Another round of thinking:
What the hell public tests were even for?
Also look through the intakes from the front - you could see through the hull.
UPD. - This one was apparently fixed.
So I trialed H145M in GRB and it’s so much better at everything than UHT. Besides survivability. It’s faster to land, faster to gain altitude to ripple Spikes. It’s more responsive. Spike trajectory is so much better. More CMs for notching and stuff. Makes me think that UHTs engines are artificially nerfed, because there’s no way that a service vehicle would have such an abysmal climb. PARS are dogsh in comparasion with spikes.
But there are issues. The usual 0 coll dive land tactic immediately disintegrates your engines. Landing gear is pretty weak and breaking it almost kills you.
For now the only thing missing for it to be the goat is LDIRCM.
And fixed engines.
And AA missiles preferably.
And more and better ATGMS.
They are, same as the doors, but for some reason only in 1st person
For that we need IRL pics with it Mounted, so need to wait
That should have be fixed ASAP preferable allready 3 days ago…
Airbus says it could take some, but doesnt mentions which and how many, so uh yea…
Tbf, just gimme FZ275 with the FZ319 warhead :3
Funfact, on dev the engines and animation worked :3
Surely the animations will be fixed when we get the overhauled Model with the Missing Sensors Added :cope:
Issue of that:
The thing I enjoy the most is the ability to gain altitude without gaining take off speed first (UHT). Feels nice to have a real copter for once.
i want realism and when you have rocket pods there is a 50-50 chance to fell off

The moment russians will get their infamous “return to sender” ability.
Still funny that the Westland AW159 is 12.3 with 20x Marlet or 10x Martlet (8km range) and 4 Spike NLOS with 32km range, meanwhile the H145M with max 8 Spikes ER(8km range) at 12.7…
because 8 missiles has some chance of not getting intercepted. 4 slow ass ones does not
Whats with the 10 Martlets?
irrelevant. Its 10.3 BR helicopter they tagged funny missiles onto and raised its br
It’s 8 spikes with usual speed of arrival close to 40 seconds. There’s a chance that enemiy SPAA are braindead - that’s the only chance for them not to be intercepted.
Breaking news:
.20 has the engine correction in it, these arent the IRL numbers from what we know, but it will be atleast make it playable
Noticed the same. Its depressing how they treat German players. Ofc a civilian utility heli is 12.7 with just 8km range ATGMs. Spikes are also quite slow, unlike Pars on the other 12.7 heli.
PARS fly at Mach 0.9 or or close to 1100 km/h; 8 extremely slow Spikes at 12.7 is a total joke. The UHT is still the better choice because of the extra speed and missile count. The H145M might be better in maps with a lot of cover, Spikes at the very least loft now so it would be harder for a target to break LOS.
Meanwhile the Wildcat is 12.3 with 4 Spikes with near unlimited range and 10 supersonic maneuverable ATGMs that can also engage air targets so it can defend itself against head-ons. The favoritism for certain nations and vehicles is so damn blatant (it also has a radar too!)
Both the Wildcat and the H145M should have been 12.3.
I’d really like to know the mechanism/staff behind these decisions. Expecially GB seems to reall get alot stuff lately and this super ordnance at 12.3 fits the sceme as well. Germany has not even a community mod and seemingly absolutely no lobby.
Yea, so a couple of problems I’ve noticed:
1)Rotor doesn’t seem to have any kind of brake? Upon dumping the speed after a dive it spins up to 140% RPM (with 0 coll). That actually kills your engine on the spot, like immediately.
2)While lofting spikes sometimes go into cloud and lose a lock, lol.
3)Spikes sometimes lose a lock out of nowhere? Got a couple pretty close shots (3km±) and Spikes just decided to fly over the target.
Threats:
Avoiding everyone seems very possible beside the chinese trash spaa that they get as a free spawn. Aim-9x slingers and smswines. Sometimes very weird ARH missiles hit when they shouldn’t, but that’s on gaijin and their noodle code. A splash from, for example, buk - could actually kill you because you don’t have any armor.
Weird but cool thing:
Spikes lock on the target so much better than PARS, which kinda made me think about the lock-on mechanic. From comparing PARS and Spike I’ve made a conclusion that they allow (or not) you to lock onto something by drawing a path with missile logic applied and if it doesn’t meet any obstacles on the way (buildings, trees, dead tanks) - you’re allowed to lock on, if not - well you’re not. Due to a huge loft spikes can lock onto the target from an angle UHT couldn’t even dream of.
On unrelated note check out my paint job. I think it fits this heli neatly.
Spoiler

