Hi guys,
We've been keeping this new addition to the F-16 very quiet until late... however, here you go.. I hereby announce, (AFAIK) a FIRST in history for MS Flight Sim, the holy grail of ground attack by aircraft, every close air support pilots dream, after long research and countless hours of physics and math, THE very first and fully working
CCIP - Continuously Computed Impact Point
With the upcoming F-16D you will be able to bomb, accurately,... ...everything!
http://www.youtube.com/watch?v=ikWOMtSJEww
Airborne, with the L/G up, press the "A-G" override button on the ICP.
The HUD switches to CCIP mode and the DED shows the CCIP INTI page.
And before anyone else can, I admit, that that is not there in the real aircraft, but I think it fits in well and I needed it.
A vertical line extends from the Flight Path Marker (FPM) downward. At the end of it is a circle, called the "pipper".
You might not see it at first, but if you are pointing the nose down "a little bit" and are closer to the ground you will see it.
Basically, you have to "fly" the vertical line to the target and when the pipper reaches the target: release!
The DED shows the Time Of Flight (TOF) for the weapon and an adjustable value for the weapons drag.
This can be used to fine tune your deliveries.
Push the Data Control Switch (DCS) to the right to "mark" the drag value and alter it by inserting a number and pressing ENT or with the TOGGLE switch on the ICP.
There is a default value in there when you first call up the page. It worked fine for me for 10 - 35 degree dive deliveries (speed: 350-500kts).
Values from 415 (level delivery) up to 1100 (steep dive) made sense to me.
The general rule is:
Bombs hit SHORT - INCEASE drag correction
Bombs hit LONG - DECEASE drag correction
Limitations:
Crosswinds are corrected, tail- or headwinds are NOT. (you have to manually adjust the correction value after your first run)
The calculation is based on the height above ground of the aircraft. If the elevation of the target is different from the elevation of the spot directly under you, you will miss the target. (e.g. attacking a traget in a valley, coming from the mountains)
Since I have this, I can't stop. I'm addicted!
"Viper 11, cleared hot!"
We've been keeping this new addition to the F-16 very quiet until late... however, here you go.. I hereby announce, (AFAIK) a FIRST in history for MS Flight Sim, the holy grail of ground attack by aircraft, every close air support pilots dream, after long research and countless hours of physics and math, THE very first and fully working
CCIP - Continuously Computed Impact Point
With the upcoming F-16D you will be able to bomb, accurately,... ...everything!

http://www.youtube.com/watch?v=ikWOMtSJEww
Airborne, with the L/G up, press the "A-G" override button on the ICP.
The HUD switches to CCIP mode and the DED shows the CCIP INTI page.
And before anyone else can, I admit, that that is not there in the real aircraft, but I think it fits in well and I needed it.

A vertical line extends from the Flight Path Marker (FPM) downward. At the end of it is a circle, called the "pipper".
You might not see it at first, but if you are pointing the nose down "a little bit" and are closer to the ground you will see it.
Basically, you have to "fly" the vertical line to the target and when the pipper reaches the target: release!
The DED shows the Time Of Flight (TOF) for the weapon and an adjustable value for the weapons drag.
This can be used to fine tune your deliveries.
Push the Data Control Switch (DCS) to the right to "mark" the drag value and alter it by inserting a number and pressing ENT or with the TOGGLE switch on the ICP.
There is a default value in there when you first call up the page. It worked fine for me for 10 - 35 degree dive deliveries (speed: 350-500kts).
Values from 415 (level delivery) up to 1100 (steep dive) made sense to me.
The general rule is:
Bombs hit SHORT - INCEASE drag correction
Bombs hit LONG - DECEASE drag correction
Limitations:
Crosswinds are corrected, tail- or headwinds are NOT. (you have to manually adjust the correction value after your first run)
The calculation is based on the height above ground of the aircraft. If the elevation of the target is different from the elevation of the spot directly under you, you will miss the target. (e.g. attacking a traget in a valley, coming from the mountains)
Since I have this, I can't stop. I'm addicted!

"Viper 11, cleared hot!"