Improvements to War Thunder's missile and radar simulation

Can I get a link to that?

Yea, if only…

4 Likes

These were your reports that I was referring to earlier in the thread. They’ve all just been subjected to the bin of acknowledged report purgatory.

2 Likes

+1

1 Like

Can we also point out that a lot of aircraft are missing radar gun sights that otherwise would’ve realistically had them? I heard they “work in first person mode” and while they do shift. I have highly suspect trust in them actually working, and secondly, if they work in First person. Why not third? And based on the complexity of the system remove and adjust features based on what the radar could do. Kinda like what they did with RWR.

2 Likes

Fix the dang Type 91 missile on the Type 93 and all other manpads…

4 Likes

As a sim player:
If the radar gunsights work, then war thunder is the greatest simulation game ever created.

we both know its a lie.

also radar gunsights on arcade give you the lead marker for some reason.

1 Like

Quite a few jets do have functional gun sights in game. Tornado F3 and Tornado Gr1 are the 2 i know first hand that actually have fully functional radar gun sights. Having used both to great effect in SB, though against not evading targets.

I know a few jets are still missing theirs. Like the Sea Harrier FRS1 but hopefully that will come with its finisher cockpit

They use to be a thing in ARB but were removed for balancing reasons. Back then only a small handful had them so was a major imbalance between those with it and those without so it was disabled. Could be re added at top tier i suppose as most would now have it. Though not all

1 Like

Isn’t EEGS already implemented in 3rd person and HUD for supported aircraft?

1 Like

I think so, but its disabled in ARB at least. I think its fully functional in AB gamemodes. It works much like the aiming sight for Radar guided SPAA

1 Like

Its already extremely easy to dodge missiles like the aim7f-m/skyflash, just notch or fly close to the ground to be 100% safe. My f16C constantly breaks lock on targets flying right at me for no reason at all, the last thing radar missiles need is yet another nerf.

Matches need 6v6 and spread out objectives and spawns to encourage more realistic air combat, not more nerfs to radar missles so its even easier to fly on the deck and spam heatseekers like a headless chicken.

3 Likes

“radar missiles are currently overperforming ingame”
Are we playing the same game? all you have to do is fly against the ground and you are 100% safe, so everyone does that and we get 32 planes in some stupid ww1 style furball on the deck. The gameplay is so braindead and you want to make it worse? xD

Even if you fly at altitude, all you have to do is turn 90 degrees the second you get a launch warning and you are safe, what about that is “overperforming”?

2 Likes

Thus right here is exactly why Multipath Propagation woudl save air RB. With radar missiles severely nerfed below 3000m, jets won’t be forced into flying on the deck, and those who actually want to BVR fight would rather climb as high as possible.

Would also be nice of Gaijin to model radar altitudal signal strength, so you actually need to climb to pick up targets from far distances.

2 Likes

I promise you that your PD missiles are more than effective even in their current state, and that you probably have around a 2 K/D in all of your PD capable planes. Complaining that

as if it’s a valid problem is comical. What’s the next complaint? Players that angle their tanks are abusing angling? Are people just not supposed to notch and die for free? Fly at high altitude to be an easy kill? Hugging the ground to trash missiles and reduce radar detection is a method used in real life.

The fact that PD missiles are so effective causing players to have to hug the ground proves the exact point that radar missiles are currently massively oppressive. You don’t even have to fire the missile to influence the opposing player, they are already forced out of medium and higher altitudes.

This I agree with 100%, the player density and missile density is absolutely insane at the moment. There needs to be a way to guide players out of congregating at the exact midway point between the two airfields, because the only difference larger maps make right now, is how long it takes for players to crash into a furball in the center.

Doesn’t even need to be an IR missile. The average player dumpsters their munitions regardless of type, as seen by F-14 players who carry and launch 6 AIM-54s, or MiG-23 pilots who spam R-60s at you from the rear despite your obvious awareness of their presence, or F-4J/S pilots who fire rear-aspect AIM-7s at you despite low altitude.

That’s exactly how that works in real-life. You described what a pilot should do in real life if they were at altitude and received a missile launch warning. What’s the problem with that? It’s under-powered if you launch a missile and force someone to take evasive action?

2 Likes

Nah, I highly doubt that will stop people flying on the deck. If you really want to make radar missiles as realistic as possible, then the red diamond needs to be removed from missiles, random engine failures need to be added to all planes, guns should jam for no reason at all and so on. But this game isnt realistic, its supposed to be a balance, and making radar missiles even worse than they already are is a terrible idea balance wise. Look at the planes that rely on missiles like the Tornado, that plane is already pain to fly, if the radar missiles were useless like you are suggesting they should be, that plane flat out just wouldnt get any kills, unless you expect everyone to get kills with the single 27mm mauser mounted on a plane that handles like an airbus?

2 Likes

" You described what a pilot should do in real life if they were at altitude and received a missile launch warning. What’s the problem with that?"

I never said that was a problem, I used it as an example of how radar missiles are already easy to avoid without nerfing them, you are the one who claims there is a problem…

“as if it’s a valid problem is comical”
Not saying this is a problem, you are the one claiming the easy to avoid missiles are overperforming, quite how you keep dying to these is beyond me. and Phoenixes? I dont think I’ve ever even been killed by a phoenix.

“you probably have around a 2 K/D in all of your PD capable planes”
3.5 in most 10.0+ planes regardless of pd, strangely 4.0 in my F5 variants. Most of my radar missile kills come from people who are AFK or visibly stupid and bad at the game. R27ER’s are better though, still easy to avoid if you arent braindead, so im not sure why you are complaining about them.

2 Likes

I’ve managed to find a paper from the DoD’s Defence Science and technology Organisation about the effect of multipath propagation on SARH missiles, and they certainly do not draw the same conclusions as you:

The paper was specifically looking at targets flying at Altitudes of 5 m, 15 m, and 30 m. So you cannot get much lower than that.

5 Likes

https://community.gaijin.net/issues/p/warthunder/i/BZtiBBaH7uwL

hopefully this pulls through

1 Like

I like that you can’t even address anything discussed other than attempting to insinuate that I “keep dying” to SARH missiles. I’m not one of those “genius” F-4S pilots that have a 0.5 K/D. Maybe try to form a productive discussion rather than attempt to take a slight at me.

The issue with SARH at the moment stems from the fact that it’s easy to dodge one or even two SARH, but you get completely rippled fired from multiple angles due to the 16v16 change.

You manage to maintain over a 3.5 K/D which is very good. However, it used to be 30% of the enemy team a game, but now is only about 22%, due to the stupid change to 16v16. Meanwhile the average player has a K/D below one. This means you’re subject to about a dozen players that your very average teammates are supposed to deal with. If you keep in mind the fact that the average player is infact

which, as a long term player, I’m sure you would agree (2-3 people dying to a Phoenix somehow in the first 2-3 minutes of the game, someone crashing on take off, someone trying to chaff a PD locking in a straight line, people who don’t cut burners and flare in a straight line, etc).

This effectively means that even good players like you are arbitrarily vulnerable to SARH spam. Combined with the fact that the notch angle on the radars of 12.0/12.3 jets is significantly less than those below it, getting locked up from multiple angles is super common since even the “braindead” players you talk about can figure out how to launch a sparrow. You talk about how

but it’s hard to be balanced and fun when even terrible players can get rewarded for mindlessly holding a lock on you. This isn’t even adding in the additional spam of missiles you’re likely to take from IRCCM missiles at top tier. And keep in mind, most good players know you can mitigate the existing multipath implementation by forcing a more top down approach rather than an altitude equal shot anyways. If they reduce the player count (which they won’t due to “queue times”), then it would be balanced to have such low altitude SARH missiles since you could actively work to defend against that rather than getting shot at by some third party.

1 Like

Would you happen to have one for a test performed over land? The smooth sea calculation they have uses the sea dielectric constant. I would imagine the values would be different over land. I’m curious how large of a difference there would be since they found that difference in target height and apparent height could deviate up to 30% right before impact.

1 Like