AIM-9M Unflareable in Air Arcade

As I am not one to shy away from admitting I am wrong, the claim that the missile is not working correctly seems quite avcurate. We got together and did a test and I couldn’t avoid the Aim9M in arcade, but could avoid it in realistic. Very unusual to see, but the claim seems accurate to me after those tests.

Hope there is no hard feelings to the OP and friends after getting in the little scuffle.

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The simple fact is that you are both wrong. Read about these missiles on this forum, the wiki, and Gaijin’s releases. Heck even go to YouTube.

This guy and I disagree on a lot of things here. He is 100% correct in describing the missile. Additionally, I believe he is also on point concerning the strange behaviors the US weapons are experiencing.

what are you talking about?

tbh i just want them to make the missiles in game actually realistic i just had an F-5A shoot a AIM-9E at me i was doing well over Mach 1.5 and the missile came off the rail at a 90 degree angle with me pulling 12gs and went straight up my exhaust pipe

and when you look at the AIM-9E it says Maximum Overload 10gs i was in a 12g turn doing Mach 1.5 no missile IR or Radar is keeping its lock in that situation

This is true! In Arcade, 9Ms are broken and unflareable! You just point and shoot with your 9M in Arcade and it is a guaranteed free kill! Whereas, in Realistic it is somewhat easier to dodge when flaring and cutting throttle. I hope Gaijin looks into this matter ASAP.

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you don’t need to cut throttle. Just constantly flare (so the seeker shuts off and stays off) and change direction.

for G-Forces you have to look at position, not just G-Forces.
The new sensor view should help explain such situations

nah you don’t understand, to say so you’ll never played arcade, the seeker never see any flares at all, you are forced to dodge it kinematically : try to dodge it like in realistic but in arcade, you’ll understand. If the missile work properly in realistic, in arcade the 9M dont care.
The first red flag being that preflaring doesn’t work against it in arcade.

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I was refering to :

Here you don’t need to cut throttle. The IRCCM of the 9M doesn’t work like that.

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This doesnt look particularly wrong to me

I came back to rewatch this and it has me laughing. You basically invited the missile by taking no evasive action. Throwing flares means nothing when the missile is looking at you. Flares are a distraction when you evade a modern missile. If you aren’t evading they don’t care that you are throwing flares around you.

The 9M is clearly impossible to flare for anyone that has used it in Arcade Battles. There is a huge difference in RB. The people gaslighting you in this thread are probably K/D padding top tier AB sweat squad members.

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No wonder, look who shot you down.

i came here and saw your post. dont know should i laugh or cry seeing how some people like you can be so freakin thick.

regardless its almost impossible to dodge the aim-9M, it still tracks you even when it should have its seeker turned off due to the presence of flares.

@GOD tell me how? Nothing I have said is incorrect. You can’t just throw flares and expect it to fly in the wrong direction like you can on a missile not containing IRCCM. The device is designed to “counter countermeasures”.

@BOMBAY9997042 it’s absolutely possible to evade AIM-9Ms at this stage. Early on they were pretty powerful. After the changes Gaijin made, they can easily be evaded after firing off flares. Flare, and then turn sharply. Don’t turn into the direction you were already going is the big key here. You need a sharp deflection from the original trajectory. The AIM-9M work via shutting off its seeker, and following the last trajectory of the target. Once it feels it has passed the countermeasures, it attempts to reacquire a the new trajectory.

To add to both of you. It’s also pretty important to go cold when possible as quickly as possible.


I think the real problem is that people want to play with modern weapons - but they don’t want them to work like modern weapons when they face them.

(periodic countermeasures) 4x flares reinforced at minimum 1.0 second interval while jinking the missile does not work… except when the missile is too close at launch to turn hard enough to catch you, but that is extremely unlikely. And this is coming from a US main would post video but don’t have one available rn

(also I jink by firing the flares to be in between me and the missile and then rolling into a turn(turn means vertical and/or horizontal or a combination of both)

do you wanna think for a second or keep repeating your bla bla like a rooster? the other guy in this forum also didnt agree with our talking points but he came to custom battle and we tested the missile in arcade and he also agreed with us. what are you trying to argue?

I would normally agree with you, but it is literally unflareable in Arcade. I met up with the people that were claiming it originally and we did testing in RB and AB customs. The arcade Aim9Ms are not flareable no matter what you do from any aspect or distance.

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I just tested this again. I don’t like arcade but I didn’t want to be a liar.

I was able to flare out AIM-9Ms, as well, I also had people flare out of my AIM-9Ms. These even at ranges of 2-3 KM rear aspect. Where this theoretically would be the least likely.

This was done using my F-16C with HUD acquired locks setting my AIM-9M guidance.