Eurofighter Typhoon (UK versions) - Technical data and discussion

Once again, welcome to the \textbf{Wanker Radar Experience}^{TM}. If I understand correctly, this is nothing that has not been in the game before, just that people were unaware of it, because only late Soviet radars had problems.

These are not ghost targets. In the game, TWS on first detection of a target finds its location, on the second detection it also finds its speed. So those are not ghost targets, those are just initial TWS tracks that have not yet been updated with the targets velocity vector.

Here, you first lock and break lock, this clears out your TWS screen. Then, the radar detects the targets, but those have only been detected once, so they do not yet have a velocity vector, which is why they are stationary. You the keep switching targets, which keeps moving the scan area and messes with the scan, not letting the radar spot the targets for the second time.

I have a theory that when a target gets too far from where the radar thinks it last was, the radar sometimes cannot update its location even if it scan over the target. I do not know to what extend this is true, or if it just a different issue that looks like it, but here is my old bug report on it:
https://community.gaijin.net/issues/p/warthunder/i/YCqxldyCZYa6

In your video on the bug report, you have a wide scan area that has a period of 4.3 seconds. Some of the targets have been picked up twice, so they have a velocity vector, some have been only once, so they appear stationary. Radars sometimes do not pick up / update a target even when they scan over it (could be the issue from the linked just above bug report). Couple the long scan time with the 8 seconds to clear targets, and you get stationary contacts that seem to be ghost targets.

Long story short, they are not ghost targets, they are just TWS contacts that have not been updated with a velocity vector. Although, I guess calling them ghost targets would not hurt if it helps fixing the issue.

Couple fixes I see:

  • Fix the issue with targets sometimes not being updated even when they are scanned
  • Increase scan speed / give modes with lower scan period
  • IF HISTORICAL: make TWS find both velocity and position on first detection
  • Increase the refresh time threshold for old contacts
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ah I was basically right, thanks

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Ye

Is it just me or have they increased the amount the wings rip in a turn. I just played a few matches and am ripping a lot.

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Did DASS identify flares like missiles? A Harrier that is scared of its own flares - hello :=)

Both the Harrier Gr7 and Typhoon should have MAWS that essentially uses PD radars to identify a missile heading for it and if its determined a threat, drop CMs.

In game, both are modeled to be UV MAWS which just trigger if they see a heat sig. (Harrier Gr7 literally just has the F-111As MAWS at the moment)

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It feels like they have. Most of my death in the Eurofighter have been due to the result of my wings snapping off.

Majority of mine also, pretty sure FM’s limit AoA in mouse aim to prevent that. Maybe they should refine it some more. @Gunjob I know you like ignoring me but is it worth a report?

How is this inappropriate? Quit false flagging posts it’s against the rules.

Have given the EF a good go in VR in sim. My experience has been extremely frustrating, even if I’ve been doing “alright”…

  • Killed several times by MICA-EMs with no RWR tone from the Rafale or the missile. Anyone else?
  • MAWS doesn’t always trigger from missiles either (including missiles from the rear hemisphere), where’s the blind spot supposed to be?
  • The radar is absolutely dogpoo in anything except the narrow scan mode: Ghost contacts (seriously, a 4-ship flight of bombers just appears and disappears at will), planes visible to the eye just not showing up until a second or third scan pass… etc etc, this has all been covered before.
  • The front HUD panel is very tricky to see, particularly when the HMD seems to be always active outside of a 1-degree straight-ahead window. The HMD is also drawn with very thick lines?

Then from my ignorance:

  • Does the EF not have a datalink like the Rafale, such that we could see friendlies even when they’re not actively scanned by our radar?
  • How does the gunsight work?
  • There’s no IFF in helmet-guided radar modes?
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It does not atm
https://community.gaijin.net/issues/p/warthunder/i/WYDSrC24X8sY

The FGR.4 Should defo have a data link (even though as far as I can see - the switch for it isnt modeled in the cockpit, though the volume controls for it are there (MIDS) - and the screen below the HUD says its not connected to a net lol)

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There are but they still can’t save you pulling a high G turn at mach 1.5 which is very easy to hit in the EFT, so its mostly players not being used to going that quickly and having that much pull.

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Zusammenfassung


how the hell are you managing that? do people actually use more than 103% thrust on the deck? I bring 15minutes and just non after burn on the deck or bring 25 minutes and do the same at altitude, no point in going above mach unless when launching 120s otherwise the time to notch is far too long.

Most of my wing rips have happened during dives, normally after the RWR/MAWS starts screaming at me. I’ve spent too much time in the Tornado/Gripen where the AB is either always on or not really an issue most of the time so there’s definitely some adjustment needed flying the Typhoon.

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On a seperate subject. When do you think the typhoon will get any fire and forget weaponry

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When we are defending against S400 or Patriots. /s

Honestly though. No idea, AASM and KH-38s are OP as hell at the moment and it’s really annoying that we don’t even get 6x FnF Brimstones.

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I’ve had a few times where I’ve pulled hard back on the stick and nothing and others where I’ve barely touched it and it breaks. I almost feel we’ve got a repeat of the tornado wing break issue where it can sometimes be a little random

I dont get their arguments for not giving it a fnf mode. Even if they make it up to adapt to gamplay such.as what they did with the martels on the buck. But newt we can do atm

Would not put these in the same category. Kh38 is incredibly fast, AASM is quite slow. Better than Brimstone and AGM65s definitely, but not on parity with 38. 20km longer range than 38, sure, but we still can’t target to the maximum range of kh38 so that part doesn’t really matter. Slower, smaller payload than 38. Speed is pretty important for the IR one to acquire the target on approach, as it is slow enough for the target to move out of the seeker’s fov. Laser one can be about as effective as the laser kh38 as long as you’re prepared to lase the target in terminal phase given target doesn’t have to sit still for seeker, so I will say that one’s a little skewiff.

Though I really am not sure how we got AASM without Brimstone being functionally FnF. You’d have the thought the French and English would end up with their competent air to ground munitions around the same time. Wonder if they think laser AASM == laser brimstone.