In the current version of War Thunder, almost all IR missiles can be easily avoided by firing a few rockets without using countermeasures.Yes, the same applies to those equipped with highly advanced IIR seekers such as IRIST and AIM9X.Seekers normally detect and track infrared rays emitted by aircraft engines and aircraft themselves. Flares are designed to emit infrared rays with wavelengths close to those emitted by aircraft engines and aircraft themselves, but rockets do not. Therefore, it is impossible in principle for rockets to interfere with guidance systems more easily than flares.
I would like to know whether these are “specifications” that have been artificially adjusted or unintended behavior.
If they are unintended, I would like them to be corrected as soon as possible.It’s true that the recently implemented SAMs are extremely powerful, but that doesn’t mean there are no ways to deal with them other than rockets. If you act appropriately, it is possible to avoid them.
To be honest, I’m fed up with enemies who use rockets to simultaneously evade and attack, even when I launch a preemptive strike.
Please share your opinions.
Finally, this section was created using DeepL translation. Sorry if it’s hard to read. XD
Iirc IIR isn’t actually modelled in game, it’s just a very very high flare resistant normal ir, might be wrong though, saw it brought up about why DIRCM shouldn’t affect aim 9x/irist
i believe they’re a little bit more complicated than in game that but i also dont think theyre entirely true to life
DIRCM can affect them but they are much much less effective than against normal IR seekers
So what you are describing here is more modern seekers and more modern flares. Seekers called dual color or band, and spectral falres. Old seekers just went for whatever was hot, and flares were made to be hotter than engines. Then came dual color seekers, they operate on 2 different IR bands at the same time. objects at certain temperature emit different amount of energy in different ir bands, these seekers compared the differences, and rejected flares that way. We do not have that in game. Then came spectral flares, these flares are made to burn at the same temperature as the engine, in order to counted dual seekers. We do not have that in game.
What we have in game, is no matter the irl, is the oldest type of seeker, going for whats hot. What we have on top of that is 2 types of IRCCM, seeker shutoff and fov shrink. We do not have dual band or IIR, so these seekers just have both of these methods, so after launch their fov shrinks, and if they detect a flare they momentarly shut off their seeker, in order to not lock onto it. But rockets are not flares, so they easly go for them.
IR sigantures are not modeled in game. Instead the game uses the thrust number to dictate “heat signature” and the resultant ratio between the thrust and “flare” to dictate whether or not the missile is spoofed.
This is why aircraft like the Harrier are extremely hard aircraft to defend against an IR threat but an F-5 on full reheat is actually colder than an F-117.
This is a graphic put together by some dataminers that semi-explains how it all works
But to be honest… Its woefully inadequate and needs an overhaul