' button and return to the Mission Roster screen. Now hit the 'FLY' button again and re-check what type of mission is now available. Keep cycling 'FLY'/'CANCEL' until the strike mission comes up. This way you can pick the type of mission you wish to fly: WW, Escort or Strike. :thumbsup: The other thing: you can lock up your Lead (or any other friendly) through the Situation MFD and no need to padlock. Select A-A cannon and then go to the Sit. MFD. Slide your mouse cursor over your blue Lead icon and click on it. This put the white circle around your Lead and has him locked up. If your Attack MFD is set to LANTIRN you can visually see your Lead. Be careful not to pull the trigger, although you're unlikely to do any damage providing your A-A is set to cannon. Also in your right side of your Helmet Display you'll get full details about your Lead in text display.But maybe this is what you do anyway when you used the word padlock rather than lock up. ;)

Never really tried any of that FLY/CANCEL stuff but will look into it when i have time, thanks Wombat. :thumbsup:

@RedFalcon: The FA-18 isn't the best for Air to Air / Escort duty.It is a good Weasel aircraft, but the Eagle C and E does a better job, with EF2000 being the king of the hill in the Air to Air department :PUse your edit button on those sorties and correct them :D

This is quite good, i normally just fly the mission as it is without changing things but will certainly look into this!, thanks Sweeper :thumbsup: ....one question though...will changing things affect your score?, i mean if i select all the best jets for this and that will it not deduct points for that? :unsure:

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[sEE REVISED POST, NUMBER 68, BELOW ]

If you'd like to setup a simple training mission to test the process here's what I did:

Select Custom Combat with the following:

You fly an F22 in the desert, mid-day, low level, land mission, 14 mavericks, medium distance, single tanker as a target also medium distance.

Climb into the 'pit, ignore the tanker, fly around in <shift> <T> and find a city (there's one just south of the nearest lake) , hit PAUSE over the city and look down out of canopy at the buildings (which are potential static targets and in a real mission could include "T" designated mission targets).

Select A-G weapons (mavericks) and select "Static Targets" by cycling through with <F11>.

Now cycle through the padlocked static target with <Z> and select four targets for your shoot list by hitting <S> when visually padlocking then.

Each time you hit <S> it will put a triangle around the target with a circle around the triangle.

You'll finish up with 4 triangles with a circle around one of them, which is the currently designated target. You can change the designated target by cycling with the <C> key.

Hit <F1> and fly away from the city and coming around to face the targets.

All of this I don't think is new, but I think the next bit is ...... ;)

Line up the designated target (you're still in <F1>). That's the one with the circle around the triangle, wait for the shoot queue and fire.

As soon as the target is hit, push <F2> then <S> (this will remove the destroyed target from the shoot list) and then press <F1> and your back in the cockpit upfront view. [Edit: The <F1> key press is not needed]

Come round to make another pass and there'll be another designated target .......... so its: shoot queue, fire, destroy, <F2>, <S>, <F1> all over again. [Edit: The <F1> key press is not needed]

[[Edit: If you've cycled to the last target with <C> you'll need to use <F2> <S> <S> (i.e. <S> twice) to remove the destroyed target from the shootlist.]

Keep repeating until all designated targets are destroyed.

Once you get the idea you can add and remove targets from the shootlist before firing, before destroying, whatever.

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Ah that explains why i had to press 'S' twice sometimes but not all the time!....welldone Wombat :thumbsup:

Yeah .... I haven't check why you need to press <S> twice after using <C>. Really only looked at the "how" rather than the "why" as that is how the whole post is treated.

I've now mapped the <F2> <S> combination to my 'stick. Together with <F11>, <Z> and <S> original mapping it works like a charm. I can fly over a group of Static Targets and select (<Z>), add to shoot list (<S>), maybe cycle (<C>), destroy (<TRIGGER>), remove from shoot list using (F2><S>) or (F2><S>) twice, all with 14 Mavericks and its total devastation. :lol:

The next thing is to try the same thing at an airbase on the ground based planes, or a column of tanks in the desert. And then there's Shilkas and SAMs ..... my mouth waters. :P I know it also works with A-G cannon, but I must check on Rockets and other A-G weapons. This is such fun! Gees you're a morbid bastard Wombat. :rolleyes:

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Never really tried any of that FLY/CANCEL stuff but will look into it when i have time, thanks Wombat. :thumbsup:

This is quite good, i normally just fly the mission as it is without changing things but will certainly look into this!, thanks Sweeper :thumbsup: ....one question though...will changing things affect your score?, i mean if i select all the best jets for this and that will it not deduct points for that? :unsure:

No, doesn't change at all, you still get the same amount of points, but you may not always have the best jets availible.

At times it makes me wonder if there is a cost thingy in effect, because F-22's quickly deplete.

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Yeah .... I haven't check why you need to press <S> twice after using <C>. Really only looked at the "how" rather than the "why" as that is how the whole post is treated.

I've now mapped the <F2> <S> combination to my 'stick. Together with <F11>, <Z> and <S> original mapping it works like a charm. I can fly over a group of Static Targets and select (<Z>), add to shoot list (<S>), maybe cycle (<C>), destroy (<TRIGGER>), remove from shoot list using (F2><S>) or (F2><S>) twice, all with 14 Mavericks and its total devastation. :lol:

The next thing is to try the same thing at an airbase on the ground based planes, or a column of tanks in the desert. And then there's Shilkas and SAMs ..... my mouth waters. :P I know it also works with A-G cannon, but I must check on Rockets and other A-G weapons. This is such fun! Gees you're a morbid bastard Wombat. :rolleyes:

Well I've done a check on the other A-G weapons and as expected the Rockets can be padlocked to static targets and added to your shootlist.

So that means:

Rockets, Mavericks and Cannon can be used when padlocking static targets and added them to your shootlist.

Likewise <F2> and <S> works fine when deleting padlocked static targets from your shootlist for all three A-G weapons.

Ground based planes are locked up using A-G weapons and <T> and cycling though them with <C>. Similarly for Shilkas and SAM's and Ground mobiles, but all that is not new.

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Guys, how's this for checklist text?

gallery_1267_7_64589.jpg

The only bummer so far is that I can't get this to work with the GBU-24, and the LANTIRN itself doesn't slave to the target so I can't use the "lock" technique.

Suggestions or comments before this checklist is put into the 2.21 build?

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Guys, how's this for checklist text?

gallery_1267_7_64589.jpg

The only bummer so far is that I can't get this to work with the GBU-24, and the LANTIRN itself doesn't slave to the target so I can't use the "lock" technique.

Suggestions or comments before this checklist is put into the 2.21 build?

zandx-1.jpg

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Version 1.1:

gallery_1267_7_72398.png

Wow, thanks wombat, I had completely forgotten about removing the targets..

Your last note is something that is new to me though: i've never had any problems removing a target with 'S' no matter which degree of destruction it has.

Sometimes I need to press 'S' twice, or at one point I thought I needed to have it eyeballed before removing or adding it to the shoot-list.

But yeah, I've never experienced 'S' not working because the building wasn't destroyed enough.. Does 'U' work in that case? (clear shoot-list)

Can anyone confirm a mission or steps needed to try to get a building in the shootlist, but not able to remove it again?

EDIT: while you're at it, for step 2 i suggest saying: FILTER (as it is called in the reference manual) instead of TYPE,

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I figured out the logic, Eagle.

When you select S to remove the target from the shootlist, it removes (or adds) the padlocked target, not the designated target. Therefore, if you want to be sure you're removing the target from the shootlist you should keep it padlocked through its destruction, then select S to remove it from the shoot list.

Also, U does work to clear the shoot list. That might be a better way of doing business altogether.

1.2 on the way!

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And the updated text:

10. Remove Target from Shoot Target Designator disappears

List (S or U)

NOTE: If you wish to remove a single target from the shoot list, you must maintain padlock view on the target until its destruction. (S) will toggle the padlocked target, not the active target. It may be easier to clear your shoot list (U) after all targets in your shoot list have been destroyed.

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Wow, thanks wombat, I had completely forgotten about removing the targets..

Your last note is something that is new to me though: i've never had any problems removing a target with 'S' no matter which degree of destruction it has.

Sometimes I need to press 'S' twice, or at one point I thought I needed to have it eyeballed before removing or adding it to the shoot-list.

But yeah, I've never experienced 'S' not working because the building wasn't destroyed enough..

Likewise.

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