If AGM-88 is in the game, how does it lock radar target and shoot like an AIM-120?

AGM 88 is in the game? where?

I’d imagine it gets implimented in some way connected to the RWR screen, where you can select a specific emition source and fire it at it.

I think it may be in files tho

If it’s going to be rendered in third person I would imagine it would be some kind of transparent green (or whatever you have as your UI color) around the source of radiation. You could then fire your ARH missiles at those circles.

…please not another functionality that is implemented for third person view only, making it impossible to use in Sim.

= /

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Nope, not in the game.
It will be interesting to see how they will make it work.

Takes a few steps in DCS to get a good signal and to identify what tracks you.
But they will most likely make it a lot easier in WT i hope for they players sake.
SEAD is fun in DCS, it probably be fun smoking a SPAA with a long range anti-radar missile unless they use IRST.

I mean I assume it’s going to be rendered on the HMD as well. I don’t know how these systems work in real life.

Well, ARM’s are not only on HMD equipped aircraft, but in earlier forms should be implemented already for e.g. Buccaneers, Corsairs, and many more.

I think a similar way like selection of radar contact, but on the RWR display would make most sense and be easiest to implement…

I know they were used on Vietnam era stuff but I don’t know they work. It makes sense that they could be slaved to RWR as you say.

That comes with the AGM-88, and significantly reduces range, due to allowing for immediate maneuvers

In General There are Three methods (modes) that were used for the Shrike, A “Direct”, “Level” and “Lofted” mode. Some specific installations (e.g. on Late (WRCS equipt) F-4Es) also leverage, the onboard radar and / or LORAN (a GPS predecessor that uses a network of land based emitter stations) to permit the use of a primitive form of LAR checks & Semi-automatic mode selection to be performed prior to launch as it dictates pre & post launch maneuvers for target engagement.


For the Direct mode; The Shrike’s seeker itself is used to feed correction data into the Glideslope tabs / wings (reuses the ILS / ILCS circuits ) on the “Attitude Indicator” (“ADI”), Vertical correction commands are also duplicated on the AoA indexer lights for “Head up” use based on the detected emissions(intermittent if emitter is in “search” or steady if spotlighted (e.g. in track, or Alternate Long-range / sector-search)), the pilot then does their best to zero out alignment error by flying the the aircraft as indicated and proceeds to launch and the missile, it will then perform ballistic corrections to achieve intercept if it has the energy. Additionally there is no release interlock on the Shrike in Direct so manual lofting the missile can be performed based on heuristic rules or to a pre-planned release schedule to extend engagement range, which should be successful as long as the Field of Regard can find valid emissions when it intersects the target and allow the missile to complete the intercept.

The Lofted (CCRP) mode Is effectively equivalent to “Pre-planned” mode of later missiles the and generally follows generic CCRP launch procedures for attacking static targets, though it also causes the Shrike to perform a G-bias maneuver (pull G vertically for some preset time, to nose up) to increase range.

The Level mode is similar to Lofted, but does not include the G-bias.

A section of the following documentary goes over it’s use in combat, though as such only The Direct- mode is likely top be useful in War Thunder.

Some issues that specific to the Shrike include;

  • That it has a a very narrow Field of Regard (+/- 4 degrees) so the position of the Site needs to be known beforehand or otherwise cued onto the emitter though other means as it is not that useful as a search tool by itself.
  • Considering shortfalls of the initial seeker it could not cover a wide frequency band simultaneously and so AUR’s be selected prior to take-off in response to intel on expected threats and so may not be able to be used if the pop-up threat was not what was expected, this was later rectified with Broadband seekers (-9 & -10 subvariants).
  • It lacks any kind of memory circuit or INS system so needed the target to keep emitting though the terminal stage of flight to retain accuracy.
  • The Motors’ (-45A has a 8 km range, -45B has an 16km range) propellant contains aluminum for performance reasons and so leaves a very obvious smoke trail post launch and so telegraphs a launch and it’s vector so can easily be detected

The Standard ARM (AGM-78) introduced a Memory circuit, which allows for a position to be remembered so simply turning off the radar doesn’t defeat the missile, only decreases precision. Later AGM-88 variants include GPS (-88D) and eventually an Active Radar seeker (AGM-88E & later) to improve terminal effect, and some capability against Moving targets.

The Following topic contains a (now incomplete) list of systems and what they can detect in War Thunder.

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From what I understand the -88E or at least the ARRGM-ER can be fired entirely with GPS and go active like a Brimstone, which is why it was the basis for the SiAW system. But that’s more speculation than anything.

Great resources, thank you.

It’s referenced in the article I linked.

I can already see the teamkilling fom planes without iff

Spoiler, its not

The SSM-ARM ,RGM-66D (AGM-78D, “Standard ARM”) “was” present in the files for a short time, due to an error with the textures as the former was used by the PG-100 (USS Douglas), before it was replaced by the current and erroneous load of RIM-24As that it has at the moment for some reason even though said configuration never existed.