Dassault Rafale - Variants, Characteristics, Armament and Performance

so why didnt they nerf the f-15e or rafale if they didnt want the su-30 to be doa

your argument literally has zero substance

1 Like

Typhoon if implemented correctly would be the best at BVR.
BVR is all the F-15E can do.
Su-30SM was added along with Typhoon nerfs.

They limited MICA range for this reason and they limited Typhoon payload of 6 120s

Added a Su-30SM with a brand new missile 12 of them and a PESA Radar.

Rafale is unerfable, F-15E is already the poorest 14.0

1 Like

so every patch something gets nerfed it is so that the new thing isnt doa

you know how ridicules that sounds

it got buffed because of a bug report
here have a small tip where you could look

apperently they took the time for a takeoff to make that report and iff the runway friction is wrong that means gaijin overcompensated

BBRCF is unaware that if they reduced the runway friction but nerfed the afterburner thrust (which he wants), they’d have to reduce the drag again so it still has the same subsonic acceleration and supercruise performance due to nerfed afterburner thrust. The current subsonic acceleration and supercruise performance is regarded as accurate.

Yeah, problem with each specific aspects of this speed and acceleration values is that they are interdependent, so if one gets changed, it’s going to change another value, and that there has been enough information and reports to know that said change would not make the plane more accurate. The game is not a perfect simulation (especially at supersonic regimes), and so some relatively unrealistic approach sometimes have to be made to make planes conform to real life values (especially for delta supersonic). Is it perfect ? Certainly not. Is it one of the least worst approach ? Maybe ?
But, fixating on one single nerf isn’t the right approach when the « fix » is going to make 2 other things inaccurate

1 Like

Even if the images are extremely complex, processing them to find a target that is already known and whose predetermined shape is already recorded is quick to perform. And this is even more true since the processing is done in infrared, which limits terrain-related disturbances in the processing and makes things much easier.

Regarding the duration I gave (about 4 seconds), I assumed that the AASM was supersonic at the time of sensor activation in order to have the minimum processing time.

Now regarding the time it would take the processor to recognize a target, keeping in mind the elements mentioned previously, I would say that the processing time is less than 1 second. A modern phone takes about 1 second at most to perform a complete facial recognition, so I dare to hope that the most modern military technologies are capable of achieving at least similar durations (it is important to know that it is possible to recognize objects/elements in less than a tenth of a second currently with well-developed algorithms, so it would not surprise me if the AASM only takes a tiny amount of time to find a target). This is why taking a single image seems improbable to me and why at least several samples are made as @DirectSupport suggested

Correct, devs have already stated reducing the drag any further would be “unrealistic” in their eyes. This is what would be required to implement BBCRF’s demand of nerfing the afterburner thrust.

image

so something is modeled incorrectly ingame but gaijin themself dosent know what it it

Cockpit mod;

8 Likes

So many aircraft have so many issues that I think the almighty Spaghetti code needs replacing before a lot of issues can actually be addressed

man they should just upgrade the engine atp
i dont want to know how much of the codebase is still there from IL-2

Its pretty apparent the age of the code when you look at things like Heat signatures

do you know what is funny,
Heat signatures are still modeled better than DCS

1 Like

Oh they definitely know. It’s just that to make things accurate we’d need large computing power. Simulations of a plane’s physics take hours to perform, which wouldn’t be great for frame rate. So, as any game, it uses simplified physics, and, when it comes to complex systems such as a plane flying in subsonic and supersonic regimes. While for subsonic the approximations usually are pretty accurate, supersonic flow is quite a lot more complicated and many simplified model that to fail quite quickly above Mach 1.

Remember when planes physically could not reach Mach 1 a few years ago for example.
And the models usually are less accurate at high supersonic speed, or with non simple wing designs, like deltas

Not surprised. They arent even modeled even slightly in war thunder, its largely a bodged placeholder system that just using the thrust figures.

If they made any effort to actually model heat signatures in the game it would be so much better

you wouldnt need to run them in real time
what gaijin could do is to run those simulations to get accurate drag and lift curves and then implement the flightmodel like that

IR and Radar are modeled realy poorly in DCS
for example IRCCM is just a rng value
so every flare has a certain chance to decoy a missile

Radars just have certain values in which they can detect stuff
for example you are in HPRF which enables you to detect targets traveling towards you at 150km
as soon as a target fits those criteria it gets instantly picked up
(they didnt model the radar beam searching for targets)
means even mechanical radars behave more or less like ESA radars

1 Like

It’s not thaat simple.
Let’s say you have drag and lift. What do you do with that. Drag and lift at what angle. In which conditions, speed, temperature (which is one of the annoying thing with supersonic)… Simple example. For a nice 2D wing with a beautiful NACA profil (true for all 2D « infinie length »wings), you can get a very easy relation between lift at zero AOA and lift at any AOA ( 2pi(angle - 0_lift_angle) ). However, it’s only true for smaller AOA values, and only true for 2D wings. But what about delta wings ? Or how about the F4U with 2 dihedral angles ? What interaction to consider, with what, how about vortex generation, airframe deformation (especially under high g forces).
It’s far more complicated than a few simulation, plugging values here and there, and calling it a day.

Actually, AFAIK, the devs do use this type of standard models and work around them, but it’s very complex and everything impacts everything else, so you always end up with approximations bringing more and worse approximations until you get the rafale supersonic drag currently modeled to make it go as fast as it should in the time frame that it should

i know what you mean, but if you have the ability to make a simulation like that you could run multiple instaces at multiple speeds/aoa

well in a perfect world they would have the computaional power to simulate all that stuff
but we areent living in a perfect world tho, thats why it would alot more sense to take a jet and simulate it a 0° aoa and then incerement in steps of 5° all the way to 90° of aoa or something like that

i feel like there are already pretty powerful areodynamic simulations out there, for example:

in my opinion it would certainly be possible for gaijin to make such simulations, but that takes alot of time which means they couldnt keep up with their current update timeline or would need more ppl to make those simulations for the FM

This one turned out really good, I surprised myself. I hope you liked it.

2 Likes