a 50km shot with those launch parametres will connect only if the target is coming straight at you
If the target keeps doing a constant whopping 1G turn, the missile will run out of energy completly and will never connect
You can test it yourself, just punch in the same parametres into the statshark missile FM calculator and you will arrive at the same result
once the missile descends into thicker air it starts deaccelerating rapidly and will become subsonic.
thats not accounting for multipath issues (since the angle during the terminal phase isnt that steep) and chaffing.
whatever hit youve landed at that range, it was luck, not a reliable launch parameter.
You are experiencing the same placebo effect you did back with the whole R-60+IRST thing.
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what do u want players to do at the start of the match?
what about 46km? can u test it, pls?
yeah i know how it works, i used it plenty of times to compare different missiles.
off-topic.
hard locking a target while above it makes it a very reliable lock due to what i have already explained about multipathing and locks.
it usually hits 75% of the time (or at least that was when Su-30SM2 arrived the first days).
maybe im lying and im just trying to save my ass from this, but this method worked for me for a long time.
hard-lock isn’t very hard to defeat
it doesn’t help datalink very much
soft-locking is ideal with things like AESA and PESA (MiGan mentions this in his last three aircraft reviews)
and ofc im so smart i don’t use TWS and soft-locks for my targets
depends what aircraft u’re fighting.
DL is usually useless at toptier, ARH dominates most of the time and does the job.
youre assuming they will keep coming directly at you, which is highly unlikely.
A) most players either go left or right, not directly from spawn to spawn.
B) most players will start defending once their RWR pops off with missile warning, going into notch.
im not saying that there are people who will fly straight into the shot but should we really account for zomber kills in air to air combat when they are no better than NPC?
same result.
added 120C-5 for comparison as well, it will time out as well.
A) hardlocking gives player warning about being engaged even before ARH goes pitbull
B) as far as i know, once missile goes pitbull, it ignores any DL input anyway
I wouldnt expect 120A/B launched at 9km/mach 1.30+ to hit multipathing target within 20km, let alone any further. I would need to see a proof to believe that.
…you do know DL+IOG is what the missiles flies on until it reaches 16km within a target, right?
and even after it pitbulls it can still rely on DL+IOG for more reliable hits
yes? but isn’t DL when u hard lock the target so the missile gets the position of the enemy plane in real time? it basically means u’re helping the missile go to the target by updating the position of the enemy, even when the missile loses the track by itself while still having the hard-lock of the ally’s radar.
Hardlocking isnt neccesary with TWS capable radar. I mean, it is called TRACK while scan.
so u basically just need to keep the radar’s scanning areas within the enemy’s location and DL automatically works?
i knew it worked like that but i usually don’t feel they get updates of the enemy’s position, maybe cuz im looking for enemies at different heights???
youre firing them into heavily saturated airspace with lot of chaff, fighters and missiles being thrown around.
hardlocking can help if you want to get a specific guy and you dont care about anything else and you eventually get close enough to fire off an IR missiles which, to my knowledge (which could be wrong), does actually require a hardlock for seeker slaving, but when it comes to ARHs, usually TWS does the same thing as hardlock does without losing on the situational awarness.
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it doesn’t require one, a YTber using the Su-34 and it’s new weaponry of 8 R-27ET proved it with the TWS (since Fullback doesn’t have HMD).
right, my bad on the IRs, they follow the same logic as ARHs.