Need better kill assist credit too. IMO, if you and someone else shoot a volley of missiles with around the same impact time, and all of yours get intercepted but some of theirs go through, you should get some credit because you contributed to those hits
I think it should be added tbh. It gives fighters without insane gimbal (Basically any Fixplate AESA) a better chance against non-fixed ESAs like N035, RS-05, and Captor-E.
Plus the same would apply to Red Side, and would massively help things like N019 and N001.
It would be an amazing addition such a big map in top tier sim would be perfect
Is it really on the same level though? Chances are it’s very rudimentary with limited practical use, and extensive limitations
Will this be a separate tech tree like helicopters? Maybe there can even be extra objectives for both regular helicopters [which are capable] and these cargo helicopters such as CSAR to recover ejected pilots.
I also hope they are not tiresome to research like helicopters and that the rewards for this kind of gameplay are worthwhile, otherwise it’s a hard sell.
It is clear that the resolution of radar seekers is insufficient to guide the missile to a specific part of the aircraft. As far as I know, real-world systems employ various algorithms that offset the aim point relative to the actual radar return to maximize the probability of a successful kill.
Regarding the report you cited—yes, it seems the issue is that the model’s BB center is sometimes ill-suited as an aim point, particularly when the missile lacks a proximity fuse. We will look into addressing this.
On the topic of nuclear escalation, any chances you plan to bring up the glaring issues with the AARGM-ER? Currently its worse than the AGM-88C in every way, and the “mach 4 capable launch conditions” are borderline impossible for the super hornet to reach, its just sad to see such a hyped missile be DOA
Ground datalink doesn’t come close to fighter to fighter datalink like link4C on F-14
“One is a completely new location (with a full size of 256x256km), which we plan to release in the next major update if all goes according to plan” Can we please see them in air sb soon?
In this mode, you need to do the following:
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Slightly nerf the Tunguska, Crotal, and similar vehicles so that they don’t constantly fire at full speed, so that they don’t have an infinite ammunition pool, and so that they don’t instantly activate the radar only when they’re already firing at a target. Otherwise, it feels like the missile starts flying out of them much earlier than when they activate the radar.
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Make a setting for all SAM systems that provides a more optimal launch distance. To prevent the S‑300 from launching missiles 100 km away as soon as you take off and your RWR is triggered, the AI could, for example, wait until you reach a distance of, say, 50–60 km, and then start operating at that range (of course, everything depends on the altitude. If you’re flying very high, the launch distance will naturally increase, and if you’re flying low, the AI will wait for a more optimal distance). The same should be done for Tunguska‑like anti‑aircraft systems. So that they don’t start working immediately as soon as the maximum launch distance limit is reached, but also wait for a more optimal distance. For example, the Tunguska won’t start working right away at 10 km against a target flying in the antipode; it will wait until the target rises a little in altitude, or it will start working with cannons when the target gets closer in the antipode. Because nowadays, such air defense systems also tear through the SPO with often senseless, endless volleys aimed at you, from which you have to dodge while also fighting against the trees (I’m already saying nothing about the fact that they have endless ammunition and can see you through mountains and trees). It’s also impossible to work effectively with heavy equipment; you can’t get within even 5 kilometers, because, as I’ve already said, the AI doesn’t look for any optimal solution and launches a missile as soon as it spots you on the radar. The player would hardly use all of their BC (which is unlimited for the AI) on targets that are not guaranteed to be within range. It looks unrealistic and impractical.
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Increase the rewards for sinking ships and destroying warehouses. Ships are a whole separate issue: players usually (especially at lower BRs) have very few anti‑ship missiles on their aircraft (especially considering that the player naturally won’t take only anti‑ship missiles — they’ll also take missiles for other purposes), and with such a small number of missiles, you need to manage to sink entire ships, which barely give mission points (if I’m not mistaken, you get 60 points for destroying a ship (?)… And about 120 for destroying equipment) and silver (you get at least 4,000 for destroying some kind of brawler, and for an entire ship — … 3) Again, this is all assuming that your missiles have to fly through all the air defense systems and aircraft, hit the target successfully (which also doesn’t happen often — sometimes a missile might fly past without hitting anything, or all the missiles might hit the same point even without targeting the ammunition and not deal enough damage), and, in principle, you need to launch these missiles. In my opinion, destroying a ship should earn about 200 mission points, and destroying an aircraft carrier — 250–300. And the silver reward for a ship is about 10k, and for an aircraft carrier it’s 15–20k. An aircraft carrier is generally very difficult to destroy quickly.
The rewards for warehouses are also quite meager — 2,500 silver for destroying any warehouse, regardless of its load, and also about 60 mission points. Although, in order to hit the warehouse, you need to: use your ammunition to get through tons of air defense systems and explosive weapons, and also ensure that these munitions pass through the air defense systems that protect those very warehouses (usually there are three of these air defense systems), and, of course, hit the warehouse — which sometimes requires more than just one bomb or missile. The reward is absurd. Plus, for some reason, if, say, the ammunition and equipment warehouse is 100 % full, the reward doesn’t change at all? That is, the warehouse contains equipment, and logically, defeating it should increase the reward, but we only receive a reward for the warehouse itself, and even that is not advantageous given the conditions under which you have to try to defeat the warehouse. In my opinion, defeating the warehouse should also grant about 10k silver (depending on its load) and 150 mission points.
So far, these are the problems I’ve noticed. I hope everything will be brought to a more playable state. Overall, the mode is really great and has great potential.
We need a Simulator version of NE.
I wish SimEC maps would receive the same effort as the rest of the game…
Hmm, question to better nerds, but what are names of these systems?
Don’t suppose those would be playable? If not would they just reuse current transport helicopters currently found in game examples: UH-1, Mi-4 or new assets instead heh Mi-26…
Gunship 3 my beloved, that game was SO fun back in the day
first image is the BUK-M1 i think
So? It would still help.
Plus Red SIde also has Peer to Peer DL (though, this was primarily used from the MiG-31, which we still lack for some reason.)
I cant wait to see nuclear escalation expand, we could have such a vast and dynamic battle going on. Please let me do supply runs with a CH-53 Gaijin please!
We have played 64v64 infantry tests, imagine a 64v64 nuclear escalation where the map is stuffed with not only what we have now, but also helicopters, bluewater, costal, submarines, carriers, air and land transports, artillery, mlrs, sam sites and so much more.
This could become the world war mode i dreamed we might have some day
Or Home on Jam )))
In real life, when bomber airfoil was hit with high-yield HE rounds(20mm minengeschoss and up) it’d often tear along the length of the plane starting at the impact location due to aerodynamic forces, especially if the leading edge of the wing or the nose was hit. Will this dynamic outer skin section damage mechanic be implemented for long range bombers, and if so, will the damage over time differ from aircraft to aircraft depending on how the airfoil was attached and the internal truss structure? And will “black” wing section actually mean a near full reduction in lift if the game goes this way? Thanks.
That makes more sense.
But I like mine more. )))
Doesn’t matter in game. But I’ll answer you. Yes it’s quite on the same lvl as early data link.
It is known that Soviet flanker can share and data link missile.
Not to forget the mig31 role