Arma 3
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Su-25 Guide RHS AFRF
By Zorobis
The Su-25 from RHS is a powerful aircraft with alot of capabilities. In order to be as effective as possible, you need to have a great understanding of it, if you want to stand a chance against USAF forces!

The focus here was to cover all the weapons. Knowing that RHS ammo variants can get pretty confusing, every single one was researched, tested and the results written down.
Of course there is more than that tho! The Klen-PS, targeting reticle, Cockpit controls and the SPO-15 RWR are also explained!

Please write a comment if you see any Grammar errors or have questions about something that I maybe didnt explain good enough!
That being said, let's begin!


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Su-25 Basics
The Su-25 is known under many names. "Frogfoot" is the NATO call sign and is probably the most well known name. If we go for a more goofy name, I'd say the "Flying Tank" is the best one, as it also describes the role of the jet.

The Su-25 is a heavy CAS support aircraft and is much slower than most jets. The armament is about blowing stuff up and causing havoc on the battlefield. Unlike the MIG interceptors the Su-25 is focused on attacking ground troops, it thus has a way bigger armary.

Seats
1
Max Speed
900kmh
Fuel capacity
1000 Liters (2H30MIN)
Pylons
10
Take-off-Speed
150kmh
Needed Runway Size
600m

The Su-25 needs a runway of atleast 600m to take-off. A good technique to take-off in 600m is to enter the runway with 30-40kmh already in tow. Once you enter the runway, push the engine power to 100 and angle the plane accordingly. The next step is to lower the flaps to a minimum once you reach a 100kmh. Now wait until you reach 150kmh. Upon reaching 150kmh, simply pull up as much as you can. This way you quickly go above treeline level and have room to accelerate at a steadier pace.

Unlike the A-10a the Su-25 has no cameras or screens for targeting. You have to search for targets with your own eyes and lock-on manually (default Key T). The Su-25 also doesn't allow to cycle between targets (default Key R), making it even harder.
Weapon Pylons
Lets talk about the pylons first (note that I will talk about the different weapon variants later). In total, there are 10 Weapon Pylons:



Pylons 10 and 9 are for Air-to-Air missiles ONLY and can only be equiped with the:

AIM
Rocket
Bomb
Bomb-L
Bomb-C
Canister
AT
R-60
_______________________________________________________________


Pylons 8 and 7 can be equiped with almost any available weapon
except the Kh-25 (restricted to pylon 3,4,5,6 ) and Kh-29 (restricted to pylon 1 and 2)
Armament includes:

AIM
Rocket
Bomb
Bomb-L
Bomb-C
Canister
AT
R-73
S-5
FAB-100
KAB-250
RBK-250
KMGU-2
S-8
FAB-250
KAB-500
RBK-500
S-13
FAB-500
S-24
S-25
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Pylons 6,5,4,3 have all the weapons that Pylon 7 and 8 have, with the addition of the Kh-25.

AIM
Rocket
Bomb
Bomb-L
Bomb-C
Canister
AT
R-73
S-5
FAB-100
KAB-250
RBK-250
KMGU-2
Kh-25
S-8
FAB-250
KAB-500
RBK-500
S-13
FAB-500
S-24
S-25

_______________________________________________________________


Pylons 2 and 1 are able to equip every weapon on the list, except the Kh-25. That´s because Pylon 2 and 1 are suited for the heavier Kh-29 variant, thus making the Kh-25 obsolete.

AIM
Rocket
Bomb
Bomb-L
Bomb-C
Canister
AT
R-73
S-5
FAB-100
KAB-250
RBK-250
KMGU-2
Kh-29
S-8
FAB-250
KAB-500
RBK-500
S-13
FAB-500
S-24
S-25

Klen-PS Semi-Active Laser designator
The Klen-PS is the Su-25s unique targeting system for certain laser-guided weapons. An explaination on how to use it can be found in the ingame Arma 3 handbook while the RHS AFRF mod is loaded, or at the official RHS Website.[www.rhsmods.org]

Let's get an example up! I'll be using the default controls unless it's mentioned otherwise. The weapon I'm using is the Kh-29L (the L meaning laser designation). In this case we're gonna be engaging a Stryker. Note that my personal advice is also included.

Locate your target and reduce speed while flying strictly towards it. The firing procedure can take long and requires atleast 2-3 km to the target to work properly.


_______________________________________________________________

Press R to activate the Klen-PS laser. A green light on the left site will indicate that its active. (you need to have a weapon selected that is able to target the laser, if not the laser will immediatly go into a 10 second cooldown before being able to be used again. The Laser is cooling down when the green light is blinking and its ready to use again once it stops blinking)


_______________________________________________________________

Once the target is in/near the middle of the visior Press Ctrl + T to fix the laser to the aimed position.


_______________________________________________________________

Now adjust and correct the laser with the User-Keys 15-18. (you need to set those up first in the controls. I put them on my arrow keys)


_______________________________________________________________

Once you're sure its on target fire that missile! You need to stay on course or else the laser shuts off and the lock will dissapear tho! Be sure to keep your eyes on the target and correct the laser as you see fit or if the target moves !





















_______________________________________________________________

Now some know-worthy stuff:

-In the last picture you can see a red light under the green one. This basically means dou to the aircraft being too close, the next rocket you fire will miss and lose the lock. Shortly after that the laser will turn itself off. So dont shoot when you see that red light!

-The laser itself can only stay activated for 60 seconds before it has to cooldown the same time it was kept active +10 additional seconds. So remember to shut it OFF by pressing R after an attack run! (if it didnt shut off by itself of course)

-In the example, I fired the missile once the laser was directly on target. You can quicken the whole process by shooting the missile while still correcting the laser. This even becomes necessary when trying to attack driving vehicles.

-Hitting a driving vehicle is hard. Thats because the laser will simply shut off when you move it too far away from the position it was originaly fixed at, so standing or very slow vehicles are your best bet!

-Engaging Enemy Boats with the Klen-PS is impossible. Unless the laser is directly pointed at the vessel, it will most likely be somewhere in the water. The rocket will fly towards that point and almost completely miss the target. Because of the perspective in the cockpit its very hard to see if the laser is directly on the target. My advise? Use actual guided missiles. With an actual lock-on function boats shouldnt be a problem!
Targeting Reticle
The Su-25s targeting reticle / HUD / Visior is pretty self-explaining (Or not). So lets discuss it and some things when using it!





Most Notable feature is the Rangefinder located on the right site of the reticle. You can't see it very well here. When flying it yourself you'll notice a bar on that side rising and falling depending on the range. (You can see it in the Klen-PS tutorial)







_______________________________________________________________

The reticle will always try and tell you where the current weapon equiped will impact.
This only works with the Canon, Unguided Rockets and Bombs

When using any kind of guided missile, it wont show the predicted point of impact. That's because the reticle is either meant to be used for the Klen-PS or as a lock-on help to locate the middle of the screen more easily for better targeting. Trying to shoot AGMs freely and hitting something is thus almost impossible with the default reticle.

Locking-on with Air-to-Air missiles will fix the reticle to the targeted aircraft.

Also something you should keep your eyes on while aiming: The red light (seen in the Klen-PS tutorial's last pic). It has the function where when you use unguided rockets, the red light will turn on, if you aim at something thats out of the accurate range of the rocket.
Once you're inside the accurate range again, the light will turn off, and the orange will light up, meaning you can shoot with good accuracy.

_______________________________________________________________

Moving on to enemy Aircraft fights. When using the Su-25s canon (the GSh-30-2) against enemy aircraft, the reticle wont be of much use. Since it will try and tell you where your shots will impact, it ignores the aircraft and will most likely (when at high altitudes) not even be visible on your HUD anymore.





Thats where the "Toggle Reticle" option comes to place. It can be selected via mouse-scroll. Doing so, will bring up a second reticle on your HUD that always stays where it is. It features a sight for the canon and guidelines for distance and is NECESSARY to fight enemy jets/helicopters when using the canon.
Cockpit functions
The cockpit holds many different displays and gauges. If you ever find yourself with the HUD disabled , the Su-25s cockpit has all the information for you! The RHS team really outdone themself with it!






1. Engine Power Indicator







On the left side you'll find a grip attached to a couple of metal bars. The grip moves in sync with your current engine thrust. The left end means 0 power and the right end means 100.








_______________________________________________________________


2. Pylon Assistant


The Pylon/Weapon assistant shows the current equiped pylon and what type of weapon that pylon holds. It also shows which pylons have any ammo left / what pylons are empty.





Here are all the weapon types it can show in the upper black box: ->









The bottom black box will show how much ammo is left in the canon: ->







_______________________________________________________________


3. Gear and Flap Indicator
Shows the gear, the flaps and also if you have the air brakes on.


_______________________________________________________________


4. Pressure Indicator



This Gauge will tell you how much wind pressure is put on the wings during turns and maneuvers and the G-forces. When playing with the normal flight model, its not really that important. However, if you use the advanced flight model together with the aerial vehicle damage option, it might become more useful than you think!






_______________________________________________________________


5. Speed Indicator







Just a simple gauge showing the speed of the jet.








_______________________________________________________________


6. Altitude Indicator's


The altitude is measured by 2 seperate gauges. The upper one shows the altitude above sea level, which is a little distracting in mountainous areas.





The bottom one shows the current altitude above ground level and is fairly accurate. It only goes up to a 1000m tho.




_______________________________________________________________


7. Artificial Horizon / Turn Coordinator





A display on the attitude of the jet and the tilt of your wings. One of the more important tools to refine your flying. Everyone who has flown any kind of aircraft should be familiar with it.








_______________________________________________________________


8. Direction Indicator






Just a compass telling you in which direction you're going. One of the simpler tools, yet it is very important to help assist with calls and CAS.









_______________________________________________________________


9. Vertical Speed Indicator






This gauge tells you how many meters you gain/lose. You won't need it most of the time, unless you try to have an attitude of 0°, in which it helps because its more precise than the artificial horizon.






_______________________________________________________________


10. Clock





A Clock telling the current time.









_______________________________________________________________


11. Machmeter





The Machmeter is used to see for when you break the sound barrier. Once you have enough speed and it reaches the 1, you break the sound barrier. I tried as hard as I could but I never achieved it.







_______________________________________________________________


12. Jet Engine Gauges



All 3 gauges display the engine status and power. The big upper one shows the engines revolutions per minute. Once you're in the air, it can also be used to read the engine thrust, as seen in the picture






The 2 bottom ones display the heat of both engines. They mostly stay the same, even if the engines take damage, so they're mostly there for the looks.







_______________________________________________________________


13. Radar Warning Receiver










The RWR for the Su-25 helps to fend off enemy missiles and anti-air. Because its a very important asset, it got its own chapter further down with more information!










_______________________________________________________________


14. Fuel Gauge






The White lines inside the gauge represent the left fuel.






_______________________________________________________________


15. Status Indicator



On the right site of the cockpit, you will see a big display with many different small panels that can light up. Not every panel has the function to light up. Only the ones important for Arma gameplay do. Of course the texts are in russian, meaning that actually knowing what the panels mean is hard for many non-russian speakers.




I tried translating it and putting together a graphic. It's not a 100% accurate on whats actually on the panels, but rather whats happening in-game. Translated are also only the panels that have an actual function in the game.





As the last function, there are 2 panels on the left side that can light up.





















SPO-15 Beryoza Radar Warning Receiver
The SPO-15 Beryoza Radar Warning Receiver is warning the pilot of incoming missiles or other threats. It's the closest thing on the Su-25 that you could call a radar. You can find it on the right site of the cockpit.

When there's no threat, it stays deactivated with all lights are out.
Once a threat is discovered, it will light up and start beeping every 4 seconds.
I put together a graphic with vital ingame information:



Certain threat types are not present in Arma 3, that's why there are no included threats in certain categories!





The SPO-15s range indicator always activates at 10km distance to the threat. The distance is highlighted by yellow lights that active the closer you get (going counter-clockwise)! But It can be very hard telling the distance, because the lines which measure the distance activate differently!
For better understanding, take a look at this graph I made, between a Cheetah[armedassault.fandom.com] and a ZSU[www.rhsmods.org]



As you can see, even tho they're both AA tanks, the SPO-15 highlights their distance differently! Because of that I'm not able to make a graph summarizing the distance accurately since each vehicle is different...

IMPORTANT: The SPO-15 can NOT tell enemies and friendlies apart! If you have friendly AA or Air in the area, be careful!




I highly recommend checking out VentHorror's awsome guide on the RHS radar warning system here on Steam! VentHorror's guide is a more real-life like interpretation of the SPO-15.

_______________________________________________________________

Information on capabilities





The SPO-15 relies on the attitude and tilt of the jet. If either is anything else but 0°, the SPO-15 will try and show the direction of the threat with the Su-25s attitude and tilt in mind, as seen in the picture! So just remember to stabilize the jet in order to have an easier time reading the information!






The SPO-15 will only show threats that have a radar, like anti-air tanks or jets.
If something doesnt have a radar, it can shoot missiles at you without being detected.
Shoulder fired AA launchers are not detected for example.
Tanks like the AAFs AWC 302 NYX[armedassault.fandom.com] have AA missiles, but no radar, which makes them very dangerous for the Su-25, since they won't be detected!


Vehicles from other mods like CUP or just classic vanilla vehicles are detected
and the SPO-15 has no problems detecting them, should they have a radar.
__________________________
Weapons / Armament ↓↓↓
Next are the weapons! Every weapon is listed with its general name. The different variants are explained there as well! I'll talk about efficency, blast radius and some of my personal experience regarding DMG.

The Reticle compatible option tells you if the reticle shows the predicted point of impact for the weapon.

The Range option changes its meaning depending on the weapon.
Unguided rockets have the accurate range displayed.
Guided missiles will have the max. lock-on range displayed.
(Please note that the lock-on range is affected by view distance. Everything was tested with the maximum view distance, so expect the weapons to behave differently if your settings are not the same!)

The Dual pod option is telling you if the weapon equiped will act as 1 pod, even tho you have equiped 2. If there's a yes, than keep in mind that it only works if both pods are the very same weapon type and are located on the opposite pylon (for example pylon 8 and 7).

(Please note that blast radius was tested in and open environment, with no obstacles, against foot-soldiers.)
GSh-30-2 30mm canon
The Su-25s standard canon. Holds 250 rounds of ammunition. The firerate is extremly high with 3000 rpm. This gun should only be used against enemy air dou to low ammo! It can take out cars and APCs but since this is your only real defence against enemy air, I do not recommend it!

Ammo (default)
250
Accuracy
Good
Firemode/s
Full-auto
Reticle compatible
Yes
Dual pod
/

Ammo Name
Ammo Type
Blast Radius (Deadly)
BT-30-GSh
AP
/
S-5
S-5 are one of the many unguided rocket variants for the Su-25. They are the smallest in size and blast radius, but they come with high ammo capacity per used slot. These are your typical numbers over quality rockets. In order for them to be effective you need many of them.
Accuracy is not good, but in return you dont really need to aim. Holding down the fire button will spray the rockets all over the targeting reticle, basicaly hitting everything in it.










Ammo (default)
16
Accuracy
Bad
Range
2km
Firemode/s
Full-auto
Reticle compatible
Yes
Dual pod
Yes

Ammo Name
Ammo Type
Blast Radius (Deadly)
S-5 GP
HE
10m
S-5 M1 HE-FRAG
HE/FRAG
20m
S-5 K1 HEAT
HEAT
10m
S-5 KO HEAT/FRAG
HEAT/FRAG
15m
S-5 GP (2)
HE (Ammo upgrade to 32)
10m
S-5 M1 HE-FRAG (2)
HE-FRAG (Ammo upgrade to 32)
20m
S-5 K1 HEAT (2)
HEAT (Ammo upgrade to 32)
10m
S-5 KO HEAT/FRAG (2)
HEAT/FRAG (Ammo upgrade to 32)
15m
S-8
Unguided rockets for the Su-25. They are very identical to the S-5 but they are heavier, and come with less ammo.










Ammo (default)
20
Accuracy
Bad
Range
4km
Firemode/s
Full-auto
Reticle compatible
Yes
Dual pod
Yes

Ammo Name
Ammo Type
Blast Radius (Deadly)
S-8 KOM HEAT
HEAT
25m
S-8 DF FAE
HE
50m
S-8 T HEAT
AT
5m
S-13
Very heavy unguided rockets surpassing S-5 and S-8 alike. Low ammo capacity but high dmg/radius. They are good against cars and APCs and can even give armored vehicles a hard time (Only If you use AT versions against the latter tho).










Ammo (default)
5
Accuracy
OK
Range
4km
Firemode/s
Full-auto
Reticle compatible
Yes
Dual Pod
Yes

Ammo Name
Ammo Type
Blast Radius (Deadly)
S-13 B HE
AP/HE
30m
S-13 D FAE
HE
40m
S-13 DF FAE
HE (improved)
50m
S-13 T HEAT
AT
5m
S-13 OF HE
HE/FRAG (Bigger AOE DMG)
55m

S-24
One of the heaviest unguided rockets there is for the Su-25. Only a single rocket per slot. Great Dmg and blast radius. Can take down cars and light APCs.










Ammo (default)
1
Accuracy
Good
Range
4km
Firemode/s
Single/Full-auto
Reticle compatible
Yes
Dual Pod
Yes

Ammo Name
Ammo Type
Blast Radius (Deadly)
S-24 HE
HE/FRAG
80m
S-24 B HE
AP/HE
70m
S-25
The S-25 is very identical to the S-24. The differences lie in ammo versions and the actual looks of the rocket. Instead of hanging under the wing like the S-24, its fired from a tube. Its overall damage makes it good against cars and APCs. The S-25L is a good choice, as it kills APCs with ease and is Klen-PS guided!









Ammo (default)
1
Accuracy
Good
Range
4km
Firemode/s
Single/Full-auto
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
S-25O HE
HE
75m
S-25OF HE
HE/FRAG
90m
S-25L HE
HE (Klen-PS Laserguided)
80m
S-25LD HE
HE (Klen-PS)(Improved)
DOESNT WORK THO!!!
80m
R-60
The Wympel R-60 is an Air-to-Air Missiles located on Pylon 10 and 9. You are basically forced to equip them since the pylons dont allow for any other weapons. Like most Air-to-Air missiles it will disable aircraft in 1 hit. The R-60M version tho has a slightly increased damage and is thus able to destroy some aircrafts in a single hit.








Ammo (default)
1
Accuracy
Good
Range
4.5km
Firemode/s
Single
Reticle compatible
No
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
R-60
HE
15m
R-60M
HE (Higher DMG)
20m
R-73
Air-to-Air Missile able to be equiped on Pylon 1-8. Range is 4.5 km and the the DMG is also enough to destroy Aircrafts in a single hit. Since you can basically equip all pylons with AA missiles you can be a real Jet/Helicopter hunter. When facing lots of enemy Air, this can definitly come in handy!







Ammo (default)
1
Accuracy
Good
Range
4.5km
Firemode/s
Single
Reticle compatible
No
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
R-73
HE
20m
R-73M
HE (Higher DMG)
25m

FAB-100
So starting with the Freefallbomb FAB-100, we got the first of many bombs for the Su-25. A 100kg of tnt pose a threat to anything if you hit it right. The different weapon variants are all HE, the only thing they change is the ammo capacity (up to 48 bombs at once). The FAB-100 or FABs in general are as I'd like to say alrounders. They're good against anything ground-based. Armored tanks wont have that much trouble with the 100s tho. Cars and APCs however take enough damage to disable them movement wise.











Ammo (default)
1
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
FAB-100
HE
45m
FAB-100 MBD3-U4T
HE (Ammo upgrade to 4)
45m
FAB-100 MBD3-U6
HE (Ammo upgrade to 6)
45m
FAB-250
Better and Stronger than their FAB-100 counterparts but you are not able to carry as many as with the FAB-100. The DMG gets better with the size of the bomb (Who could have guessed?). 250's are able deal good amounts of DMG to most vehicles. It all depends on how well you hit tho! A direct hit can deal critical damage to the engine and can even render a tank useless!












Ammo (default)
1
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
FAB-250
HE
60m
FAB-250-M62
HE
60m
OFAB-250
HE/FRAG
60m
FAB-500
The biggest FAB there is in-game. Huge blast radius and area of effect, causing violent shaking of the screen. They pose a big threat for foot-soldiers, cars and APCs alike. A tank, if hit right, will also not stand a chance, as it will either explode or be disabled.



Just so you know, the numbers behind the name, (FAB-500-M62) are the year they were developed in. The Newer M-62 versions are said to be better in blast radius and aerodynamics. I cant say much about it tho, except for how they look, they all behave about the same.





Ammo (default)
1
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
FAB-500-M62
HE
100m
FAB-500-M45
HE
100m
KAB-250
KAB bombs are guided bombs for the Su-25. The 250 variant only features a single weapon variant, the default laser guided KAB-250. Good for fighting against cars and APCs. The damage is not that good tho.




For vital information please look at the KAB bomb tutorial further down!





Ammo (default)
1
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
KAB-250
HEAT
60m
KAB-500
KAB-500 are guided bombs. They're great for destroying tanks and other heavy things. They come in different targeting functions: laser guided and TV guided.







For vital information please look at the KAB bomb tutorial further down!








Ammo (default)
1
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
KAB-500L
HE
100m
KAB-500LK
HE Cluster (approx. 60 charges)
10m per charge
KAB-500KR
HEAT (TV Guided)
NOT USABLE ON SU-25!
60m
KAB-500OD
HE (TV Guided)
NOT USABLE ON SU-25!
100m
RBK-250
RBKs are clusterbombs. The amount of charges in them vary from bomb to bomb type. Russians have way more different cluster ammunitions than Amercians and I talk about them in more detail in the Cluster bomb tutorial further down!












Ammo (default)
Varys
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
RBK-250 AO-1
HE cluster (light)(approx. 60 charges)
10m per charge
RBK-250 PTAB-2.5
HEAT Cluster (heavy)(approx. 60 charges)
5m per charge
RKB-250 ZAB-2.5T
Incendiary Cluster (approx. 24 charges)
5m per charge

RBK-500
The RBK-500 features different cluster types or just some upgraded ones from the RBK-250. The clusters here are either heavier, lighter or have some special use to them!





I talk about the different versions in more detail in the Cluster bomb tutorial further down!





Ammo (default)
Varys
Accuracy
OK
Firemode/s
Single
Reticle compatible
Yes
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
RBK-500 AO-2.5
HE (heavy)(approx. 60 charges)
15m per charge
RBK-500 OFAB-50
HE/FRAG (HUGE blast radius)(approx. 10 charges)
50m per charge
RBK-500 SPBE-D
HE/AP (self-seeking)(approx. 12 charges)
15m per charge
RBK-500 PTAB-1M
HEAT (light)(approx. 80 charges)
5m per charge
RBK-500 ZAB-2.5T
Incendiary (approx. 54 charges)
5m per charge

KMGU-2
The KMGU-2 is a cluster bomb canister that stays under wing and drops smaller bombs, meaning that the canister itself isnt dropped. The canister can be used to drop these bombs at a selected firerate. The firerate is shown in the upper right corner with the default line system.




Drop speed
Amount of lines
Charges released
Very fast
10 lines
ALL
Fast
5 lines
1 charge every 0.25 second(s)
Medium
3 lines
1 charge every 1 second(s)
Slow
1 line
1 charge every 2 second(s)




All 8 bombs in the canister are treated as 1 round. Meaning that firing once, will cause all the bombs from the canister to drop at the selected firerate. When 2 canisters of the same type are placed on the opposite site of each wing, they will act as 1 rather than 2 seperate ones (to boost effectiveness).





Ammo (default)
8 charges per canister
Accuracy
Bad
Firemode/s
Burst/Full
Reticle compatible
Yes
Dual Pod
Yes

Ammo Name
Ammo Type
Blast Radius (Deadly)
KMGU-2 AO-2.5RT
HE (approx. 96 charges)
15m per charge
KMGU-2 PTAB-1M
HEAT (approx. 96 charges)
5m per charge
KMGU-2 PFM-1
Anti-personal mine (approx. 320 mines)
2m per mine
KMGU-2 PTM-1
Anti-tank mine (approx. 96 mines)
1m per mine

IMPORTANT
-Do not drop bombs above 600m altitude
-When aiming for something specifically, you have to nosedive 40° or more!
-The targeting reticle is only helpful under these conditions!

Horizontal flying and dropping bombs is a thing, but you shouldnt be relying on the targting reticle then. The KMGU-2 behaves very differently than normal cluster bombs. Its accuracy is worse than normal cluster bombs, but it holds more clusters in general to make up for that. It also runs on a 3 second timer. If you are to high the bombs will scatter too far apart before impact. That's why you're supposed to stay under 600m!
Kh-25
The Kh-25 is one of the 2 AT Missiles for the Su-25 and is used against heavy vehicles. You can carry up to 4 of these. The damage is good enough to disable/destroy most vehicles, just keep in mind that against something like a heavy tank, it will take atleast 2 missiles to destroy it completly.






Because there are many different targeting versions I created the "Kh-25 / Kh-29 variants explained" section with more information on use! You can find it further down!

Ammo (default)
1
Accuracy
Good
Firemode/s
Single
Reticle compatible
No
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
Range
Kh-25
HEAT (Klen-PS + Normal Laser)
30m
6km
Kh-25ML
HEAT (Klen-PS + Normal Laser)
30m
6km
Kh-25MA
HEAT (Radar Lock-On)
30m
5km
Kh-25MT
HEAT (TV Lock-On)
30m
3km
Kh-25MTP
HEAT (Infrared Lock-On)
30m
6km
Kh-25MP
HEAT (Anti-Radar Weapon)
30m
6km
Kh-29
The Kh-29 is a very heavy and huge missile. The Su-25 can carry up to 2 of these. If you hit a vehicle with, it will defintly be disabled or destroyed. I highly recommend saving them for tanks!






Ammo (default)
1
Accuracy
Good
Firemode/s
Single
Reticle compatible
No
Dual Pod
No

Ammo Name
Ammo Type
Blast Radius (Deadly)
Range
Kh-29L
HEAT (Klen-PS + Normal Laser)
50m
8km
Kh-29ML
HEAT (Klen-PS + Normal Laser)
50m
8km
Kh-29T
HEAT (TV Lock-On)
50m
8km
Kh-29MP
HEAT (Radar Lock-On)
NOT WORKING!!!
50m
/
Kh-29D
HEAT (Infrared Lock-On)
50m
6km
__________________________
Cluster-Bomb tutorial / variants explained
When talking about clusterbombs, there are a few things to consider for precise bombing. Simple HE bombs can be dropped how you like it, but clusters need planing in order to be effective.
Here's a short sum-up if you're new:

1. Tilt
The tilt of the plane plays a huge role.
When horizontal, the bomb will slowly fly towards the ground, rather than actual falling. Its about the Area-of-Effect, the area you plan on hitting. The more you tilt the nose of the plane downward, the smaller that area will be.
-The clusters will be further apart when horizontal.
-The clusters will be closer together when tilting downward.
-I recommend a tilt of 30° degrees or more downward when dropping.

2. Speed
The speed at which you fly is like a booster for the bomb. Flying downward with too much speed will leave little time for the bomb to split and release the clusters, resulting in a smaller area of effect.

3. Altitude
The height at which you drop them is very important.
-Too high and all the clusters will spread so far apart that the effectiveness goes to 0.
-Too low and the bomb wont be able to split in the first place.

4. Timer/detonation
Clusterbombs tend to have a timer, which releases the clusters after a certain time after the drop. The timer is only relevant when youre at really high altitudes tho.
At low altitudes the bomb will split at a certain hight automatically before hitting the ground. This is usually the best way for dropping the bomb.

Considering all these points together and doing some training, you are a master in no time!

IMPORTANT
Some bombs are designed or just work in a completly different way! Some of the Russian clusters for example have very different mechanics! So I wrote down some of my advice about every type of cluster! Be sure to check it out!

_______________________________________________________________


Here are the cluster bomb types explained with more information and use:

AO-1 and AO-2.5 are HE
-AO-1 has a 10m blst radius
-AO-2.5 has a 15m blast radius
Very basic HE cluster bombs. The 1 and 2.5 are the charge size, with the 2.5 being heavier but still having the same amount of charges per bomb. Using the AO-2.5 version available for the RBK-500 and the KMGU-2 seems more logical, since it is basically just a better AO-1 version.

PTAB-2.5 and PTAB-1M are HEAT
-1M is a 1k HEAT bomb
-2.5 is 2.5k HEAT bomb
A HEAT cluster bomb with 2 versions. Strangly the heavy version is for the RBK-250 and the light version for the RBK-500 and KMGU-2. The clusters themself are very accurate when dropped via nosedive and best suited for big targets.
The 1M version for the RBK-500 has approx. 80 charges
The 1M version for the KMGU-2 has approx. 96 charges.
The 2.5 version for the RBK-250 has approx. 60 charges.

ZAB-2.5T are incendiary
-The clusters leave flames on the ground
-They damage everything around them in a 5m radius.
-Standing near them for longer then 5 seconds means death.
-After impact they burn for 3 minutes.
The 250 variant is not that great, but the 500 version definitely is! When you drop just one of those on a spot it becomes a deadzone for 3 minutes. Their damage against vehicles is rather disappointing tho. When using these, your primary targets are enemy soldiers! The flame compared to its actual damaging radius is very small ! Dont make any mistakes!
The RBK-250 variant has approx. 24 charges in it.
The RBK-500 variant has approx. 54 charges in it.

OFAB-50 are HE/FRAG
-A deadly blast radius of 50m!
-Only available for the RBK-500
-10 charges per bomb
These cluster charges are so heavy that they leave craters on the ground! The FRAG really shows its power here with its 50m deadly radius.
The clusters themselve all land quite far away from eachother. And with only 10 charges per bomb someone might think thats bad, but is actually great. Because the radius is so high it covers an immense area. Something caught in the middle will take damage from at least 3 charges and will be torn to bits.

SPBE-D are guided HE/AP shells
-Very deadly against cars, APCs and tanks
-Only available for the RBK-500
-12 charges per bomb
Very strong and reliable weapon for engaging ground vehicles. When the bomb is dropped, each cluster charge inside will seek out a target/vehicle. Once the charges are released they will fly towards those targets with incredible speed and maneuverability!
Depending on how close the targets are they will pick the nearest one. However when the bomb was dropped via a 50-80° nosedive on top of the enemies, chances are higher they wont all target the same thing! To nosedive these bombs is very important! Because after the clusters are released, they wont fall, they will shoot out like a shotgun and will even fly up like a rocket if the bomb was dropped too horizontal! Do not drop these from a 1000m altitude or higher! The bomb will explode too early and thus the clusters wont find any targets!
If you only have 1 target, then all charges will fly towards that, dealing tons of DMG! But it will target friendlies and enemies alike so look out!

PFM-1 are Anti-personal-mines
-Infantry nightmare
-Only available for the KMGU-2
-40 mines per bomb, 320 per canister
-1m trigger area
-2m blast radius (deadly)
The KMGU-2 features 2 kinds of mines. The PFM-1 are against foot-soldiers. With 320 mines per canister, its a nightmare for the enemy! With the KMGUs fire-rate option you can cover HUGE areas! Cut of an entire part of the map by creating a huge mine zone thats impossible to cross alive!

PTM-1 are Anti-tank-mines
-AT mines
-Only available for the KMGU-2
-12 mines per bomb, 96 per canister
-Direct trigger
-2m blast radius (deadly)
The PTM-1s are great for blocking roads! They're good against cars, APCs and tanks! The damage wont destroy most things, it will disable it only most of the time.
Kh-25 / Kh-29 variants explained
The Kh-25 and Kh-29 include targeting mechanisms for day and night + some very specialized versions for certain fights. Every version is listed here!



Kh-25

Kh-25
Kh-25ML

---------------> Laser Designation
-Klen-PS and normal laser targeting
-Klen-PS is usable on all ranges
-Normal laser 6km range
-Normal laser fails when closer then 2km
As you can see, the Klen-PS has quite the advantage over normal laser guidance. The Klen-PS only fails when closer than 500m, while a laser from groundforces can only be targeted when you're further than 2km away (it wont lock-on otherwise).
ALSO: The Kh-Missile will only slowly follow the normal laser so make sure that the target isnt driving too fast! The missile will land behind the target otherwise! The Klen-PS can balance that out because you can simply aim infront of the target!

Kh-25MA
---------------> Radar Guidance Weapon
-Radar guidance 5km range
-Can't lock-on withing 2km to the target
If you dont like the Klen-PS and want it nice and easy its perfect for you! It targets vehicles picked up by the radar thats installed into the missile. This allows you to shoot at active and empty vehicles. You have to keep a distance tho! Because it wont be able to lock-on when closer than 2km to the target!

Kh-25MT
---------------> TV Missile
-TV guidance 3km range
-Can't lock-on withing 1.5km to the target
-Uses contrast to detect vehicles
-Targets active and emtpy vehicles alike
-Doesnt/poorly works at night!
This version uses the contrast and profile of a vehicle to create a lock. At day this works wonders and helps for when your radar doesnt pick up the targets somehow. At night tho it becomes almost completly useless because it cant see the vehicles!

Kh-25MTP
---------------> Infrared Guided Weapon
-Infrared guidance 6km range
-Can't lock-on withing 2km to the target
-Uses heat to detect enemy vehicles
-Works good at night
-Empty vehicles can't be locked-on to
Best suited for the night, this version is for active vehicles ONLY. If a vehicle is empty or if the engines are off, you are not able to target it!

The Kh-25MP
---------------> Anti-Radar Weapon
-Anti-Radar guidance 6km range
-Can't lock-on withing 2km to the target
-Can Target vehicles with an active radar
-Best against AA tanks
The MP variant is suited against anti-air with radars. If a ground-based vehicle has a radar, you can lock-on to it. However, every other vehicle without a radar can't be locked-on to. Only take these, if you know the enemy has a radar operated vehicle.


_______________________________________________________________



Kh-29

Kh-29L
Kh-29ML

---------------> Laser Designation
-Klen-PS and normal laser targeting
-Klen-PS is usable on all ranges
-Normal laser guidance 8km range
-Normal laser fails when closer then 1.5km
The default Kh-29 and Kh-29ML are very identical to the Kh-25 and Kh-25ML. The damage is of course way higher and a normal laser fails withing 1.5km to the target, instead of 2km!

Kh-29T
---------------> TV Missile
-TV guidance 8km range
-Can't lock-on withing 1.5km to the target
-Uses contrast to detect vehicles
-Targets active and emtpy vehicles alike
-Doesnt/poorly works at night!
Like the Kh-25MT, the Kh-29T just needs a visual of a vehicle to create a lock. At day this works pretty good but at night its quite bad. It becomes almost completly useless because it cant target something that it cant see!

Kh-29MP
---------------> Radar Guidance Weapon
-Radar guidance
-IT DOESNT WORK!!!
Its supposed to be like the Kh-25MA but it doesnt work... It doesnt detect vehicles, and never really locks-on. I'll update this once I know more or if it gets fixed!

Kh-29D
---------------> Infrared Guided Weapon
-Infrared guidance 6km range
-Can't lock-on withing 2km to the target
-Uses heat to detect enemy vehicles
-Works good at night
-Empty vehicles cant be locked-on to
Like the Kh-25MTP, it detects vehicles via heat. Works at day and night! Cant target vehicles that are empty or with the engines off!
KAB Bomb tutorial
KAB bombs are guided bombs for the Su-25 and other russian jets. There are 2 targeting variants available. LASER and TV. The way in which these bombs work, make them almost unusable for the Su-25. The Su-25 has no radar, no targeting camera or lock-on assist. Using these bombs on the Su-25 for their targeting capabilities is almost impossible and very unreliable.


LASER guided bombs will target a laser on their own and don't need an active radar for that.


As I said, the Su-25 from RHS has no radar and so on. The cockpit instruments also don't inform you on the bombs status. So you never know if the bomb has targeted the laser or not. Other Jets can target the laser by pressing R or T and thus spot it with the default square symbol, but you can't do that on the Su-25.




Laser guided KAB bombs have lacking precision. Whether the target is standing or moving: the bomb might be way off target. When dropping these, you make sure the bomb itself has to change trajectory as little as possible. It's not required to drop them spot-on, the bomb is "guided" after all!




_______________________________________________________________


TV bombs need a radar for locking on.

The Su-25 has no radar. They shouldn't even be useable on the Su-25! Like the laser bombs, there is NO IMFORMATION on the status of the bomb. Using them on the Su-25 for their TV targeting functions is thus impossible. You can drop them freely, sure. But why not use FAB bombs instead?!

The Su-25 in real life is able to use KAB bombs. The in-game version is just not suited for efficient use yet!






SIDENOTE





The MiG-29SM can target lasers by pressing R without an active Radar. It also shows the lock-on on the radar and the square symbol on your HUD, which makes KAB-Laser bombs 100% easier to use on the MiG-29SM!









The MiG-29SM can use KAB-TV bombs with its targeting camera and an active radar. The only way to lock-on is by pressing T (for manuel targeting). The radar will display if the target is locked on.

The TV bombs are actually kinda good on the MiG-29SM. Unlike the laser bombs, the TV bombs are precise and deal good damage!











I know this guide isn't the most detailed or organized, I merely made it because of all the weapon types that confused me. But please, do not refrain from pointing out any mistakes I made! If you have anything (Su-25 related) on your mind that you want to get added to the guide, please say so!
With that said-

Thank you for reading!
I hope this guide helped you!




__________________________
CHANGE-LOG
10.July.2020
-added Change-Log for spotting new features / changes more easily
-fixed and issue where underscores "_" corrupted text format
-polished guide format

06.September.2020
-added advanced SPO-15 graphs
-added text to SPO-15 section
-removed placeholder SPO-15 graphs

11.September.2020
-added content to Cockpit functions -> 02. Pylon Assistant
-added graph for canon ammo indicator
-*reworked other pylon assistant graphs accordingly

09.September.2021
-remade KAB bomb tutorial
-added new information to KAB bomb tutorial
-added MiG-29SM Side note to KAB bomb tutorial
50 Comments
Rastek 2 Mar @ 10:19am 
How to use the RHS' SU-25:
Go get CUP's SU-25 instead
Komodo 28 Feb, 2024 @ 4:29am 
hi Zoroark, thnx for this guide, can u make one for the other Russian planes like the MiG-29s and
MiG-29m
ty
Zorobis  [author] 13 Feb, 2024 @ 4:31pm 
Yup, thats the SU-25 for you xd.

About the R-60 : I don't know what to say about it.
-You have to press T for manuel lock-on.
-The R key (cycle between targets button) doesnt work on the SU-25.

I tested all AA missiles and all work (for me). Maybe mod conflicts cause bugs? Or the RHS gods are just mean today :d
TEHbestNOOB 13 Feb, 2024 @ 3:25pm 
nevermind I got a lock but its extremely finnicky and doesnt work half the time.
TEHbestNOOB 13 Feb, 2024 @ 3:15pm 
I can't seem to get a lock with any of the kh variants in the su-25, they work fine on the t-50 and mig-29sm, but not with the su-25. Mostly trying to get the IR and TV variants to lock. Testing on a variety of AFRF vehicles on the salt flats. All moving.
Kage_warrior 28 Jan, 2024 @ 5:23pm 
Thank you for this. It helped me a lot in identifying the pylons. That being said, could you add a section on how to use the R-60? I can't get it to lock even though I tried everything I can think of.
Random 24 Jan, 2024 @ 3:43pm 
better as a guide for DCS rather then arma
Zorobis  [author] 14 Jan, 2024 @ 6:58am 
@fish3464
I dont know what you mean with "rocket loft". I never heard that before...
fish3464 14 Jan, 2024 @ 4:44am 
hey i have a question can you rocket loft and if yes how and how big of a map.
Zorobis  [author] 11 Jan, 2024 @ 2:45pm 
All those bombs and their lack of information ingame are the sole reason I came up with this guide. Back then it was for my own headache. Glad I could cure yours too :D