DCS A-10C Super Quick Start/Cheat Sheet

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DCS A-10C Super Quick Start/Cheat Sheet

Post by Hudson » 17 Apr 2011, 10:48

Do the tutorials - they're great. And you never know if the next patch will break them all! PDT_Armataz_01_28

Getting in the Air and Staying There PDT_Armataz_01_06
Basic Flight and System Controls
RWin-Home Quick Start
RWin-End Quick Shutdown

G Gear Up/Down
W Wheel Brake On/Off
Ins Engage/Disengage Nose Wheel Steering (@~60 MPH)

2 Set Autopilot to Path Hold
3 Set Autopilot to Altitude/Heading Hold
A Autopilot Engage/Disengage

RCtrl-; Trim: Nose Down
RCtrl-. Trim: Nose Up
LCtrl-T Trim: Reset

LShift-F Flaps
F Flaps Down

LCtrl-B Extend Speed Brake
LShift-B Retract Speed Brake

. Litening II/Maverick Slew Down
, Litening II/Maverick Slew Left
/ Litening II/Maverick Slew Right
; Litening II/Maverick Slew Up

H (Long)Set Left MFD as SOI
K (Long)Set Right MFD as SOI
U Set HUD as SOI

LCtrl-E (3 times) Eject

Navigation :arrow:
OSB-15 Bring up TAD on Left MFCD
H (Long) Make TAD SOI
Home End Zoom/Out on TAD
STEER Rocker Cycle Steerpoints
Home End Cycle Steerpoints

OSB-13 Bring up CDU on right MFCD
# OSB-19 Enter # on the UFC and OSB-19 to search for Steerpoint #
Func+Data Up/Down Rocker Look at additional steerpoint data pages

Countermeasures PDT_Armataz_01_40
Countermeasure controls are all the way forward on the right dash.
Flip the knob all the way around to Auto
Turn on the dispenser, radar warner receiver, jammer, and missile warning system.
Right click dispenser switch again to program it.
You can for instance, set something like 2 chaff/flares, every .5 seconds, for 5 times and the system will automatically release when appropriate
To adjust each number hit the number beneath it and use the rocker switch to the right.
Hit the button on the far right to save when complete.
Flip the dispenser switch twice to get back to the RDY RDY RDY RDY display.

You can also set the countermeasures to Standby to release only when you want to.
Press 7 to release manually.

Engaging Weapons Systems PDT_Armataz_01_36
M Cycle through Master Modes until you reach GUNS
Note that if you do not see the CCIP reticle you probably need to arm the GUN, located next to the Master Arm
Use the CCIP Reticle to aim and Fire

M Cycle through Master Modes until you reach CCIP
PGDWN Cycle through profiles until you get to ROCKETS. You will see the CCIP reticle labeled with RKT.
Use the CCIP Reticle to aim and Fire
Note that the Cross Site is for the GAU-8 so you can follow up your rocket attack with guns in the same pass.

CCIP Bombing
OSB-14 Enter DSMS on Left MFCD
OSB-1 Profile
OSB-19 OSB-20 Select weapon profile
OSB-3 View Profile
OSB-16 Settings
OSB-20 Set SEM to something other than none. Depending how the mission starts you may or may not have to do this - but if you start on the ground you probably will.
OSB-19 Optional - set desired time to fall
OSB-18 Optional - set minimum altitude
OSB-3 Save

CCIP bombing is the most straight forward - dive at the target with a steady flight path and when the CCIP reticle is centered on the target drop your bombs.

To enter CCIP CR
Right click IFFCC
Turn Consent to Release on
Left click IFFCC

CCIP CR Works in a fashion that is somewhat of a cross between CCIP and CCRP. A target is designated with the CCIP Reticle. The rest of the bombing run is performed similar to CCRP mode.

You must then line up the PBIL with the ASL, and hold down the weapon release button as the solution cue passes through the CCIP reticle. In 3/9 mode the solution cue (small circle on the ASL with a timer that indicates time to weapon release) must pass through the reticle, while 5 mil mode requires that the solution cue pass through the center of the reticle allowing for much less error. If your flight path is too far off the reticle will turn into an X and bombs will not drop.

CCRP Bombing (Precision Munitions)
There are two types of weapons that fall into this category.
LGB's: GBU-10 and GBU-12.
JDAM's: GBU-31, GBU-38, CBU-103, CBU-87

It is my understanding that JDAM's in their current iteration rely solely on GPS information and are therefore good against static targets, although they seem to be incredibly accurate even at very high altitudes. LGB's are not quite as accurate, but are still very effective, and because they are used in conjunction with Laser Designation they have the added benefit that you can use them against moving targets.

I would also recommend prepping some of these settings (and some of the Maverick settings) on the ground, so you are not screwing with an MFD when you should be trying to stay alive.

To set up your LGB's (JDAM's can be fired in CCRP mode only and do not require any special setup)
OSB-14 Open the DSMS on the Left MFD
PGDWN to select the GBU-10 or GBU-12 Profile
OSB-1 Profile
OSB-3 View Profile
OSB-16 Change Settings
OSB-6 Set Auto LAS to ON
OSB-17 Set the LS time to some non-zero value. If you leave it set to zero the laser will not turn on. Enter 10 on UFC and press OSB-17
ODB-3 Save

Set your current Steerpoint to the target area.
Approach with the target area at your 10 or 2 o'clock.

M Cycle Master Mode to CCRP
OSB-15 Open TGP on your Right MFD
K (Long) Make TGP SOI
OSB-2 Set A-G Mode
V (Long) to slave the sensor to SPI (which will default to the steerpoint)
V Optional switch to narrow view
Home End Zoom in/out
; , . /Slew Sensor
LCtrl-Up Switch between INERTIA, AREA, and POINT Track Mode - Most cases POINT works very well.
LCtrl-Up (long) Set the point as the new SPI

Line up the PBIL and ASL while flying straight and level.
Press and HOLD the weapon release button as the TTRN moves down the ASL and passes through the CCIP reticle.

The process is only slightly different in that you have no PBIL, and the CCRP reticle now has min/max carats and a range line around it. Line up the CCRP reticle with the ASL. When the range line is somewhere between the min/max carats press and HOLD the weapons release button. You MUST hold the weapon release button long enough to release the weapon. If you do not you will end up with a Hung Store. See the section on clearing a hung store to clear the condition. After doing it once or twice you should learn your lesson.

For CCRP Bombing with High Drag bombs:
OSB-14 Open the DSMS on the Left MFD
OSB-1 Profile
OSB-19 OSB-20Select weapon profile
OSB-3 View Profile
ODB-3 Save

This works in much the same way as described above except that the High Drag bombs have no form of guidance; they will like prove to be less accurate at higher altitudes.

Get the EO powered on on the ground if it isn't already - this takes about 3 minutes, so when you have SAMS and AAA dogging you, you're going to regret not doing this sooner.
OSB-14 Bring up DSMS on the right MFCD
OSB-2 Enter Missile Control
OSB-4 Engage EO

OSB-14 Bring up MAV on the right MFCD
2 OSB-8 Optionally set the Slew speed to 2 since the default 5 is a bit fast
U Make the HUD SOI
PGDWN Select the desired Maverick Profile
K (Long) Make the right MFCD SOI
V (Long) Slew the missle to SPI. By default SPI is the Steerpoint
V Set the Maverick sensor to narrow view
LCtrl-Down Ground stabilize the missle so you can slew more easily
; , . / Slew the sensor
RAlt-Left RAlt-Right Switch the AGM-64D and AGK-64K between white hot and black hot
One the cross hair on the MAV screen starts flashing you should be able to fire - I have noticed that the Electro-Optical Mavericks don't want to fire beyond 3 nautical miles. I don't know if this is a hard and fast limit, or if it is dependent on weather conditions and other factors.

Note that mavericks are fire and forget. If you have targets grouped together you can fire, slew and lock, fire, slew and lock, etc. etc.

Mavericks using LITENING II for target ID and setting SPI on target
You'll probably notice, that as compared to the view the LITENING II Pod gave you for CCRP bombing, the Maverick doesn't provide a particularly good picture of the target. It can be very difficult to see and identify the targets. That's OK though, because with the LITENING II pod you can set SPI on top of the target you want to take out and you can then slew the missile to SPI. From there you lock the target and fire. Everything in the Mavericks section still applies. All that is different is that we can more easily, see, identify, and track targets with the Litening II,.

We basically rinse and repeat the beginning steps of locking up a target for CCRP bombing and then move into the steps for firing a Maverick
b]OSB-15[/b] Open TGP on your Right MFD
K (Long) Make TGP SOI
OSB-2 Set A-G Mode
V (Long) to slave the sensor to SPI (which will default to the steerpoint)
V Optional switch to narrow view
Home End Zoom in/out
; , . /Slew Sensor
LCtrl-Up Switch between INERTIA, AREA, and POINT Track Mode - Most cases POINT works very well.
LCtrl-Up (long) Set the point as the new SPI

We now have a target identified and set as SPI probably over 10 nm out. You would never pull this off with the missiles camera. Anyway, lets get ready to take the shot.

OSB-14 Bring up MAV on the right MFCD
U Make the HUD SOI
PGDWN Select the desired Maverick Profile - AGM-64D/G if you have them
K (Long) Make the right MFCD SOI
V (Long) Slew the missle to SPI. Since you set SPI right on top of your target, the cross hair is now centered on it.
V Switch the missile to narrow view.
LCtrl-Up Lock target - Usually you can just lock the target with LCtrl-Up
Release weapons and nuke the site from orbit.

If need be
LCtrl-Down Ground stabilize the missle so you can slew more easily
; , . / If you have to adjust at all once the target becoms visible slew the sensor and lock.

OSB-15 Open TGP on the right MFCD
OSB-4 A-A Mode
K (Long) Make TFP SOI
; , . / The bore is more or less in bore sight mode, but you can still slew it somewhat
C Returns bore sight to center
Lctrl-Up Lock target in Point-to-Point mode

M (Long) Enter Air-to-Air mode
By default the Aim-9 seeker operates in bore sight mode.
V Uncage the Seeker
C Cage Seeker and return to bore sight / Power off seeker
LCtrl-Up Release bore sight into a clockwise scan mode
PGDWN Selects gun profiles which can be seen in the lower left of the HUD

Position the target between the lines of the funnel and fire.

To enable/disable aircraft profiles right click the IFFCC switch, use the SEL rocker to go down to AAS, and press Enter on the UFC.
Scroll through the profiles with the SEL rocker and press Enter on the UFC to enable/disable profiles.
Left click IFFCC switch to leave when done.

Changing Ripple Quantity
This is another one that you can probably run through quick on the ground before taking off based on your own preferences, but of course, sometimes you just don't know what the picture out there is, so it may not always be possible to set it before takeoff.
OSB-14 Bring up DSMS on the left MFD
PGDWN Select the storepoint you want to change ripple quantity for
OSB-1 Profile
OSB-3 View Profile
OSB-6 Change to Single, Pairs, Ripple Single, Ripple, Pair as appropriate.
OSB-8 Enter a ripple quantity on the UFC and press OSB-8.
OSB-3 Save

Clearing Hung Stores
Bring up DSMS on the left MFD
Make note of the weapon class and type that has failed.
OSB-5 Inventory
OSB-<x>Use the appropriate OSB to select the failed storepoint
OSB-<x>Select the OSB that relates to the correct weapon class on the right of the MFD page
OSB-<x>Select the OSB that relates to the correct weapon type on the left of the new MFD page

Return to the DSMS Main Page
OSB-19 OSB-20 Select the Failed Storepoint
OSB-7 Power off/Power On (Press twice to Cycle Power)

OSB-12 (Long) Holding the OSB brings up the menu to swap the button function
OSB-8 Select LOAD Function
OSB-12 Switch OSB from STAT to LOAD function


Once DSMS load completes you can return to the DSMS main page and you should see that your weapon is again ready. Lesson learned. HOLD the weapon release button on your JDAM bombing runs. Optionally reset OSB-12 back tot he STAT function.

Landing PDT_Armataz_01_32
OSB-13 Bring up CDU in right MFCD
Func 2 Bring up CDU Options
OSB-10 Divert Page
OSB-16 to OSB-19 Select desired base

Set the VHF radio to match the ATC Tower frequency displayed on the CDU page using the two dials below the throttle on the left console
Set TACAN to T R mode
Set the ILS frequency near the back of the right console using the left and right frequency knobs.
Right click the left frequency knob to power up the ILS receiver

LAlt-Num+ Open Radio Menu
F5 Open ATC Menu
Fx Hit function key corresponding to the base you are setting up approach for
F1 Call inbound
ESC Exit the menu

Set your heading to whatever is provided by ATC

Set the HSI by rotating the course set knob just above and to the right of the stick. Add a zero to the runway to get the rough course setting. For instance, when you land at Batumi in the tutorial they have you land on runway 13 - this is course setting 130. This is not very accurate because runway numbers are rounded up (121 would become 13 for instance), but about the best you can do without relying on out of game resources.

As you line up with the runway, about 10nm out if you followed the course provided, you should select ILS on the NMSP - it is the bottom right button probably half hidden by the stick depending on your view.

Turn in for your final approach.
Descend to 2,500 feet and maintain about 230 knots.
Drop below 200 knots
G Lower landing gear
F (twice) Set landing flaps

When approach transfers you to terminal control
LAlt-Num+ Bring up radio menu
F1 Request Permission to land.

Using the AOA indexer to the left of the HUD you can determine if you speed is too high ^ or too low v. If the O and one of the arrows is lit up you're just a little too fast or too slow. O alone indicates you are at proper speed.

If the runway has a PAPI system you will see 4 lights near the beginning of the runway. You want to maintain 2 white and 2 red lights. too many white and you're high, too many red and you're too low.

Finally, use the HSI bank and pitch bars to stay lined up.

Landing airspeed is about 120 knots when coming in light.

once you have wheels down reduce throttle, extend air brakes if you haven't (LCtrl-B), and use the wheel brake (W) and hit Insert to engage nose wheel stairing when you get below 60 knots.

Taxi off the runway, and park,

RWin+End Perform automatic shut down.

Other Nice to Know Commands :idea:

Tab-RCtrl-RShift Get new plane - respawn

F1 Cockpit View
F2 Cycle through aircraft
F4 Tail View
F6 Weapon View - watch your weapons hit home
F7 Cycle through Ground Units

LCtrl-Z Incrementally speed up time
Shift-Z Return time to normal
Last edited by Hudson on 24 Jun 2013, 18:40, edited 25 times in total.

Posts: 1559
Joined: 01 Jul 2002, 09:38
Location: Chicago

Re: DCS A-10C Super Quick Start/Cheat Sheet

Post by daofcmacg » 17 Apr 2011, 18:41

Thanx a bunch on that one. That is a God send.

Death Angel, SGT, 13th MEU

Fly Low Fly Hard Move MUDD!
If you can see it you can take it down!

Posts: 1752
Joined: 12 May 2003, 20:57

Re: DCS A-10C Super Quick Start/Cheat Sheet

Post by Hudson » 23 Nov 2011, 13:52

It stands the test of time! :)

I was able to go through the 6 steer points in the first mission and kill everything without much trouble. There was some long pauses, but it was mostly user error :)

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