and missed so often
so i want to tell you that ALARM Currently very unstable
and missed so often
so i want to tell you that ALARM Currently very unstable
They do seem to be pretty unstable
I think some PID changes and maybe a slight increase in G load would help them a lot
Currently they only have a max G load of 5G, which is pretty awful
Loft path I think needs tweaking too.
From the few tests fires Ive done, It seems to always go for a fairly vertical final approach, but maybe having it start going for the target a few seconds earlier would help too.
This is good no?
It is, unless it totally misses the target because its tried to do it and couldnt correct onto the target in time. Im not talking about significantly sooner, im am just meaning 2-3 seconds earlier, so would still come down near enough vertical
Testing out ALARM’s in a custom and apart from the bug every anti radiation missile has where the seeker stays active once activated, no matter what, these feel pretty decent, especially when you have 9 of them.
It is good.
I just managed to destroy the ADATS in test drive from 70km away
As they approach from above the ADATS (at least the AI) didn’t even try and intercept them untill it was far too late and they were around 2km above, by that time was far too late
from 0-40km they gradually accelerated to around 2650kph (just over mach 2)
From 40-55km they slowed down to around 1700kph
Then at around 55km they start their “final dash” where they accelerated back up to around 2200kph and then dove down onto the ADATS from around 8-10km up
The main limiting factor is that the Tornado GR.4 is a pretty mid platform, although you get 9 of them so you can easily fire several at a target if you want to. If they were on the Typhoon they would be a way better as you could launch them from faster speeds and higher altitudes.
Managed to do an 80km shot and destruction
That was firing only at around mach 1.15
The range is pretty ridiculous
Can you fire an ARM without an express lock or does it NEED a specific radar signal before allowing you to shoot?
need to have a target in its seeker, then you can launch at will
Upwardsm backwards forwards, in seeker FOV or outside, at will
Right - so if everyone on the Red Team is super-disciplined and have their radars off - you won’t be able to send a few their way pre-emptively?
Seems like they need a lock first
I suppose then they have done their job in keeping their radars off and this limiting the effectiveness of the SAMs
yep, but once that lock is there, as as long as they keep their radar on, you can launch regardless of anything
Unfortunately that’s probably accurate to real life
90km shot seemed to hit the target fine
Just attempted a 100km shot, the missile could 100% have hit the ADATs from that range, but it ran out of battery around 5km away still travelling at mach 1.
Right now, it’s clearly felt like there’s a REAL lack of ADEQUATE brimstone. It should be able to overwhelm SAMs with both passive and autonomous weapons. But that’s “too overpowered”. The ability to disable the anti-aircraft gun’s radar and target weapons with an optical sensor is a different story. That’s not overpowered, no.
At least they could have given us Brimstone 2, even if it was a laser version… The current range of Brimstone 1 is simply ridiculous.
Does make me wonder if it will work at all in Nuke Thunder, given how effective AI was at hitting missiles during the bomber event playtest.
Pretty much the only thing that worked in the initial ARM introduction was to magnum at like 8km from the AA and look like a bigger threat to the target than the missile, while it closed range.
If ALARM overshoots when it’s launched at those short ranges, and easily gets intercepted at long range shots because it’s pretty slow compared to HARM, and certainly Kh-31, it could be quite useless.
Will have to see if the loft works at keeping it above the elevation envelope of air defences
The ALARMS come from almost directly above the target from high alt, so the AI often in my experience just cannot target them.
Sometimes it will, but usually it either doesn’t entirely or it will only start locking them by the time they are already diving onto the target and it’s just too late.
Sometimes they will intercept one, but I’m yet to have the ADATS succesfully intercept 2 fired quick in succession.
Is that testing in the dev server NT? Or GRB and test drive - What I’ve seen posted thus far seems to be from those modes where AI’s not so hot on shooting munitions as I recall them being in the previous iteration of NT
But yeah, puts my mind at ease if there’s something that works in that game mode, since it’s where I’m more likely to play a jet like Tornado