Expanding The F/A-18C Armaments

doesnt JSOW-B have 24 IIR guided submunitions each?

They don’t use the 1000lb variant (also a wing kit for the 1000lb class Mk.80 series compatible warheads doesn’t exist only for the 500 & 2000lb options).

Also as we don’t know what the specific configuration the Quickstrike-ER Air Launched Mine (GBU-62(V)1/B & -64(V)1/B) actually takes. As far as is currently known the designation of the regular configuration of the JDAM-ER is unknown, though was provided to Ukraine via Presidential Drawdown, so does theoretically exist in inventory as a variant.

Terrifying, and relies on a mechanic hitherto unseen and one of the Big Ones they may never implement. Clusters and submunitions in general are on the level of Stealth or EW etc. I guess the closest ingame is starstreak? any better examples of submunitions? APFSDS?

The game engine can simulate it, but it may be a lag generator, and also it’s just a terrifying capability I don’t currently see them ever putting in GRB.

wouldnt it just be

  1. have JSOW-B glide to GPS point
  2. spawn in a bunch of the submunitions from the JSOW-B hitbox
  3. add some effects and maybe even pretty animations

Yes, but self targeting submunitions. It’s like telling 24 brimstones to hit a 10 digit grid and kill everything within. It’d be like adding HIMARS/M270 with ATACMS

Isn’t there some sort of flechette rockets on one of the SEPCAT-Jaguars?

Yes, it’s available on the French Jaguars and the Super Entard

https://old-wiki.warthunder.com/TBA_Multi-Dart_100_AB

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would be very silly funny.

if there is proof F-15E could use the JSOW double racks, would be even better.

imagine 4x JSOW B, 20x GBU-53, 4x AMRAAM loadout

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THERE’S A HOLE IN YOUR LEFT SPAWN (50% of the enemy team is gone)

anywho, GN fellas. 'luv hornet, 'ate unfinished wt planes, simple as

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I’ve got a source claiming that the F-14B(U) & -14D were JSOW compatible. But no proof that it went beyond software integration, which I don’t think it did.

The final step included incorporation of a new senes of advanced weapons such as Joint
Standoff Weapon (JSOW) and Joint Direct Attack Munition (JDAM) Again, the Navy
determined the Grumman proposal to be too expensive as a whole and restructured its F14 upgrade program to include only portions of the program, which they called Block I


In support of air-to-ground attack missions, the F-14D can employ unguided and
guided munitions Unguided weapons include Mk-80 series general-purpose bombs,
cluster munitions, mines, and airbome and Marine flares. Guided weapons include laser-guided bombs (LGB), and recently cleared MIL-STD-I760 interface class weapons,
including GBU-24E/B, JDAM and JSOW.

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Well what exactly do you think 15x CBU-105s (each contains ten BLU-108, which each ejects four skeets, so 40 submunitions per clusterbomb; so 600 EFPs per flyout) would do?

As an aside the Skeet’s geometry is similar to that of one TOW-2Bs dual warheads so expected penetration is approximately 95~110mm RHAe (in game uses flat 100mm). It’s also similar to the warhead in the 120mm XM943 STAFF Shell.

CBU-97

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AGM-84E SLAM but without the S part

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From the dev update today: dual mode GBU-24 was added to the F/A-18C Late, replacing the older GBU-24/B. According to datamines it should be the GBU-24E/B, so same warhead as the GBU-27, unlike the currently copy pasted EGBU-24B from the Tornado GR.4. First US aircraft to receive a DMLGB as of now as well, so that’s cool, took a little while though…

Spoiler

Additionally, seems that according to the datamines, a SEAD mode might be pretty close, some bomb targets have been added, additionally to the RWR changes and SAM assets from earlier datamines. I imagine that SLAM and CBUs/JSOW-A/B might make their debut there first. It would be the only place where they could be in an unrestricted implementation I imagine.

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The AGM-65s are already the KH-38 equivalent missile as well for the foreseeable future.

Booster Performance

Force Exerted:

  • KH-38MT: The booster exerts a force of 57,500 N.
  • AGM-65D: The booster exerts a force of 44,497 N.

Burn Time:

  • KH-38MT: The booster burns for 2 seconds.
  • AGM-65D: The booster burns for 0.5 seconds.

Raw Acceleration at Ignition:

  • KH-38MT: 110.58 m/s².
  • AGM-65D: 196.2 m/s².

Specific Impulse:

  • KH-38MT: 234.45 seconds.
  • AGM-65D: 184.61 seconds.

ΔV of Booster:

  • KH-38MT: 232.52 m/s.
  • AGM-65D: 100.86 m/s.

Sustainer Performance

Force Exerted:

  • KH-38MT: 25,875 N.
  • AGM-65D: 8,899 N.

Burn Time:

  • KH-38MT: 8 seconds.
  • AGM-65D: 3.5 seconds.

Specific Impulse:

  • KH-38MT: 175.84 seconds.
  • AGM-65D: 184.62 seconds.

ΔV of Sustainer:

  • KH-38MT: 508.53 m/s.
  • AGM-65D: 151.36 m/s.

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Don’t forget the larger wings of the Kh-38MT also make it glide much further, while the AGM-65 nearly falls out of the sky.

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Glad you agree with me that Kh-38s are superior to AGM-65s in a direct comparison.

In the context of ground battles though…
For now all that acceleration does is lower the chance of getting “frags stolen”.
I’ve intercepted all IR AGMs using ADATS on dev server, and Pantsir in live server.
I am not most players, I made it a desire to learn how to use all SACLOS guided missiles in the game.

@ashton
Which would matter if the maximum range of in-game missiles wasn’t 20km; so for now it doesn’t matter that the Kh-38 can glide 40km while AGM-65 can only go 23km.
No missile can be consistently launched from beyond 20km at this time.

So while Kh-38s are superior to AGM-65s [direct comparison], both are superior to SPAA ranges [being OP in ground battles].

Glide ratio is important since for a target at a constant range, one can be released at a lower energy (Speed or altitude) state and still make it to the target.

And with such a large difference there is a substantive difference in the level of exposure to a given threat that occurs, which is partially where it matters.

Since for example the pop up part of a generic release maneuver would only need to be half as high for the Kh-38 vs the AGM-65.

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False. The time it takes for a projectile to hit a target matters. If you don’t understand the implications of that, I don’t know what will.

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@HondaCivici
As I said, it matters IF you care about your frag getting “stolen” by a tank.
Since I don’t care it doesn’t matter, a dead tank is a dead tank whether I’m the one that caused it or not.

It’s funny how everyone is arguing against me all because I said Kh-38s are OP.
I don’t understand how stating a fact can cause this response; either agree with me that they’re OP or disagree without trying to do some weird attempted justification.

Edit:
Just because someone has used AGM-65s unimpeded by SPAA for 2 years doesn’t mean that a superior missile isn’t OP.
After all, I’ve been calling Kh-38 superior since its introduction.

Right now most on-paper stats aren’t in-game because the game has limitations: 20km range, hardkill APS systems, and SPAA that can intercept every IR AGM with the right skill set.
However, fragging the AGMs themselves, which you cannot frag an entire salvo of heading toward your allies, is not fragging the platform that will RTB and gain new missiles.
They will still be available for sorties until a fighter aircraft destroys them, or they make a mistake and get close.
And on top of all of that, ALL IR AGMs use the copy-pasted AGM-65D IR seeker at this time.

So with everything that is occurring right now, the standards are set to state that Kh-38s are the only OP missile, and until the point where those standards are in-game my previous statement is true: “All IR AGMs are OP in War Thunder.”

What made the SR-71 really good?


It’s totally not because you said:

AGM-65s are already the KH-38 equivalent missile as well for the foreseeable future.

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A nice reminder that @ashton agreed with everything I said in his original post about Kh-38s being OP and wanting AGM-84Es.
But you know… somehow I’m the bad guy for wanting AGM-84Es, and saying Kh-38s are OP…