Inaccuracies on BUK-M3 ADMS

And?

Its still pulling more sustained AOA and maintaining it rather than departing, its not out of control at all.

At no point in the video does the missile depart. It should have departed way earlier but we all know why thats not the case.

Spinning out of control is not pulling sustained AOA

It is in control and not departed, otherwise the missile would have begun tumbling, it was not tumbling, it is pulling sustained AOA.

You can see a missile departing in game with the very old implementation of the ASRAAM, it’s actual departure is vastly different from what is going on here.

Its not, its tumbling

It manages to accidentally regain control later on

It is not given the missile is not in the ground and is only rotating on a singular axis, namely the axis it is choosing to spin on, at no point during the entire video does it depart from this axis of movement, thus, it is not tumbling nor departed.

It was always in control due to it not departing nor leaving it’s axis of movement.

I would recommend actually watching the flight path of the missile and the trail the missile leaves behind, it is painfully obvious that this is controlled and just the PID of the missile wigging out like how the R-73 would wig out due to being launched at too low speed.

Only this community could claim that was controlled flight

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Well it did hit the intended target in the end, didn’t it.

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Looks like it picked up a bit of speed falling out of control, enough to stabilise it again

I almost want to say that you did not watch the video at all.

Ah yes, it picked up speed … while its pulling a 70+ G turn with a radius of only like 10 meters

No, while it was falling to the ground ~0:15 in the vid.

Falling out of control to the ground, random tumbling pointed the still burning rocket motor away from the ground, and it accelerated out of the tumble.

Similar to how you would recover a plane from flat-spins, nose down to pick up speed and stabilise again. But in this case, the out of control missile did it by accident

Also, since its moving so slowly as its tumbles, none of that was “70+ G’s”

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Ah yes the “falling” where it lost barely any altitude and continued to hook into the target.

It never lost altitude outside of it’s circle until it began it’s pursuit path.

And?

It did not accelerate out of it’s turn, the missile corrected itself and began a pursuit path, such is painfully obvious given you can even see the rocket exhaust move to compensate and re-engage.

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The missile mid turn notice the missile facing vertically and facing slightly left

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The missile begins arresting it’s turn by turning hard against the turn, note the missile facing right

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The turn is corrected, the missile is now facing right

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Missile begins pursuit path the missile is now facing left

By increasing your AOA to a point that you defeat the spin? Lmao

As far as I am aware, rolling against the spin to defeat it is widely considered a “suboptimal” spin recovery move.

Very no.

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Da yis, 3 sub 10 meter turns under burn in less than 1.5 seconds, that totally sounds like a normal amount of Gs to me.

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Still tumbling

No, to pick up speed and increase airflow over the control surfaces

It did not pick up speed during this turn in which it defeated the so called “spin” you have at play here.

By increasing it’s AOA into the spin and thus reducing it’s airflow over the effected control surfaces if it was in wing stall …

Also fun fact, this entire event lines up perfectly with the PID controller values within the 9M317MA’s files, with the second PID phase occurring right at 5 seconds of flight, right when the missile begins arresting it’s turn.

It has unfettered turn ability until 3 seconds when those PID values begin to reign in the missile, and at 5 seconds the nominal flight PID values arrive which perfectly explains the large variance in operation.

That would depend on whether the PID values are lerped for smooth transitions over the flight time, and not hard changes from one state to another

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They are hard changes.

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Aster’s for comparison.

That doesn’t mean anything, lerping would use those as keyframes

Not how its coded in game, just like the overload governor limits for missiles in game, the time values are binary, they are triggered or they are not.

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EG said overload governor for the Buk.

Said values used to be hardcoded for missiles in a different way but such has changed for most modern missiles added, and example of otherwise is the AIM-7C.

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As we are on topic, I find it funny Buk can do this

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War Thunder likely already uses lerping to smooth out engine performance from the keyframes in the configs

And for something like missile performance, you also want similar smoothing

You could probably get away without smoothing with a lot more keyframes, but with only 4, plus the 0,0 keyframe, not a lot to work with