this is a discussion for Anti-Air not ground… Nice deflection when you know your wrong
Multi-pathing requires “look down” geometry to be established, and A2G radars in WT aren’t impacted (recent balance change implemented wit Alpha Strike update) outside Sim anymore, so its likelythat Surface to Air missiles may well inherit that capability, whenever Active radar missiles / TVM capabilities are implemented.
- Tracking radar and IR tracking of SPAA — a limiter to the angular velocity of a tracked target has been added to eliminate abrupt turret rotations on close fly-bys of a tracked target. In such cases tracking will stop immediately.
- Tracking radar of SPAA — multi-path effect has been disabled in Arcade and Realistic Battles. The received reflection of the target is shown with its own marker. The ability to lock your own missile in Realistic Battles has been disabled.
AMRAAM also almost certainly have sufficient signal processing power to use algorithms (and a Digital autopilot) that make low altitudes a non-issue, much more so for the later variants with their various improved / revised systems.
Depending on target RCS and aspect angle the onboard seeker is good for between 16~28km. Also if we do get the IM-SHORAD Increment I at some point, the RPS-42 is good out to 15~35km.
ADATS being half ass AA and TD is actually working against it. It used to be good, but with missile update and now the missile having smoke trail (like Pantsir), it has:
- Bad guidance (no stabilization with wobbly and lackluster energy missile).
- Not among the fastest anymore (Pantsir and VT1 are much better).
- Not one of the longest ranging anymore.
- Cannot track target if the weather is ever so slightly cloudy.
- Close range cannot pull enough G, too far and can’t really guide and hit target if it manuevers slightly, medium range sweet spot without enemy doing hard manuever at 4 to 6 km where it can reliably kill.
- Can’t even use the missile to kill MBTs reliably. It’ll overshoot or hit the dirt under it or hit a tree cause it wobbles. If it does hit, you can’t really aim the missile thanks to the missile update, so you’ll hit enemy turret or ufp and does nothing.
So the russian line up is excused for having the best spaa for like the top 3 brs cause competent pilots might exist?
I think that adding one indestructible shared radar per team behind their spawns might a good idea.
It would make spotting and locking targets easier in the SLAMMRAM and would make other systems that need a seperate radar, like the MICA VL, this would give other nations more options when it comes to top tier AA.
I don’t know if you can mix radars and launchers from diffrent systems but I think sacrificing a bit of realism for gameplay would be ok here.
It should be destructible, but have it be well protected by AI, and it would be protected by player AA. This would give players a greater initiative to use SPAA, maybe a bonus for surviving radar? Would also allow some planes to be used for their intended purpose and overall increase depth of gameplay. I think the radar should not respawn but be towed from 1 of 3 different bunkers/camps so there is a 3-5 minute window where spaa can’t use the outside radar. this would go both ways obviously. Total of 4 radars in my idea, I think if you lose and no radar saved = no bonus, same for win with no radar left. Loss with radar left gives slightly less than win before modifiers (basically you saved some friendly radar but you lost the battle, so it’d still be a failure) , win gives more reward before modifiers for saved radar (you not only won the battle but minimized the friendly losses, big success)
True, but the idea of the crew being unable to fire their missiles through interacting with the launcher literally bolted onto the vehicle they operate does not make much sense (especially when the missiles literally have a mode that allows them to act autonomously).
The wording of the official Raytheon and Kongsberg websites on the NASAMS HML also goes into the extensive level of datalink the system is designed to have, and their “ready-to-fire” capacity. All Gaijin would need to do in the case that the HML can’t fire from just the launcher vehicle is model a single portable datalink terminal/computer/radio on the dash or in the hands of one of the crew to allow for an in-vehicle “fire missile” button. Which again assumes that the launcher doesn’t have the capacity for an emergency launch built-in, which it probably does.
That how I do it with the SUs a lot lmfao. I just spam stingers from the lav one after another with different leads.
Or if you’re me, you smack a 122 8x in the side and it just.wont.DIE lol
You asked what it would be used for and I gave you an answer and you’r mad that I’m right.
Fair
Lets all just agree to disagree on this one.
Something else of note is that the AMRAAM-ER (a -120C-8 w/ the 8"dia. Plus 5" motor replaced with the new 10" Norwegian Propulsion Stack ) was successfully flight tested back in Febuarary.
And it’s air launched counterpart AMRAAM-AXE (Air-launched eXtended Envelope), is in development though would by necessity it likely reduce carriage capacity, and probably not be able to be carried internally by the F-35B, or on recessed stations due to the increased diameter and length.
This is a legit problem that should be fixed in upcoming updates when Gaijin adds more modules
you dont know what you are talking about. The slamram would work just fine…
Your time has come
You were waiting for this, now werent you XD
I have not seen anyone successfully use ADATS against tanks. Let me remind you that at BR 11.7 there are already top MBTs with laser rangefinders and supersonic APFSDS that are a hundred times faster than your ATGMs.
So I don’t see the point in using ADATS against ground.
Thanks for the response one year later lol nah all in good spirits tho the fact that it is classed as an SPAA and costs the same spawn points makes it viable for anti tank.