So in only my second game I encounter this… A* for effort for this guy, he was dead either way
But its fair to say… the flight model is infact very, very silly
So in only my second game I encounter this… A* for effort for this guy, he was dead either way
But its fair to say… the flight model is infact very, very silly
Do you think we might convince the snail to add SPEAR 3 - Wikipedia to be the fire and forget weapon in its ir mode only???
first of all do you have a source confirmining it is an IR seeker implemented besides wikipedia?
only thing i am finding right now points to multisolution which could just be liike brimstone
Besides that you might wanna look into HOSBO, actual electro optical guided glide bomb
Honestly i just seached “cool air to ground weapons”
yea i noticed some oddities too but compared to the more obvious AI ones i saw this one slipped under my radar, that’s quite embarrassing mb. I did notice those missiles were mounted on the countermeasure dispensers but figured it might be a testbed of some sort (looked like the missiles wouldn’t be blocked when the gear was raised)
pretty sure the SPEAR just has a Brimstone seeker, so mmW and SAL
SPEAR (capability 3 at least) should have a Tri-Mode-Seeker like the SDB-II (GBU-53) and use SAL, mmW RF and IR. Sources on this however are scarce and most can’t even be called “Sources”.
Additionally the warhead weight isn’t public so it can’t even be implemented in game and a range of 140 km (as it’s effectively a mini-cruise-missile with a turbojet engine) is extreme for in-game purposes.
It’s confusing, but SPEAR is the UK’s current precision weapon pronouncement programme, “Select Precision Effects At Range”. The SPEAR 3 Missile is a programme to fulfil the 3rd requirement in the SPEAR programme, which is broken into 5 parts,
in conclusion they really need to rename SPEAR 3 (the missile)
The entire gimmick of spear 3 is that it’s supposed to be Brimstone parts mixed with MBDA’s Smart glider bomb parts, so as of right now it’s unlikely that it has a IR seaker, maybe later models. Although it’s all just hearsay as nothing has been released.
https://mbdainc.com/products/spear/
Innovative multi-mode sensor seeker for increased selectivity in complex scenarios
- High-resolution Millimeter Wave radar
- Semi-Active Laser
No mention of infrared. IIRC it’s now called “multi-mode” rather than “dual-mode” like it was initially on Brimstone because the radar seeker has both passive and active modes.
In theory, all radar scanning sectors in the game should be working/playable.
I decided to try all the top-tier radars available to me and see how their TWS works at the maximum scanning sector. I will time the time it takes for the radar beam to leave the upper left corner, end up in the lower right and return to the upper left. Imagine that there is a contact there that is tracking a target being fired at by a Fox-3, but at the same time you are scanning the rest of the battlefield with a radar.
As far as I remember, in our game the contact “life” time is 8 seconds.
AN/AWG-9 80deg 4 bars. ~4s
Н001ВЭП 50deg 4 bars. ~7.2s
AI.24 Foxhunter 60deg 3 bars. ~3s (or 6 if keep in mind bugged speed)
Capror-M/PS-05/Blue Vixen 140deg 2 bars. ~8.6s
KLJ-7 120deg 1 bar ~3.6
RDY 120deg 1 bar. ~2.5s
Of those radars that have/need TWS mode, only Captor has an unusable mode. And this is one of the fastest radars. No, I don’t know the exact figure, but I estimated the minimum scanning speed based on what I read on the Internet and elsewhere and on the fact that the contact “lives” for 8 seconds. And this figure is not even close to what we have.
Even the slow N001, about which I have heard only bad things, does not have a mode in which the radar will not have time to scan the entire area and return to the contact it is tracking.
Depends on the radar. Some are 12 seconds (ex: N001), some are 8 seconds (ex: APG-66v3), some are 4 seconds (ex: V004, RBE2), some are 5 seconds (AI.24W), and probably others that I don’t know about.