Janes, which is about as close to primary of a source you can get. Cannot post the specific PDF page concerned however there are still publicly available information based around what’s found in said PDF that is still available there (and elsewhere). It explicitly states a 40 G maximum overload for AMRAAM variants C-5 through to the Delta variant.
While I’m still on the subject… I suppose everyone is wondering “clipped fin missile = +5 more G?” and for a time I wondered that too. Apparently the arms of the fins were upgraded to essentially force more AoA out of them to allow for overall more pull. Alternatively, this could have also have been done to maintain the current 35 G overload because old actuator + clipped fins probably decreased their performance. Either way, in-game it shouldn’t be ‘snappy’ like the A/B but it also should eventually catch up and overtake its maximum overload performance.
Biggest issue with indirect fire:
The maps are to small, even with the lowest possible charge and highest possible elevation you still miss the map in almost all cases.
Even if you could aim within the map by standing on a slope to increase elevation it will take the round ~2 minutes before it lands. You’re going to miss 99% of what you shoot at because they have slowly driven away 1 minute after you fired.
Can I ask if there is a good way for the AAs to counter indirect fires from heli above spawn
Or even to against those IR guided AGMs
coz i feel like nowadays AA are not anti-air anymore
It’s like anti-ammunition
Heli can just spawn and spam with almost unlimited missiles
but AA doesnt have limited missiles
How to balance well
Oh, i’m not in any way connected to development and have no contact with the developers.
I just know purely from a physics standpoint and the data from ammunition manufacturers:
Absolute shortest range is 3km and the biggest ground map in War Thunder that i can remember of the top of my head is like 3.5km end to end (red desert).
If you take the M109 that currently has an in-game exit velocity of 687m/s and angle that at 88 degrees you get this:
It then takes 2 minutes and 20 seconds for the shell to land 3 357m away, add some air resistance and drag you maybe cut that down to ~2 min of flight time for the round.
Also, if I recall correctly, shells despawn after 5 km of travel. Small caliber shells will despawn after 1.5km. That’s why being anti-air is frustrating as the rounds will literally just vanish from mid-air. For example, the M2HB had a max effective range of 2.2km but, unless the game has changed things, the rounds won’t reach that far.
id say its more just map design being buns attica is literally worst map ever but so is fire arc which is also just as bad as they favor certain tanks with specfic capabilitys you need to have a balance as tank maps like pradesh are just not fair
maps focus on range completely suck as lets say your playing 8.0 against 8.3s you loose immeidiatly to them due to first shot first kill
or your in a sherman 76 fighting a tiger 1 in range you basically cant do anything
what we need are maps with relatively easy flanking routes that allow tanks that cant do range to flank campers
as one guy can just look up op spots and camp and get 14 kills until a plane hits them
Janes is a fairly terrible source though, it often gets multiple things wrong.
Just look at old Jane’s publication data on the f-14 and aim54 to see what I mean
I haven’t seen anywhere list that the missile is more capable in the short range aspect everything sites it as still a medium to now more effective long range missile. I do wonder if there is some confusion about the high off bore site capability. All that should mean is it is capable of firing at a target while in the notch doesn’t mean it is more maneuverable at short range.