Stealth technology only worked for 20 years because, across the vast expanse of the world, enemies had far inferior radars that were incapable of actually detecting stealth aircraft, but today these characteristics have simply disappeared enemies now operate either high-power PESA or AESA radars, IRST sensors, and missiles with AESA seekers, so the real game-changer is electronic warfare and ECM
If I didn’t do what they told me - then I’d have been eating missiles left and right in Nuclear Thunder, and I wasn’t. And there are times it works in Arcade - and then times it doesn’t cause Arcade is weird, same way I can literally lose lock on a plane I’m targeting, not have anything locked cause I see the missile missed and cut it, but my SARH AIM-7F decides to smash in to some guy that was behind him I never even saw or locked.
First off - yes, they are. They still ‘see’ it, they are just better at filtering it out - better, but not perfect. The whole point of ‘notching’ is to basically look like the same non-moving ground clutter, and ‘multi-pathing’ at low altitude messes with it too with the ground clutter right below the aircraft helping create a ‘ghost’ return’.
Secondly - even if you want to refute that, not every plane in this game is using the newest radars and modern Fox-3’s, there is a reason those with the F-4J and F-4S were using those over the F-4E because they had radars better at filtering out the ground clutter.
Pretty much every game I have ever played has had a tutorial for what would be considered basic or general mechanics and gameplay. ‘How to dodge the missiles we just added with new mechanics’ falls under that. Literally in Game and Simulation Design 101 that either your game needs a rules thing and all to show players how to set up and play - typically for non-video games, and for video games while in the old days the booklet might have some instructions for basic controls others needed some level of tutorial be it a level, a mini thing as you get them, etc - like the meme spawning training in the OG CoD:MW games of ‘switching to your pistol is faster than reloading’ - that whole bit is a tutorial for players. Much like this game recently started adding some more tutorial type stuff with the ‘test’ for armaments to make sure players actually understand what controls and how to use them - without having to go to reddit, youtube, the forums, or anywhere outside the game because they generally shouldn’t have to - and not everyone learns from reading or watching some learn by doing.
If the tutorial is in game and they refuse to learn - that is on them.
And once again - in Realistic Battle settings, yes, that works all the time. It does not work in Arcade all the time, not just from me knowing I’ve turned 90 degrees and doubled back without changing angle incase it’s one that goes where it last saw you heading or change the altitude - but literally watching other players, that I know know what their doing, eat a missile I fire at them despite notching with CM and all that. Either something in the mechanics is different in Arcade, or something is broken in Arcade - hard to tell which.
I’d like to start by thanking you for the respectful tone of the text, which is rare when it comes to these topics.
However, as for arcade games, I can’t really say anything because I don’t actually play them; I think they’re awful and that you don’t learn anything from them.
It depends on the radar, but with pulse Doppler all aspect radars, ground clutter literally disappears and you can see it on the in-game HUD. However, you do suffer from multipatch when enemy flying low, which I believe is more complicated in the arcade mode, as you spawn in the air 20 km away from the enemy.
War Thunder has it, but it’s awful, the community-made ones aren’t any better
I’m not really sure what to make of it, but I reckon it’s simply that the map is so small you need more than 90°, but if you want, I can recommend some really comprehensive tutorial videos.
? It is just as effective, you’re just not actually doing it properly.

Wait until the Hellenic F-16s end up in Israel. I guess then you got more variants under the hood of Israel than anything else
have a different radar and electronics
What a shame. While the RNLAF’s F-16AMs were equipped with APG-66(V)2 and HMD mode, but Belgian F-16AMs still do not have the same avionics.
https://community.gaijin.net/issues/p/warthunder/i/zrbmyXdK5V7b
https://community.gaijin.net/issues/p/warthunder/i/KnIyNirQXpAX
Has there been any progress on these two reports? I don’t understand why they’ve been left unattended for so long.

autopilot changes are almost meaningless when the aster 30 has 1/4 the effective range of the buk m3 on the other team. while youre at it, this isnt just an issue for the SAMP/T either. almost all top tier AA’s suck against missile sized fast moving targets, with again, exclusion of the buk
autopilot changes are almost meaningless when the aster 30 has 1/4 the effective range of the buk m3 on the other team.
Mind you, there’s accepted reports for Aster-30 to even outperform Buk-M3, but they’re just letting it sit there:
[DEV] Aster 30 Incorrect Range // Gaijin.net // Issues
Aster-30 missile does not meet required scenario // Gaijin.net // Issues
[DEV] Aster 30 Terminal Dart Incorrect Overload // Gaijin.net // Issues
[DEV] Aster 30 Incorrect Time to Kill/Travel // Gaijin.net // Issues
[DEV] Aster 30 First Stage Booster Modelled Incorrectly // Gaijin.net // Issues
i mean i believe the buk can maintain more speed up until its own range if the correct flight behavior was implemented but the aster-30 should not lack far behind, and it should outrange the buk.
though this is an issue across warthunder where we are now getting to the age a lot of missiles just rely on super efficient flight paths and long battery lives but gaijin almost always forgets about the former
i mean i believe the buk can maintain more speed up until its own range
I don’t see how that’s possible, the Aster-30 is underperforming so much to the point that it should have a kinetic 150km range rather than the kinetic 90km range it currently has according to an accepted report, it just currently has the drag of a washing machine.
@Smin1080p_WT Sorry if this is a little off topic from the current talk, is there an update on the chance/possibility the Challenger 2 OES will see the addon of the ERA being able to be taken off like the addons on the Dorchester and 2E?
Can we revert this for balance reasons before it’s too late?
To be honest, it’s absolutely ridiculous. Instead of canceling this feature for balance and fair play, the developer is just postponing it.

the day you look at the config drag values is the day you lose faith
It’s just me comparing it to the Derby-ER in test shots where the Aster-30 does well initially but then gets taken over by other missiles that keep their speeds.
comparing to derby er is a bit unfair due to it being dual pulse or whatever the correct term for that shit is at this point. itll have mach 2 terminal velocity on most of its ranges regardless of how far away it is.
i think comparing to the pantsir comes a little closer despite it missing a second stage booster. why is it that that dart is allowed to maintain so much more speed than the aster 30’s “dart”?
I don’t understand how anyone who knows literally anything about this game looks at this and thinks it’s a good addition to the game…
I would refuse to play this BR bracket. Thats nonsense.
Yeah I dont understand why gaijin is postponing this instead of listening to the playerbase that wants this cancelled.
My fear about this game was always this, that the day we get too advanced missiles, that is the day this game starts to die, and I think we already have too advanced ones. Especially for air to ground.
who tf saw this and thought it was a good idea to aprove it?