EldE 98: Missile Trolley

No?
“Complement” doesn’t mean “the same” (think complementary colors for example, color matching).

Isn’t 25km the maximum range?
Screenshot 2025-05-30 212441
(IRIS-T | Saab)

Isn’t it 9/12 km in DEV?
Screenshot 2025-05-30 212152

To be clear, i’m not saying that you are wrong, like at all, i’m just saying that your way of reading that sentence isn’t the only one and that it isn’t as cut and dry as you seem to think.

Edit:
Screenshot 2025-05-30 212751
(Same source as above)

“compatible” is just as vague though.

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Well, I can’t use the Elde 98 on dev server as trying to move it anywhere results in the linking bunching up and the 2 parts clipping colliders and getting stuck or floating into space.

Diehl states it’s the distance out to which the missile can succesfully engage targets.

“Complement” doesn’t mean “the same” (think complementary colors for example, color matching).

Correct, but it means they’re matching enough (based on the context of what the topic is about) that if there is any difference, it is effectively irrelevant

Secondly:

Maximum range of fighter type target capture in free space is estimated at 20 km.

Thats historical, the swedes figured put how to break the laws of physics with the EldE but couldn’t develop a missile with the same type of physics defying properties

I can’t even test how the missile performs given I can’t move the thing from spawn at all 😿

Not like it would help the missile has about as much reach as i do with a foot stool and halberd

This thing is unusable. Are these issues present on the windows client?

Spawns in clipped like this:

Moving around is all jittery and often ends up clipping together badly enough to start floating off (working on recording it). The aft segment is not in contact with the ground at all and generally flips over constantly. And this is prior to actually testing the missile’s usefulness itself. Even without it spawning in clipped, it starts to force itself into the ground moving forwards which causes it to break again, or kills the forward movement from the stated speed to 4km/h.

It seems they modeled it as a tank with uncontrollable trailer, instead of a 2 part vehicle with all 4 tracks powered and center pivot steering.

Also irl the steering cylinders are plenty powerful enough to steer without moving.

So in short, it’s just a lazily made pos.

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The “trailer” part is impossible to drive with though. It forces the nose of the vehicle into the ground, it seems they’ve basically made it unusable. The issue also appears to be impacting the Churchill Crocodile’s trailer to a lesser extent, when there was no fault previous.

This thing was a terrible addition, but it would be nice to be able to use the terrible addition even vaguely. At present, it cannot be driven by those of us playing from Australia from my brief testing.

Yeah i meant how it is irl.

The model ingame is not even close to how it should be.

Yeah, the issues with the model are present. But I’m speaking from an actual using it in game case. It cannot be used as it is impossible to drive anywhere with it.

I can drive it though.

Yeah, I’m sure if you’re not faced with 300ms+ it would be usable, there is a reason I wrote what I did. But as it stands, if they do not fix it, those of us who don’t have servers in the local region will quite plausibly not be able to use it. Even assuming the lower latency to the US.

There was a recent update to the DEV server (i just started it and had to download som things), there is no announcement yet but i got curious and tested the EldE 98. It feels way better to drive now (i have no idea if anything actually got changed though), there are still some things that might need fixing from what i can tell. I hope it’s also better for you :)

It is so much worse.

It only broke spectacularly on Berlin, now it is breaking on just about every map I test it on. I would bug report it, but they’ll probably just tell me I shouldn’t be playing from Australia and that they don’t give a damn.

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Lol, that’s actually a little bit funny, for me it handles so much better and the back doesn’t bounce around uncontrollably every other turn. It fells “smoother” if that makes sense.

Sad that it’s still bad for those with high ping :(

Out of curiosity, can you show me what the vehicle outline in the bottom left shows when you’re using it? I’ve yet to confirm it’s a connection issue (I am 99%) or a Linux client issue having dodgy interpretation of the colliders.

Also the missile still fails to connect with an aircraft closer than 6km. It really needs to be removed and replaced with the RBS 23. It cannot engage closing in targets, cannot destroy air to ground munitions, and cannot reliably target aircraft because of how you have to manipulate the radar and by the time you’ve done that, the aircraft is within the no engagement range or has already dropped weapons you can’t destroy. Nor can it engage targets at any longer ranges.

Example:

This is when it showed up on radar. Far too close for the missiles to engage, and this is the earliest it showed on radar. It really is substandard. Not to mention the highest pull the missile achieves fired against any target so far is 17g.

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Radar should be fixed soon tm. I think SLM got the report about targeting munitions made, but SLS would need a separate one.

Yay, the radar will be able to show me the planes I can’t engage because of a 17g overload. Joy.

Report on the issue of using it from Australia, don’t really think they’ll care.
https://community.gaijin.net/issues/p/warthunder/i/k3MAiszr7msr

Incredibly lazy report on intercepting munitions.
https://community.gaijin.net/issues/p/warthunder/i/jQCK7DvitWti

Feel free to do it better, but it is 0600 and I want to take a nap.