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AIM-92 Stinger incorrect flight behavior and or missing stats

Let me first start off with that this is primarily from the experience of using the German and American tech trees.


AIM-92 stingers in game and real life use a form of proportional navigation for tracking targets, essentially predicting where the target will be based on velocity, acceleration and jerk/jolt (ROC in acceleration) and jounce/snap (ROC in jerk/jolt). In game the navigation when at closing distance (IE. a few hundred meters) becomes incredibly inaccurate, and ends up trying to follow behind the target, targeting behind or over compensating and missing in front of the target, leading to this impact/contact fuzed AAM to nearly always miss targets, even those flying directly at or away from the launcher. This is not such a problem with other P.N. missiles in game such as the PARS 3, the AIM-9/Mistral since the PARS 3 is used on relatively slow moving ground targets and the AIM-9/Mistral being proximity fuzed with much more explosive filler. The AIM-92 also has two primary variants, none are specified in game however the one used in game appears to be based off a 19 November 1996 demonstration, where a Stinger (ATAS) Block-1 missile at at Yuma Proving Ground that hit a target at 4.5km. Both Block 1 and Block 2 should be used in game because, newer vehicles such as the German EC-665 would almost diffidently have only carried the Block 2 (proven to lock and hit on helicopters out to 8km) modification because the EC-665 was introduced in the military around 5 years after the Block 2 upgrades were being produced and a few years before upgrade to Block 2 was fully standardized. 


In its current state, the AIM-92 is nearly useless for engaging helicopters and jets causing multiple top teir heli's to be almost defenseless to jets in ground RB, and making the PARS 3 the missile of choice for engagements with other aircraft since the AIM-92 is not able to lock on far enough away for its comparatively longer range capabilities (small control surfaces and body that cause low G tolerance/flight correction, sustaining booster that maintains mach speed to at least 6km straight line [1]) and predictive guidance to be a benefit.


In summary, the AIM-92 is not able to predict target flight path that it should, have the lock range capabilities that it should or maybe even the variants on that it should. This causes an actually very good AAM IRL that has  "threat adaptive guidance that takesover in the final stages of its approach to the target, slightly shifting the missile's aim from the target's IR hotspot to more vulnerable areas of the aircraft" (info from FAS) to be very near useless in game.


From a balance perspective, this change is needed as well since other helicopters such as the KA-50 and KA-52 can both engage heli's and jets to nearly 10km with proximity fused ATGMs or fight with flexible mounted guns at closer ranges, none of witch the German EC-665, AH-64 Paten (has flexible turret but uses AIM-92) and Lynx/G-Lynx can be competitive against.


Video of how stingers miss a straight line target  (not my video)


[1] Can be calculated using the simplified rocket equation assuming linear mass/fuel burn (generally a good assumption for this type of case)


Primary sources:



In game stats for rocket equation found here:


Additional sources cited on FAS and some information is from my background in mechanical engineering


Edited by UncleVarg
spelling fixes

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  • 4 weeks later...

Please reconstruct the report in a more concise manner. Right now there are a lot of claims being made without backing them up properly. Attach screenshots of the quoted paragraphs and properly identify the parameters of the missile that are incorrect. Additionally, please read and understand the guidelines.

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