The topspeed of the missile is 3672 km/h (1020 m/s ) with max overload between 50-60g. These are fixed values, stated in like 232342 sources. Also the effective combat range (40-50km horizontal, 20km alt).
Currently it can’t hit anything maneuvering above 15km and anything going linear above 25km. So it misses roughly 50% of its capability and I guess it would be fixed soon.
Im curious to know if high- to top-tier air spawns will be moved back so you are not immediately spawning within range of these new SPAA systems and immediately having to go defensive.
really doubt now both SLS and SLM have same speed numbers 710 and mach 2.25 and looks like it may be kept there was more hope when both missiles had maxmach 3
A swedish source. Devs have the habbit to accept these over everything else.
Its probably why they reduced SLS to just M2. I thought Iris T would be better. How does it look like with the air launched Iris? Also the G overload looks really low. Thrust vectoring and all these fins…and then just 40g. Other sources all claim 60g.
i know whats gonna happen
its still gonna die miserably to 38mt
and flares and chaff would be enough to dodge all of them missiles
dodging SLAMRAAM missiles is like dodging a normal 120
multi path and chaff
SLM would just be flares and multipath
same with AIO and etc
new spaa wouldnt help
they are even more vulnerable
and given gaijin modeling, on live i dont think they would be any better. UNLESS gaijin pull a “ykw just make CAS difficult to play” and they make them almost and impossible to dodge
Add on top that most maps are insanely small, just imagine 3 or 4 of these at any given time, it will be quite frankly unplayable. Ground as a whole needs to undergo massive changes before systems like these can operate at full efficiency. Maybe an entire new game mode for top tier would be the way to go, with new maps and objectives, etc, etc…
War Thunder’s IRIS-T SLM model critically underperforms real world specifications manufacturer data (Diehl Defence) confirms Mach 3+ capability at altitude requiring at least 250+ kN total impulse to achieve documented 40 km range and Ukrainian engagements: Intercepted Kh-47M2 Kinzhal (Mach 10 capable) at 20 km altitude implies SLM speed > Mach 3 The game’s current 148 kN·s impulse (18.8 kN boost + 5.4 kN sustain) is 60% deficient causing missile to not active even 30% of its capability like how it say it can engage up to 40km but in game can’t even do Mach 1 at 12km
Top Speed: Over Mach 3 (≈ 1020+ m/s at high altitudes)
Effective Range: Up to 40 km against air targets
Total Impulse Estimate:>250 kN·s, required to reach Mach 3+ and 40 km, consistent with a dual-stage boost/sustain propulsion system
Seeker:Imaging Infrared (IIR) with advanced ECCM, capable of high off-boresight targeting angles
Combat Proven: Intercepted a Kh-47M2 Kinzhal (Mach 10-capable) at ~20 km altitude in Ukraine, implying extremely high terminal speed and tracking performance
The Problem:
In-game missile has ~60% less total impulse than real-world estimates
Lacks the speed and energy to even reach 30% of its real range