A-10-Lock On Guide Quick
A-10-Lock On Guide Quick
A-10-Lock On Guide Quick
These are not the droids latest DCS: A-10C guides that you are
looking for.
For that - look in the Doc Folder at C:\Program Files\Eagle
Dynamics\DCS A-10C\Doc
and look at the short-manual-eng.pdf and the DCS A-10C Flight Manual
EN.pdf
and please complete the Training Modules inside the DCS: A-10C program.
This document begins with your ass on the ground ready to fly.
SHIFT-L turns on/off your whole electrical system. Some people start on the ramp with
systems totally off. Your dials should wiggle about and fuel info increase.
PAGEUP(RWIN-HOME for FC1.1) spools up the engine - Keep holding it down. The RPMs
will start to advance.
Most people have a throttle on their joystick. Otherwise change the engine thrust withPage
Up and Page Down. Keypad Plus/Minus for incremental changes.
Canopy opens/closes with CTRL-C. Mid-flight you're likely to lose the canopy altogether.
W applies wheel brakes as you move around the taxiway. You need to keep press them down
to slow down. Tapping them once will not do the job.
Z(left) and X(right) are used for turning as you taxi about the airport. I've also have the rudder
/nose-wheel on an Rotater axis with my twisting joystick - so I've got good control..
L turns on the cockpit lights for night viewing. CTRL-L turns on the on-board lights.
ALT-L turns on the taxiing or gear light - it can toggle between lowbeam, high-beam and off.
CTRL-H allows you to change the colours on the HUD
After careening wildly about the airport like Crazy Taxi, and ending up on the runway, you should be
stopped and ready for takeoff.
Access the Tower by hitting Backslash( \ - right above the Enter key). The Comm Menu will appear.
Choose F6 for Tower and then F3 to request take-off.. It's not required to actually take off.
Turn up the throttle and then, when above 120 knots on the HUD, pull up and hit G to lift your Gear.
Take note of the 3 flashing symbols on the left-side panel.
Looking around
Whatever you're viewing the most important keys are the Keypad-*Asterisk and
the Keypad-/Slash. They Zoom in and zoom out in All views. The mouse can be used for the view
rotation but I'm fond of using the hat switch. At first I found it slow but the speed can be
changed. CTRL LEFT-SHIFT speeds up the view speed..
Outside Views The Function keys (F1 to F10) are different world views.
F1 is the most important as it puts you back into your cockpit and in touch with your
instruments and weapons.
Secondly is the F2 key which allows you to see yourself from the outside. I use this along
with the Keypad-/Slash and the mouse to position a good view around me. And when you
return to it , the view is set up as it was before. You can hit F2 again to cycle through to your
wingman and other air assets to see their types and current flying.
I rarely use the F3 which is the cinematic Flyby view. But play with it to see if it's any use to
yourself
The F4 allows a rear view to see what's behind you. Good to view any bombs you're dropped
but cheaterish in a dogfight.
If you shoot off a missile or bomb, F6 follows it to its final destination.
F7 shows all the ground units. F8 - the mission targets. F12 - the Static Objects.
F10 gives you the Theatre Map that shows the current available air units with icons
F11 flips through the airports that are available. Remember where you're starting from in the
mission. It's cool to see yourself on the airport.
SHIFT-F10 turns labels on/off mid-flight. Shift-F2 - Aircraft labels toggle, Shift-F9 - Ships
and ground units labels toggle
Padlocking
o You need to be in A2A mode if you want to padlock an aircraft with KEYPAD-DEL,
o If you're in A2G node, a point on the terrain is padlocked.
o For toggling all missiles: SHIFT-KEYPAD-DEL and for only serious Threat
missiles:ALT-KEYPAD-DEL
o KEYPAD-NumLock - Disables all padlocks.
Cockpit views Smoothly working here is a big step in keeping control of your plane and target even
without padlock or TrackIR as an aid.
Please lady, stop talking about it! SHIFT-N silences repeated Warnings(except those that
haven't announced yet).
CTRL-E several times(3) and you've ejected. But only if your ejection system is still
working.
The Fire Extinguishers are staring right at you in the face, but are not functional. Sorry. For
1.1 - you can turn off flaming engines - ALT-RWIN-END for the left engine. SHIFT-RWIN-
END for the right engine. It will allow you to struggle back to base or finish the mission.
the RWR on the left tells you about your missile and radar threats - see pages 95,(for pic), 183 -
187 of the manual. Beeping indicates a radar(enemy or friend) is pinging you and is displayed with a
number or letter. As shown in the following pic, the radar signals can also lock onto you. Most times
they are enemies. In the RWR you can see 23 and 25 are locked onto you: 23 is a Shilka-23 Anti-
aircraft tank and the 25 is a MiG25 fighter. You should also note the Inner and Outer circles - these
are not distance based but a Threat Level. Anything in the inner circle is about to smack you hard.
Dog-fighting
For the A-10 it is very limited.
TDS Target Designation System - Bombing designates the target using a symbol(called
the TD orTDS) on the HUD to mark missile and bomb targets. The basic keyboard options for
moving the TD around are:
SEMI-COLON - TDS up
PERIOD - TDS down
COMMA - TDS left
SLASH(/) - TDS right
If you've have a joystick, you can remap them to the 4 ARROW keys. Or hold down ALT+
Hat-switch to move the TDS about the HUD.
Finally, you have to lock on to the target and release the weapon:
Combat/Navigation Modes
With the A-10 you get limited modes.
2/6 will switch to Aircombat modes. With fighters there are many more
7 will switch to Ground Attack mode
~Tilde will change targets. They show up as diamonds if the target itself is in the HUD view.
A gives Auto-pilot. PATH HLD on the HUD and a small green light in front lights up with "Auto
PILOT. Setting auto-pilot does reset your trimming so when you exit, you might want to hitCTRL-
T which clears trimming. In NAV mode it follows waypoint otherwise staright and level on the same
couse.
Trimming your plane just requires you to be in near-level flight. And then tap on CTRL-
SEMI-COLON, CTRL-PERIOD, CTRL-COMMA, CTRL-SLASH(/), and see the magic
of level flight.
Landing
B Toggle airbrake. Take note of symbols on the left-side panel Airplane diagram
F Toggle flaps up/down - Airplane diagram
G Toggle landing gear up/down - Airplane diagram
Ctrl-W jettisons weapons in pairs(in-flight) or re-arms(ground).
Ctrl-R Dump fuel (in flight) or refuel (ground) (Note: Hold down key)
Alt-R Jettison fuel tanks
W Engage wheel brakes (ground) (Note: Hold down key)
T Toggle wingtip smoke
R Toggle refueling boom
Suggested Remappings
There are heavy-duty joysticks and controllers with many button options that can be programmed in.
But I prefer a basic joystick plus keyboard. The top commands to be remapped
are Enter, BackSpace, TAB, and Z,X for twisty handled joysticks. And I prefer to remap the TDC
movement keys(SEMI-COLON, PERIOD, COMMA, SLASH(/)) to the 4 cursor arrows.
The best Manual is the the latest manual that came with Flaming Cliffs add-on. Sign up and
Download here
For LO:MAC version 1.02/1.12b Page created and provided by John "ZoomBoy27" Thomas.
The Flaming Cliffs manual is very good. I've put a short-cut to the manual on my desk-top; you might too. Also print out
the KeyCommands file in the C:\Program Files\Ubisoft\Eagle Dynamics\Lock On\Doc folder for a full list of commands.
I put a short-cut to it on my desk-top as well. For settings do NOT to choose EASY RADAR.
This Guide begins with your ass on the ground ready to fly.
SHIFT-L turns on/off your whole electrical system. Some people start on the ramp with systems totally off. Your
dials should wiggle about and fuel info increase.
RWIN-HOME spools up the engine but your throttle needs to be near or at zero or the engine gets flooded. If
you have problems with that maybe your throttle needs to be calibrated. Individual engines
with ALT(Left engine only) - and SHIFT- HOME(Right engine only).
A large white dial(RPM) will start to advance to '4' until your throttle level kicks in.
Most have a throttle on their joystick. Otherwise change the engine thrust with Page Upand Page
Down. Keypad Plus/Minus for incremental changes.
Canopy opens/closes with CTRL-C. Mid-flight you're likely to lose the canopy altogether.
W applies wheel brakes as you move around the taxiway. You need to keep press them down to slow down.
Tapping them once will not do the job.
Z(left) and X(right) are used for turning with your rudder/nose wheel system (NWS) as you taxi about the
airport. My preference is to also map the rudder/NWS to a joystick axis. I've mapped my joystick on an Rotater
axis with my twisting joystick so I've got handy control.
L turns on the cockpit lights for night viewing. CTRL-L turns on the on-board lights on the wings -
Steady/Flash/Off
ALT-L turns on the taxiing or gear light - it can toggle between Lowbeam, High-beam and Off.
CTRL-H allows you to change the colours on the HUD
After careening wildly about the airport like Crazy Taxi, and ending up on the runway, you should be stopped and ready
for takeoff.
Access the Tower by hitting Backslash( \ - right above the Enter key). The Comm Menu will appear. Choose F6 for
Tower and then F3 to request take-off.. It's not required to actually take off.
Turn up the throttle and then, when above 280 km/h on the HUD, pull up and hit G to lift your Gear. Take note of the
flashing symbols on the left-side panel. Also note that, when you start from the runway on some missions, your flaps are
already down. Toggling with F sets Flaps up/down for taking off, attacking, or landing as is the usual practice.
Looking around
When viewing the most important keys are Keypad-*Asterisk and the Keypad-/Slash. They Zoom in and zoom out in
All views. For external views you can also use a mouse with a scroll-wheel.. The mouse can also be used for the external
view rotation. At first I found the hat-switch too slow but the speed can be changed. CTRL LEFT-SHIFT speeds up the
view speed. If you've gone to the expense of buying the TrackIR, you can just lean back and forth and move your head.
Outside Views The Function keys (F1 to F10) are different world views.
F1 is the most important as it puts you back into your cockpit and in touch with your instruments and weapons.
Secondly is the F2 key which allows you to see yourself from the outside. I use this along with
the Keypad-/Slash and the mouse to position a good view around me. And when you return to it, the view is set
up as it was before. You can hit F2 again to cycle through to your wingman and other air assets to see their
activities. Another feature that goes with that F2 view is the ability to jump into another flyable by hitting ALT-J.
I rarely use the F3 which is the cinematic Flyby view. But play with it to see if it's any use.
The F4 allows a rear view to see what's behind you. Good to view any bombs you're dropped but cheaterish in a
dogfight.
If you shoot off a missile or bomb, F6 follows it to its final destination.
F7 shows all the ground units. F8 - the mission targets. F12 - the Static Objects. On-line most hosts restrict
external views.
F10 gives you the Theatre Map that shows the current available air units with icons. Again it can be restricted in
on-line play.
F11 flips through the airports that are available. Remember where you're starting from in the mission. It's cool to
see yourself on the airport.
SHIFT-F10 turns labels on/off mid-flight. Shift-F2 - Aircraft labels toggle, Shift-F9 - Ships and ground units
labels toggle
Padlocking
o You need to be in A2A mode if you want to padlock an aircraft with KEYPAD-DEL,
o If you're in A2G node, a point on the terrain is padlocked.
o For toggling all missiles: SHIFT-KEYPAD-DEL and for only serious Threat missiles:ALT-KEYPAD-
DEL
o KEYPAD-NumLock - Disables all padlocks.
Cockpit views Smoothly working here is a big step in keeping control of your plane and target even without padlock or
TrackIR as an aid.
Please lady, stop talking about it! SHIFT-N silences repeated Warnings(except those that haven't been announced
yet).
CTRL-E several times(3) and you've ejected. But only if your ejection system is still working.
There are no Fire Extinguishers. Sorry. But you can turn off flaming engines - ALT-END for the left
engine. SHIFT--END for the right engine. RWIN-END for BOTH engines at once. It will allow you to struggle
back to base or finish the mission.
Dog-fighting
With the Su-25T you get limited modes just to defend yourself.
Hitting 6 will give you an Air-to-Air missile Mode - Usually a R-60 or R-73. Just put the Cross on the plane or
helo and a loud tone-lock will notify you to fire.
C unCaps the Cannon and displays a firing funnel on the HUD while in Air-to Air mode
There are some cases where you can use a Vikhr missile to shoot down a helo and possibly another airplane. The
routine for Vikhr air acquisition is the same as for ground objects: acquire in the TV, laser designate, and fire.
Hitting 7 will put you into Air-to-Ground Mode - This allows many options depending on what's weapon and
systems are selected.
D cycles through weapons available (I've re-mapped it to my joystick).
I often have full flaps down when I go to the target; it gives me more time on target.SHIFT-F puts the
flaps all the way down.
O activates the Shkval TV system on the right. It's for day-time viewing only.
o PLUS zooms in(1x/8x/23x). And the MINUS zooms out.
o adjust the target size(10 for vehicle, 60 for buildings) with CTRL-PLUS and CTRL-MINUS. For
small changes - ALT-PLUS and ALT-MINUS.
o you should be able to slew the cursor about with 4 keys(COMMA, PERIOD, SLASH/,
SEMI_COLON). This will be reflected in the TV monitor and by an aiming reticle on the HUD.
o TAB(I've re-mapped it on my joystick) locks up the general area around the target and then you can
slew around for the final acquisition.
CTRL-O activates the night vision “Mercury” TV system but only if you have the Mercury pod loaded.
PLUS zooms in(1x/5x). And the MINUS zooms out.
slew the cursor about with 4 keys(COMMA, PERIOD, SLASH/, SEMI_COLON) as seen on the TV monitor
and HUD.
TAB locks the target.
I activates the SEAD - Anti-Radar system but only if you have the missiles loaded as well as the “Phantasmagoria”
target designation pod.
This allows the Su-25T to designate targets when loaded with anti-radar missiles such as the Kh-58 and Kh-
25MPU. A really powerful system.
The SAMS and Radars show up in the HUD as diamonds with ID tags below them.
Slew the square box over the diamond and TAB locks the target. These are basically fire-and-forget missiles.
Choosing Missiles
Some are fire and forget like the Kh-29T for stationary targets. Just lock them up on the TV and fire. Others need
laser guidance.
Shift-O activates the Laser Target Designator. If you've got a missile selected, you should be able to slew the
cursor about with 4 keys(COMMA, PERIOD, SLASH/, SEMI_COLON). Lock on the ground object
with TAB and when the launch authorization is given, you can shoot. If it's a moving target, slew the Laser
Target Designator; it will cling to the moving target.. The missile will follow. Keep it locked on for the full
flight.
You can fire multiple missiles. You are just going to have to time it correctly. You would have 2 missiles in the
air at a time. When the 1st missile hits, you can slew the TD(Target Designator) to the next vehicle. Very useful
especially for the Vikhr missiles - they sometimes require 2 missiles on the same target. Doing a whole row of
vehicles does take some practice.
Shift-O also turns off the Laser Designator. You can only use it for limited time before it overheats. On the HUD
will be an annoying flashing symbol to the left telling you that you cannot use the Designator until it's cooled
down. Manage your laser carefully.
Choosing Bombs. It usually requires that the Su-25T be flown so that the pipper is placed on the target except for the
TV guided bombs.
The KAB-500KR are TV-guided bombs for stationary targets. Just lock them up on the TV and fire.
Others use laser guidance or calculated drops. Go through the tutorials - there are CCIP and CCRP modes that
need to be covered in depth.
CTRL-SPACE changes the number of bombs released at a time. For 1 bomb at a time, that's only available on
the 4 inner-most weapons stations. The inner two pylons on each wing--4,5,7,8--will release singly. The outer
pylons will always release bombs in pairs to keep the weight distribution balanced.
V sets the Dropping Interval that gives you varying bombing spread.
if you use it, remember that Shift-O turns off the Laser Designator.
Target/Laser Designation System designates the target using a round symbol on the HUD to mark missile and bomb
targets. The basic keyboard options for moving the Target Designator System(TDS) around are:
SEMI-COLON - TDS up
PERIOD - TDS down
COMMA - TDS left
SLASH(/) - TDS right
If you've have a joystick, you can remap them to the 4 ARROW keys. Or hold down ALT+ Hat-switch to move
the TDS about the HUD.
Finally, you have to lock on to the target and release the weapon:
TAB locks the target up. I've got that re-mapped on my joystick
CTRL-TAB turns off tracking the target. Or you can hit TAB again.
SPACEBAR (re-mapped) fires missiles or it releases the bombs. Some bombing modes require you to hold onto
the Fire button until on target.
Alt-W overrides launch permission especially for dumb bomb dropping.
Combat/Navigation Modes
With the Su-25T you get limited modes
2/6 will switch to Aircombat modes. You should just get a Cross to aim at an air target. Tone-lock means you can fire.
Turning on the cannon in this mode gives you a funnel for firing.
7 will switch to Ground Attack mode
~Tilde will change targets. They show up as diamonds if the target itself is in the HUD view. If not in HUD view
they'll look like a
8 gives a basic shooting/bombing grid. Can be useful in some cases like using unguided rockets.
The manual(Pg 48-49) shows the 6-lighted auto-pilot panel on the upper left of the instrument panel plus auto-pilot
explanations.
A toggles the standard “Route-following” auto-pilot mode. It follows the waypoints with no terrain avoidance so
it might crash while manoevring to the path. On RTB - B3B or LDG - NOC modes, auto-pilot stays on until
you're on the glide-slope and 50m above ground. Then Emergency Leveling Mode is used. Disengage(A) then to
land.
ALT-1 - Attitude hold stabilizes the current angles of pitch and bank. There are some limits. But is nice to get
you orientated faster than other modes.
ALT-2 - stabilizes the current Barometric altitude above sea level (ASL) and the current angle of bank. Good for
making continuous level turns.
ALT-3 - Emergency Leveling Mode levels you out and is good if you're disorientated. It's not a whole auto-pilot
mode but just levels you out and then puts you into Barometric Altitude Hold. But it does take some time so you
better have altitude.
ALT-4 - gives Barometer Altitude Hold at the current altitude above sea level(ASL). Good for high flights over
known terrain.
ALT-5 - gives Radar Altitude Hold with automatic terrain avoidance. Much better for hugging the ground on
ingress.
ALT-6 - much like the standard auto-pilot; they could be twins.
ALT-9 or A disables any engaged auto-pilot modes.
ALT- ~TILDE allows you to temporarily over-ride your current pitch while keeping the same height.
Holding ALT- ~TILDE down, while moving the joystick, allows you to correct the pitch.
There's also a Combat Steering mode. If you've got a target locked up on the Shkval TV system, going into an
auto-pilot mode(with A) will steer the plane to that target. If you move the Shkval TD, the plane with recalculate
and follow it. If you break lock, you enterEmergency Leveling Mode. Also the over-ride(ALT- ~TILDE)
becomes useful to correct your pitch.
Trimming your plane just requires you to be in near-level flight. And then tap on CTRL-SEMI-COLON, CTRL-
PERIOD, CTRL-COMMA, CTRL-SLASH(/), and see the magic of level flight. There are 3 lights at the bottom center
of the instrument panel. Those are your neutral trim lights for aileron, elevator, and rudder trim. If they are lit, you are in
neutral trim for those control surfaces.
Landing
Fuel use - from the tests I've done on the Su-25T the best way to measure absolute fuel left is 100 kg of fuel = 10
km. If you've got 700 kg left, then 70 km is your return range. Be warned also that this is with very little Margin
of error. If you cannot find the airport, you will end up crashing in a field.
o To determine the distance you can use the RTB - B3B or LDG - NOC modes when in the Target Area.
RTB - B3B will give you an ILS intercept point of about 15km or 150 kg left to fly.
LDG - NOC mode will give you the absolute minimum without any ILS landing aids. Likely a
field landing.
But this is not at 100% power but at 80 to 90%. If you jettision weapons after the mission is complete, you can squeeze
out about 10% more fuel
And if it's a very long trip, you can save fuel by flying at a greater height where the air is thinner and therefore has less
drag.
Notes about loading -
full max load @ 100% power I've seen give 120kg/10km
full max load @ 85-90% power I've seen give 90kg/10km
B Toggle airbrake. Take note of symbols on the left-side panel Airplane diagram
F Toggle flaps up/down - Airplane diagram. SHIFT-F puts the flaps all the way down for landing and other stuff.
G Toggle landing gear up/down - Airplane diagram
Ctrl-W jettisons weapons in pairs(in-flight) or re-arms(ground). If you have external tanks,Ctrl-W will drop the 2
outside tanks first, then the center tank and then onto weapons.
Alt-R will drop any and all external tanks.
Ctrl-R Dump fuel (in-flight) or refuel (ground) (Note: Hold down key)
Alt-R Jettison fuel tanks
W Engage wheel brakes (ground) (Note: Hold down key)
P Pops the parachute or you are going for a long, long ride.
RWIN-END stops engines. Stop individual engines with ALT- and SHIFT- RWIN-END. Also you can reduce
engines by ALT- and SHIFT-END.
Suggested Remappings
There are heavy-duty joysticks and controllers with many options to programmed in. But I prefer a basic joystick plus
keyboard. The top commands to be remapped are BackSpace, TAB, D, andadd Rotator axis for twisty handled joysticks.
And I prefer to remap the TDC movement keys(SEMI-COLON, PERIOD, COMMA, SLASH(/)) to the 4 cursor
arrows. Also remember to set your Pitch and Roll axes on your joystick to linear with a curve equal to zero. That avoids a
lot of the bobbing about.
There's a learning curve here but like most modern planes, the Su-25T is responsive with a lot of cues on the HUD and on
the instrument panel. Just fly about site-seeing. Sevatopol is good for that. I do have to plug an idea of mine to increase
the immersion of the sim - see my editorial onVerbose Response.
For LO:MAC version 1.12b. Page created and provided by John "ZoomBoy27" Thomas. Thanks to Ironhand, AStotzer,
and others for some fiddly bits.
Thanks to Olgerd of the ED Team for Auto-pilot corrections.
UTS Guide: DCS A10-C
UNDER CONSTRUCTION
Up-to-Speed Guide - DCS: A-10C
For this guide, you must be in the Real Mode - DO NOT choose Game Flight Mode or Game Avionics (under
options). There are two other pages to this guide:
To Locate the switches and to see the general layout - see the Cockpit Page
For the Navigation(ILS), JTAC and other systems - see the Systems Page
Setting up Your Controls
LANDING GEAR -
Cockpit is clickable which reduces the keys to memorize - Track IR helps. The minimum is a joystick with Th
Handle, and Hat-Switch. I've a simple MS Sidewinder plus a Saitek Pro Flight Quadrant Throttle and reduced
mapping of controls to the essentials.
Axis commands - On the Options | Controls | Category drop-d
there are some important choices
Flight Control | Collective- this changes blade position for more or less lift. It is the most important -
just one throttle, use it for the Collective.
Throttle - Engines will be at 95% to 100% most of the time - fine control is not needed.PageUp/Page
Medium-Auto-Full
Flight Control | Cyclic Pitch & Roll can be adjusted for a small dead-zone and response curve
o Click on the Pitch or Roll (JOY_X or JOY_Y)
o Then click on the "AXIS TUNE" button at the bottom of the Screen
o Give yourself a Dead Zone of maybe "5" and then maybe a bit of a curve
Countermeasure Signal Processor (CMSP) Panel - Defensive systems need to be turned on the CM Pa
Right Console - including the Jammer
COUNTER-MEASURES
Countermeasure Signal Processor (CMSP) Panel - Defensive systems need to be turned on the CM Pa
Right Console - including the Jammer
Flip the Mode Select Dial switch to MANUAL - (3 times) - this starts the show. I once switched it to A
soon as I was lit up by a MiG, it started pumping out chaff/flares without any control
4 switches turn on 4 counter-measure Systems
• MWS - Missile Warning System - this detects not just radar missiles but others by analyzing change
signature, and infra-red and ultra-violot analyses. There are scanners in tails and wings.
• JMR - Electronic Countermeasure Jammer - try to jam radar missiles. I use the keyboard Minus sign
remember. The Centre Console will switch from SBY (stand-by) toOPR (operational)
• RWR - Radar Warning Receiver - see the threats - located separately on the Centre Console
• DISP - Chaff and Flare Dispenser. The DISP switch enables the the chaff and flare dispensers - You
program them by clicking DISP again. I just accept the programs "as is":
A + B Chaff Only
C Flares Only
D + E + F + G Mixed Flares/Chaff
H + I - One Chaff Set launched at a time
CM Switches - Setting up the joystick is a top priority and CM are re-mapped to a 4-way switch on my HOT
- But there are actually 5 commands - the final one is turning on the Electronic Jammer - the keyboard [Min
to remember
Activate Flare/Chaff Program (CMS HAT FORWARD) - this starts pumping out Chaff(anti-radar) and
IR)
Turn OFF Program (CMS HAT AFT) - Halts current program
Change Program A-->B-->C-->D etc. (CMS HAT LEFT)
Change Program D-->C-->A-->B etc. (CMS HAT RIGHT)
On the Centre Panel - Activate Electronic Jammmers - (CMS PRESS DOWN or Keyboard+Minus) an
change from SBY(Standby) to OPR(Operational)
Auto-pilots directly to the current Waypoint in the PVI-800 Nav computer - Panels Page To use
o Click the WPT button and then click on the Waypoint # wanted
PVI-800 Display will show the Longitude and Latitude
On the HUD the Desired Heading Cue diamond appears and the Ka-50 will turn to WPT
The HSI needles will also change
Desired Heading is the default - toggle to Desired Track mode with [L.ALT + X]
Desired Track mode - that follows the entered path to the waypoint rather than directly While TRIM [
all input from AutoPilot is disabled - you can reset angles
Useful when you are in HOVER MODE.
Reduces the swing and keeps the Shkval on target
It is important - I've re-mapped the Center Shkval [R.CTRL + I] onto my joystick
QUICK START - Pull back on the your stick to slow down and then do a Trimmer reset[R.CTRL T]
Below the Left MFCD - Arming Switches - Master Arm, TGP, Laser, Gun-Pac Ready(though not urgent)
We first turn ON the Electro-Opticals(TGP and Mavs). On the TADS Screen, select the following OSBs:
• DSMS | MSL | EO ON - the TGP and Maverick seekers require at least 3 minutes warm-up - you'll see the timer
When the TGP is warmed up, Click on A-G. The TGP should flash and brighten
You have three modes - accessed by the Boat Switch on your throttle. I do not have a switch like that, so I remapped them on my k
>
FLIR - Black-Hot BHOT (BOAT AFT) [ , ] This is IR heat vision - but reversed colours
CCD (BOAT CENTRE)[ . ] - normal imaging
FLIR - White-Hot WHOT (BOAT FORWARD) re-mapped to [ / ] This is IR heat vision
I usually flip to the WhiteHOT FLIR and increase the GAIN. And when searching for targets, many people flip between W
to get the best chance to discover targets
Working the DSMS to make sure all the settings are correct
IAM ()
IGM ()
SHKVAL and Targeting Computer (K-041) - Your eyes and targeting device
Slew the Shkval (and the Shkval pipper on the HUD) with the standard keys
o Re-mapped from the standards to both the Arrow keys and Hat-switchwitch
o It is Important to remap the Center Shkval button [R.CTRL I] because it will rapidly orientate
[PLUS] zooms IN the Shval to 23x power and [MINUS] zooms OUT to just about 7x
Adjust the Gates target size(10 for vehicle, 60 for buildings) with the square brackets - [ and ]
MISSILES - The main weapon of any load-out is the VikhrMissiles (12 per load-out)
Slew the
For items larger than a Vehicle you will have to increase the Gates
Lock up the Target in the SHkval - There are two separate firing buttons for the Ka-50
For the Main Load-out - I`ve re-mapped the Release Weapon [SPACE] to another joystick button
For the Cannon - I`ve re-mapped the Gunfire button [SPACE] to my main joystick Trigger
After slewing around the square reticule Get Lockon on the Target - TA will appear on the Shkval and the HUD
If the Laser Designator is off, LeftSHIFT-O toggles it on -
and Shift your Black Shark so that the new double-circle reticule is inside the HUD reticule
If you`re are at a great height, your Black Shark will pick up speed and move forward ·
Keep lowering your height and, after release, pull up sharply.
You should still be locked on Release Weapon
For extreme long-range shots see the Laser Designation Section on the Systems Page
CANNON
Toggle the Cannon Mode with [C]. It is a separate weapons mode - main weapons do not fire
The Cannon is linked to the Shkval TV. Slew the Shkval to find a Target. Maximum Range is 4km
Lock-on the Fire with
On the WCS you can see some options for the Cannon
o [S]- MANUAL or AUTO Aiming. MANUAL gives bore-sight strafing. AUTO will track with the Shkv
o [A] - LNG or MED or SHORT Burst Type
o [L.SHIFT + C] - HIGH or LOW Rate of Fire
o [L.CTRL + C] - HE or AP Ammo Type.
HE is High Explosive that is effective against infantry and lighter armoured vehicles.
AP is Armour Piercing for Tanks
For Plinking at Maximum Range - You can move the aim-point slightly - Hold down LOCK button and slew the Shk
ROCKETS
HMS System
BOMBS
If you expected anything more amazing than dumb-dropping (circa 1942), you'd be disappointed. Practice help
Turn on the Master Arm Switch - [L.ALT + W] on the Weapons Control System (WCS)
Select the hard-points - Inner [U] or Outer [Y] or BOTH [I]
The bombs are indicated with “АБ” (Bombs) and green lights. The number of remaining bombs will be indicat
You can also use the HUD Standby Reticule Mode button above the Shkval.
o Cycle through the HUD mode selector (R.SHIFT-8)
But I prefer to keep the main HUD - I use a 20 degree angle(shown in the HUD ladder).
When the and drop when the target disappear underneath the
Practice - attached is a mission with the recover option activated
H brings down the Helmet Mounted System(HMS) - it's for quicker aiming of the Shkval pipper
Just look where you want, then keep pressing the letter O.
This slews the Shkval cursor to where you're looking
You can change its brightness with the
AIR to AIR FIGHTING - occasionally you have to deal with a fast-mover or helicopter in a mission
There is a Quick Start method - LWIN-HOME (LWIN is the Windows key to the left of the Spacebar and next to the
Quick start-up sequence. There is a full start-up sequence. Please see the Going Deeper section below
After careening wildly about the airport like Crazy Taxi, and ending up on the runway, you should be stopped
takeoff.
Access the Tower by hitting Backslash( \ above the Enter key). The Comms Menu will appear. Choo
and then F3 to request take-off. It's not required to actually take off.
Increase the Collective using your Collective (re-mapped) or Numpad_Plus + andNumpad_Minus -
o Yellow flashing light on Left Shoulder Panel - means there's too much RPM stress on your bla
your throttle
Without a TrackIR, you can use your Hat-switch for looking around the cockpit or
o ????? L.ALT + C, move the camera, Left-ALT + C, click the buttons you want, Left-ALT - C
camera again
Snap-Views - the A-10 requires a lot more detailed systems use - On the MFCDs you have CDU, TAD
TGP/Maverick plus another snap-view for radio
External Views - F1 to F10 offer views in those missions that allow External Views (many on-line missions)
F1 is the most important - it puts you back into your cockpit with your instruments and weapons.
F2 allows you to see yourself from the outside. Move the mouse to rotate. The Scroll-wheel zooms yo
Hit F2 again to cycle through to your wingman and other air assets.
o Another feature that goes with that F2 view is the ability to jump into another flyable by hittin
F3 is the cinematic Flyby view. Used rarely.
F4 allows a rear view to see what's behind you. Good to view any bombs you're dropped
F6 tracks the Missiles or Rockets in the air
F7 shows all the ground units.
F8 - the mission targets.
F12 - the Static Objects. On-line most hosts restrict external views.
F10 gives you the Theatre Map. There are icons to the right :MAP, SAT, ALT
F11 flips through the airports that are available. Remember where you're starting from in the mission.
yourself on the airport.
SHIFT-F10 turns labels on/off mid-flight. Shift-F2 - Aircraft labels toggle, Shift-F9 - Ships and groun
toggle
Padlocking (if enabled in the mission)
o Numpad-DEL(period) A point on the terrain is padlocked.
o For toggling all missiles: SHIFT-Numpad-DEL and for only serious Threat missiles: ALT-Nmp
o Numpad-NumLock - Disables all padlocks.
Changing Default Snap-Views - sometimes a snap-view is not correct and you want to overwrite the inadeq
Thanks to GregP in the DCS forums for the procedure - using KP5 View(Cockpit-Centre) as an examp
Set UseDefaultSnapViews=false in your View.lua file - I had to copy it out to My Documents and cop
rights)
2. Toggle snap views: R.CTRL + Numpad-Zero
3. Press the snap view you want to change: Numpad-5
4. Untoggle snap views R.CTRL + Numpad-Zero
5. Move/pan/zoom your view to where you want it; for me, simply using zoom in (*) and slightly pan
up a bit got me a nice zoomed in HUD view.
6. Save cockpit angles: RALT KP0
7. Press the snap view you want to set: KP5
And that's it, you're done! Pressing RCTL KP0 and then KP5 ought to take you to the new zoomed-in
And you can go to your SnapViews.lua file to see what values for [11][6] creates this view, for easier
ivanwfr says: You can redefine all of KP0-KP9 snap views this way:
o Adjust some Cockpit FOV
o Hit LWIN KP# snap view numpad key Hit RALT KP0 to redefine this snap view
o ...done
STEP 1 - PREVENT IT !
o BEFORE YOU ARE ATTACKED - STOP MOVING FORWARD
o Get a full command of the area by having your Wingman do a RECON to put the enemy on yo
the Nav Comms Page
o Scan the area with your
You have a Laser Warning Receiver(LWR) system You're warned if painted by a targeting laser
Your LWR is in the left upper corner of the Front Window(below the DataLink panel) - see the Panels
here
It has 4 LEDs for laser direction and the 2 lamp-lights in the middle of the LEDs are Hemisphere indi
or below
The bottom 2 Lamp-lights show
o Ranging laser(you're within range)
o Guiding mode - the missile is in the air and being guided towards you
But after being painted, Reset (L)hit the LWR. This clears all lamps and LEDS.
Guess what?? You have NO RADAR warning system. If locked by a radar missile, you will never know it. Ye
life Ka-50's are sent into battle without a Radar Warning Receiver and this type is modelled in Black Shark.
UV-26 Flare Panel - to use unprogrammed - Insert pumps out a Flare each time you hit it
To program a sequence of flares/chaff - see the Systems Page
CTRL-E several times(3) and you've ejected. But only if your ejection system is still working.
Please lady, stop the Voices! M silences The MASTER Warnings(each message repeated twice^)
EKRAN System - located on the Right Forward panel - see Panels Page
o Displays the current problem See Pg 6-26 in the Manual for a full Break-down
Fire Extinguisher Systems - 2-80 in the manual for the indicator lights. Fire can show up in the left or
APU, and oil cooling bays
o I've re-mapped my Extinguishers to my Throttle
Left-SHIFT-F - left engine fire extinguisher
R.SHIFT-F - right engine fire extinguisher
Left-SHIFT-L.ALT-F - APU
Left-SHIFT-L.ALT-LeftCTRL-F - Oil cooling ventilator. Yes! all three modifier button
would be a good idea
Landing
Crash Landing - Ejection
Emergency Shut-down - see instructions
In-flight - jettisoning
L.ALT-R jettisons external stores(weapons or fuel tanks)
o For ATGM missiles
Jettison arm mode - explosive/unexplosive - LeftSHIFT-L.ALT - W
Hit the Red Jettison button or R.CTRL-W
tanks on the in pairs(in-flight) or re-arms(ground). If you have external tanks, CTRL-W
2 outside tanks first, then the center tank and then onto weapons
LANDING Manually
Be well trimmed and nearly halted
Get forward momentum - don't get in your own wash - 50 kph max but should be much less (10-20 kp
Watch your vertical speed - the VVI - try to be 3 m/s or less
Check wind speed and direction on the PVI-800 (R.ALT-D or the WIND-DI/SP)
o Account for that as you head down
You can open the door to look down [R.CTRL-C]
Be Steady and trust your VVI more than the Collective as you ease down
PRACTICE
Re-Fueling or Re-arming - the Comms Menu is needed to contact the Maintenance Ground Crew
If your power is not on, open the Cockpit door R.CTRL-C Hit the Comms Menu and make the reques
Ground Service: Copy
If you are Powered up Check the Intercom Power [INT.COM on Wall Panel] Likely to be ON already
it on [L.ALT + L.CTRL + Z]
Set the SPU-9 Dial [Left Panel] to GRND CREW [L.ALT + L.CTRL + / ]
Hit the Comms Menu
W Engage wheel brakes (ground) (Note: Hold down key)
R.CTRL-PageUp - left engine off
R.CTRL-PageDown - R. engine off
R - LShift Rotor brake (When it is below 20%)
Wingmen Basics
Lead Plane + Wingman is the basic set of military aircraft operations. The Lead provides guidance and direct
while the wingman watches for any vulnerabilities that the duo might have and carrries out tasks requested of
A step above that is the Flight of 4(Lead(#1), #2, #3, and #4) with 2 sets of wingmen:
In this case this flight is broken down into 2 sets or elements:
1st Element: Lead(#1) and Wingman #2
2nd Element: Wingmen #3 and #4
The 2nd Element can follow the Lead and act as extra wingman. Or even better, the 2nd Element can take on
altogether. If the Flight of 4 are fighters, the 2nd Element (for example) can pich in on the left while the 1st E
For the A-10C, you can use the 2nd Element on a different target, take out air defences, or to finish off the tar
element has already hit.
Rejoin Formation
The AI is much better than in previous Eagle Dynamics but you still need to track of your wingman. I prefer t
Communication menu [ \ ] but the key combo [LWin + Y] will pull your wingman off of whatever
Engage With...
This is the key command for directing your wingman with you SPI - more on it below.
Designating Targets for your Wingman(or Flight or Element)
The TGP is used to set up SPI (pronounced "spee") that your wingmen can respond to.
After the TGP is warmed up and active, search for a target as per the mission - I usually have a waypoint to st
to the WhiteHOT FLIR and increase the GAIN. And when searching for targets, many people flip between W
BlackHOT(BHOT) to get the best chance to discover targets.
I often use the TADS Screen to know where the TGP is pointing to - I set up a SPI by using the CHINA HAT
LONG (hold it down for 2 seconds)
This makes a SPI that can be seen on the TADS screen
Making sure the TGP is the SOI, I then slew this around to get an exact fix on the target. If the target is movin
FORWARD (short) to toggle between AREA(fixed position) and POINT(moving target)
Broadcasting SPI
Now that I've got an SPI in my system on the Target, I need to let my wingmen know of it. I then hold down t
LONG to Broadcast the SPI to my wingies.
Telling Buddy to 'Git'er Done'
They'll head to that area and starting from that point will search for targets of that type
Using these building blocks will get a lot of the jobs done and will give extra fire-power
For this guide, you must be in KA-50 Real Mode - DO NOT choose Game Flight Mode
or Game Avionics (under GamePlay options). There are two other pages to this
guide:
To Locate the switches and to see the general layout - see the Cockpit Page
For the ABRIS, Nav, and other systems - see the Systems Page
Inputting Mark-points
o Using the TGP(mostly), or sometimes the HUD Reticle, you lock up
the target
o Hit TMS - RIGHT - SHORT to mark
Using Mark-points
o To use mark points, set the STEERPOINT dial on the AAP to MARK
o IF you add these as new waypoints through the CDU, switch
the STEERPOINT dial toMISSION
o Using the regular waypoint management (HUD as SOI - Rocker
switches or DMS+SHORT+Up or Down)
o There are A to Y - you cannot delete the Mark-points are likely used
for debriefing what things were targeted
o Everytime you use a weapon a Markpoint Z will appear - over-written
from
o
Contacting
o Done though the Comms
Receiving the info on the TAD
o
The 9-Line - a set of standardized instructions given to the A-10 that will describe
the target and the attack paramenreter
1. The Initial Point (IP) that the attack should be started from. This is a point
created in the Mission Editor and is a NAV point in the CDU
2. Attack heading to the target and any offset needed
3. Distance to target
4. Elevation of target (MSL)
5. Target type
6. UTM coordinates of target
7. How the target is marked
o None - just the MGRS (CR EEEEE NNNNN) - the ZOne(37T) is usually
omitted
Create a red triangle on your TAD
Creat a Markpoint or Waypoint
o White Phosphorus (WillPete)
o Laser
o IR Pointer - need Night Vision Goggles (NVG)
options for "Pulse" and "Rope" that instruct the JTAC to flash
the IR Pointer on and off or move it around
8. Location of nearby friendly ground forces
9. Control point to egress to
UNDER CONSTRUCTION
Up-to-Speed Guide - DCS: A10C -
Weapons
For this guide, you must be in KA-50 Real Mode - DO NOT choose Game Flight Mode
or Game Avionics (under GamePlay options).
This page deals with all the weapons - their details and uses and how to arm and
deploy them
Standard acronyms that will used through-out these pages
o MFCD - Multi-Function Colour Displays - on the left and right
o OSB - buttons on the edge of the 2 MFCDs - having 20 buttons to click
o DMS (DATA Management Systems) - mapped to my CH FighterStick
o TMS (TARGET Management Systems) - CH FighterStick
o MGRS (Military Grid Reference System) - standard military coordinate
sust e.g. 37T “37T CR EEEEE NNNNN"
37 is zone number, T is zone letter, C is column letter, R is row
letter, EEEEE is easting value, and NNNNN is northing value
o TAD ()
o DSMS ()
o SPI
o SOI
o SER and TER - Racks
o CCRP
o CCIP
To Locate the switches and to see the general layout - see the Cockpit Page
For the ABRIS, Nav, and other systems - see the Systems Page
Below the Left MFCD - Arming Switches - Master Arm, TGP, Laser, Gun-Pac
Ready(though not urgent)
We first turn ON the Electro-Opticals(TGP and Mavs). On the TADS Screen, select the
following OSBs:
• DSMS | MSL | EO ON - the TGP and Maverick seekers require at least 3 minutes
warm-up - you'll see the timer
When the TGP is warmed up, Click on A-G. The TGP should flash and brighten
You have three modes - accessed by the Boat Switch on your throttle. I do not have
a switch like that, so I remapped them on my keyboard in a row->
FLIR - Black-Hot BHOT (BOAT AFT) [ , ] This is IR heat vision - but reversed
colours
CCD (BOAT CENTRE)[ . ] - normal imaging
FLIR - White-Hot WHOT (BOAT FORWARD) re-mapped to [ / ] This is IR heat
vision
I usually flip to the WhiteHOT FLIR and increase the GAIN to 6 or 7 searching
for targets, many people flip between WHOT and BHOT to get the best chance
to discover targets
Mavericks
The CDU Command Device is the main access for the Systems there memorize -
Track IR helps. The minimum is a joystick with Throttle, Twisty Handle, and Hat-
Switch. I've a simple MS Sidewinder plus a Saitek Pro Flight Quadrant Throttle and
reduced my re-mapping of controls to the essentials.
Weapon Types
AGM-65D - Infra-red working off the heat contrasts of armour and the
background (night-time use)
AGM-65G - Infra-red (night-time use)
AGM-65H - E-O Electro-Optical - TV for daylight use
AGM-65K - E-O Electro-Optical - TV for daylight use
o Sometimes put on the indiviudual stations or on racks of 3 - take a look at
the DSMS
Setting up for Maverick use
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs but
is very good for setting up SPI's that the Mavericks use
o
Weapon Types
AGM-65D - Infra-red working off the heat contrasts of armour and the
background (night-time use)
AGM-65G - Infra-red (night-time use)
AGM-65H - E-O Electro-Optical - TV for daylight use
AGM-65K - E-O Electro-Optical - TV for daylight use
o Sometimes put on the indiviudual stations or on racks of 3 - take a look at
the DSMS
Setting up for Maverick use
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs but
is very good for setting up SPI's that the Mavericks use
o
Hydra 70 Rockets
The CDU Command Device is the main access for the Systems there memorize -
Track IR helps. The minimum is a joystick with Throttle, Twisty Handle, and Hat-
Switch. I've a simple MS Sidewinder plus a Saitek Pro Flight Quadrant Throttle and
reduced my re-mapping of controls to the essentials.
Weapon Types
AGM-65D - Infra-red working off the heat contrasts of armour and the
background (night-time use)
AGM-65G - Infra-red (night-time use)
AGM-65H - E-O Electro-Optical - TV for daylight use
AGM-65K - E-O Electro-Optical - TV for daylight use
o Sometimes put on the indiviudual stations or on racks of 3 - take a look at
the DSMS
Setting up for Maverick use
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs but
is very good for setting up SPI's that the Mavericks use
o
General Purpose
Mk-82 LDGP - LD (Low drag - slick) - versus unarmoured or lightly armoured
targets
Mk-82 AIR (high drag) - Can be dropped slick (Nose fuze setting in the
DSMS)
o But used mainly for low altitude drops (avoiding blast damage)
o Use Nose/Tail or Tail/Fuze settings in the DSMS
Mk-84 LDGP - Heavy version of the Mk-82 - 900 lbs of boom
Setting up
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs
but is very good for setting up SPI's that the Mavericks use
o
Cluster Bombs
CBU-87 - disperses 202 bomblets effective against armoured or unarmoured
targets
o There is a dispersal area that it (they) cover(s) depending on settings in the
DSMS
o Height of Function (HOF) and RPM settings
CBU-97 - disperses 10 bomblets specifically against armoured targets
o There is a dispersal area that it (they) cover(s) depending on settings in the
DSMS
o Height of Function (HOF) and RPM settings
Setting up for Maverick use
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs but
is very good for setting up SPI's that the Mavericks use
o
Laser-Guided Bombs
The laser detector on the nose of the bomb detects the reflected energy of the
designating laser at the set laser code. Once dropped, the wing-like airfoil surfaces at
the rear of the bomb extend and are used to maneuver the bomb to the laser
designation point.
Weapon Types
GBU-10 Paveway II - working off the heavy Mk-84 and used for large or
hardened targets like bridges, bunkers, and hardened command posts. Can
only be used on SERs - STNS 3,4,5,7,8,9
GBU-12 Paveway II - working off the lighter Mk-82 but you are able to carry
many more using more stations and Triple Ejection Racks (TER)
Setting up for Laser Guided usage
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs
but is very good for setting up SPI's that the Mavericks use
o
Weapon Types
GBU-38 - working off the lighter Mk-82 and using GPS guidance
GBU-31 - using the heavier MK-84 and fitted with a JDAM guidance systam
(GPS aided)
CBU-105 - Cluster bomb(working off the CBU-97) that does not use GPS but
calculates using a WCMD tail kit version of the CBU-97
o Can be used at much higher altitudes using a SPI
Setting up for Guided usage
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs but
is very good for setting up SPI's that the Mavericks use
o
Sidewinder AIM-9M
The Aim-9M is a heat-seeking missile - usually two are carried -
Setting up for A2A combat
o Turn on Master Arm and TGP - TGP is not used directly by the Mavs
but is very good for setting up SPI's that the Mavericks use
o
Illumination Flares
The LUU-2 and LUU-19 series of flares are carried 8 a piece in the SUU-25 pod. After
ejection, a programmable timer deploys a parachute and ignites the flare candle. The
LUU-2 flare provides light over a 500 meter circle when the flare is at 1,000 feet. The
flare will burn for approximately 5 minutes.
The SUU-25 pod can be loaded on both SER and TER racks. It can be loaded on a
single rack on stations 2, 3, 9 and 10 and on TERs on stations 3 and 9.
Weapon Types
LUU-2B/B - Visible-spectrum illumination
LUU-19 - Infra-red (night-time use)
Setting up
o Loaded up on stations and used in CCRP mode - one at a time
o