GaAs is (significantly) lower noise and draws less power + generates less heat as a consequence. Means you can have more TRMs than a GaN-only radar (in theory) where the GaN modules can be used for things that need high power and don’t necessarily need to be super sensitive and the GaAs modules can be used for everything else.
Which also means less output (one tenth only) and therefore less range and not as good at ECM/ESM. The thing is that GaN has higher sensitivity and higher output. The only advantage that GaAs has is linearity which is good for signal quality. So a GaAs preamp for signaling and a GaN power amplifier would complement each other.
I’m not 100% sure if it will effect high-alt speed retention. The EFT’s design is kind of already made for high alt speed retention irl, particularly when comparing it to the Rafale, but it doesn’t really respond this way in game, likely because both the Rafale is overperforming and the EFT is most likely underperforming in both the high alt and high speed flight regime in general.
Specific advantages of AMK have been stated as increased lift, nose pointing ability, lateral instability at high AOA, flight range, speed, and roll rate, but STR was not specifically mentioned. No notable aerodynamic penalties were noted by the AMK engineer that gave the lecture.
This goes more into details:
Regarding this:
Here’s what I found on the subject last time this was discussed. Its actually not true to say the GaAS T/R modules is “worse in every parameter”.
Its allegedly to support the radars capability of simultaneous air to air/air to ground and EW functions, which kind of makes sense when you consider the advantages stated for GaAs are more specifically in EW capabilities.
This is completely wrong actually, though I understand why it would seem that way.

As an aside to this, @Gunjob I noticed something that sort of supports my theory on the ECRS Mk1 vs ECRS Mk0/2 FoR capabilities being the same, but Mk1’s brochure only stating FoR for max output, while Mk0 and Mk2 stating it for radar limits:
Also of note, the ECRS Mk0 and ECRS Mk2 dont use the same repositionner. ECRS Mk0 uses a swashplate system(antenna does not rotate), while Mk2 uses a single rotating joint (antenna does rotate), which supports what I said earlier of the repositionner tech itself being irrelevant to the FoR, since what matters is the angle of the antenna.
Not that this is going to matter for the game, the german EFT is just gonna forever be stuck being the worst… Maybe they’ll give us AMK on the German EFT to compensate for the missing PIRATE and lower FoR (copium)
Must be really good copium if you believe that ^^
Can I get some of that too?
Nah, I aint got any to share unfortunately. With how germany has been treated over the years, I’m just barely making it with what i have : ^)

What about adding mmW brimstones (LOBL fnf code, & not immune to smoke), up to 18 brimstones, but the more brimstones you carry increase the SP cost.
How would radar A2G ingame even work? Are you limited to GMTI so you can lock only targets your radar detected (while they move)? Can you point at a dot and the seeker locks onto whatever signature it detects there even if it’s just a tree for example?
@MythicPi or @Morvran may be better suited to answer your question. But from my experience, gmti doesn’t even work in game, it only registers ships.
I have the feeling the usage of radar A2G will be much more limited than for IR A2G as you are dependent on your radar (or your IRST if the missile is slaveable to that and can work with the data from it) to detect targets first and that it can only do if they’re moving (GMTI) as we’re not having SAR with image recognition ingame. So only moving targets could be aquired at all currently, limiting its usability (you couldn’t lock onto SAMs currently as they’re not moving most of the time).
It does work but only if the target is moving.
Makes sense, since I’m speaking from experience in test drive.
My guess for how MMW will work.
Pick a point and fire, it will scan a set area around that point, ID the targets and go for a random hostile target (knowing Gaijin, this will include dead targets too). Want to pick something specific, point a laser at the target until it goes active.
I don’t think we will see the first mode (select area with autonomous target aquisition) ingame sadly ^^
So yeah, most likely laser until mmW which would still make it inferior to IR missiles, except the seeker range would be comparable to current ARH missiles (>20 km).
I think they’ll go hybrid. Will have LOAL, but extremely small scan area, like 10x10m or something. So its little more effective than a decently sized GNSS bomb/cruise missile, unless you use the laser
So if you fire at a target on IOG and they dont move, it will hit
Hmm, that would be a way. Interesting in that aspect will be the seeker aquisition range.
Yep, knowing Gaijin, shortest possible range they can find evidence for
Ah, so the 1,5 km range xD
Read somewhere that the missile seeker has such a short range in LOBL mode because of too much clutter nearby (airframe, rails, etc.).
I just recently played this game. Over the course of 5 minutes & 40 seconds, a AH-64E fires a total of 72 IR missiles, destroying 18 vehicles. (as well as dropping an easy nuke at the end of the game)
How can this coexist with laser guided brimstones, because developers saying 18 fnf of them would be overpowered, when helicopters like the AH-64E can fire off 72 missiles in less than 6 mins???
Everything is balanced as it should be /s


