British Weapon Systems - Technical data and discussion

Ok so I just had a play around with the ALARMS in test flight

I’m not gonna pretend I understand what any of that code means but all I’m gonna say is the current implementation is bloody stewpid init - the missile spends more time flying away from the target than towards it

No doubt they’ll reach the live the worst ARM because Britain or something

7 ALARMS on a Tonka does look proper cool though, it wins on style points

The loft profile needs some refinement, but that is essentially how ALARM worked in real life. It climbed to high altitude, cruises, and then dives vertically onto the target.

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If you are diving on your target even from close range (below 5km) they seem to skip the lofting phase and will hit perfectly fine at close range

They only miss when they attempt to loft when they are fired upwards or flat

I get that… and I imagine IRL it worked pretty well

And I know its the dev server, but at certain ranges they just don’t really… work

I’ll hop back on and have another play around with them

What did Gaijin do to the Stormer??? IRST flickering, missiles impossible to guide for even helicopter shots with an Mi-28 banking slightly and missile just misses.

Just applied their standard “british filter” to it. Aka, break everything and call it realism

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I haven’t played much top tier since the last update and the Stormer and IRST tracking even the AJAX flickers making it impossible to guide the missile and the missiles now split and when you try and turn with them just don’t anymore.

Maybe it needs a turret basket

[DEV] ALARM missile climb too shallow
One more
[DEV] ALARM loses lock immediately after launch

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Also, fun situation from my tests



I want to know if the speed of ALARM is right now. Compared to other ARM missiles, it seems too slow and is easily intercepted by the enemy in battle

Should the ALARM missile also have a close range direct strike mode? I think it’s also necessary to incorporate this into the game

It is a smaller missile, which enables it to be fitted in such quantity. So should be on the slower end. But I dont know if the current cruise speed is accurate.

Its current attack profile is the direct attack mode. Just needs some refinements. ALARM was never designed for short range use

Its other mode of operation is to fly over the target, deploy a chute and then loiter waiting for the target to switch its radar back on

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And yet it’ll still be forced into short range because modeling minor nation unique functionality is too hard.

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I really wish ALARM had a higher overload capacity. When I launch it, it often fails to turn in time to hit the target due to the 5G overload limit.

Either that or they just need to start turning earlier. Part of the issue though is IOG drift

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yes,If both values can be adjusted at the same time, ALARM will become a decent missile.=)

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And In the data unpacking, I saw that ALARM’s RCS was modified from 3 to 0.1, which might give it some stealth capability

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I feel that the probability of being hit by the opposite missile will be significantly reduced

I would like to ask if the ARM in the game currently has a reset function

Wdym by that?