Eurofighter Typhoon (UK versions) - Technical data and discussion (Part 2)

Nothing to do with ECRS Mk2, happens with all AESA radars.

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Ive not had any issues with the ECRS Mk2.

I feel that the radar interface is different, feels a lot more cluttered since the last major update (way more contacts that there use to be) and I cant figure what is different exactly. But maintaining a track on a target hasnt changed

perhaps you’re experiencing the famous radar position stuck syndrome?

Today I’ve been launching 120s in GRB. Usual TWS target switch + launch.
4 enemies and 1 ally in a nuke carrier.
As I’m doing it really fast to apply pressure I haven’t noticed that the last target my TWS has switched to was an allied nuke and I ripped 1 at him.
Thank god he was multipathing, but god damn, wth?
That’s a new feature or they broke IFF? Since my EF is german - it’s present at ECRS Mk1, so Iwonder what about ECRS Mk2?

Change your radar IFF mode it got reset.

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They want us to sling Brimstones like a low flying Su25. Its a wild wild west

Since the last major update, Cycle Target no longer ignores friendly aircraft. It now cycles through every contact detected by the radar.

Basically, the only way to avoid targeting friendlies is to remove them from the radar display. If you need to keep friendlies visible, you’ll have to check the IFF indication on the radar scope each time you cycle targets.

Is there a way of permanently changing it to enemy only? Trying to figure out if your in thr correct mode or not in the gr.4 is becoming rather tiresome.

Erm once you’ve changed it, it should stick.

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Is it normal for SPICE 250 to be doing little to no damage to ground targets?

I launched at 4 2S19’s in Nuclear Escalation and they all just “hit”.

I had similar against a BMP earlier in the round where it took 5 of them to finally kill it. As far as I could tell they were tracking fine but just not doing much else.

Ever since the introduction of GBU-53 the SPICE-250 share the same bugs: “Instant lock-on onto terrain without a chance to relock which happens not only third-person-view, but also in missile seeker view” and “wonky damage, sometimes being unable to even kill a Pz.III on a direct hit on the top”.
There seem to be general bugs in the shared code between those two. I already made a report a week ago but it still wasn’t looked at sady :(

Even with relock keybind? I never had this.

Usually I lock with space (after weapn selection) and can relock with “ALT + C”. In third person view, the moment you hit space it instantly locks onto terrain (usually the targeting point is also off from the center) while “ALT+C” does exactly nothing anymore. In missile seeker view this happens too but not consequently for whatever reason. HOSBO and AGM-65 still work as intended so only SPICE and GBU-53 are affected as far as I could test.

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I’ll test this, but if that’s the case that sucks.

This is what it looks like:

And the bug report in question:
https://community.gaijin.net/issues/p/warthunder/i/5RksgWKon0Kr

Note: I only hit space once but it instantly locks with its square and I can’t do anything except dropping the bomb to get out of this. The all the time active and undeactivateable TGP/IRST CCRP while tracking a target in TWS is another extremely anyoing bug as you can’t lock ground targets while following a TWS target without decoupling radar and IRST first. CCRP gets activated again the moment I follow a TWS target.

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Just thinking about it, Stratus RS should be a beast, Meteor is a relative small missile and has an absurd amount of ‘motor-on’ time, a longer and thicker missile could more than double this time, if we take AARGM-ER diameter for example, 292²/190² = 2,36; this only considering diameter, imagine a monster Ramjet missile that could accelerate for more than 200 seconds
shark-mind-blown-shark

closest thing to that currently is probably the kh-31pd and the asmp family, ramjets are crazy

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Bro just casually described the Meteor

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Can someone tell me why we still havent gotten increase Spice250 amounts? Is it for balancing? Last time i checked, F15E can carry 26 FnF weapons… Also why are we limited to 2 AGM-88C’s?

No clue, but I’d prefer 4x ALARM anyway

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