Iris-t slm

I’ll add it

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It’s still wild to me how Gaijin is mostly ignoring the fact that the IRIS-T can’t properly intercept missiles and bombs, as it’s literally stated on the Bundeswehr site that it’s able to intercept short-range ballistic missiles and other kinds of guidet weaponry.

Heres the link to the site Ausrüstung und Technik: Das Luftverteidigungssystem IRIS-T SLM

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this is stated sometimes and is also included in early marketing material by diehl but it is unlikely to be a reliable thing.
No tests were conducted for these types of threats. if ““stuff”” hits the fan you could probably try but i wouldnt bet on it.

oh well…
https://community.gaijin.net/issues/p/warthunder/i/1eDgYYGXq3h9

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Isn’t this for the air-to-air version of the missile, not the one on the SAM’s?

for the SLS that is the exact same missile as the air-to-air variant.

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image-546
Even Saab states they are the same

(Guess which Missile the SLS fires, correct the Rb98)

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I’ve asked because I think there is a difference in the range, when a missile is fired at 5 000 m (for example) alt, from a plane flying at Mach 0.8-1.0 and the same missile, fired from ground level (0-200 m alt), from a stationary SAM site

There is quite a big difference actually.
But the report was not about the missile range but the lock-range of the seeker whose range should be independent of launch-height and speed.

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Today I freed my keyboard’s “E” and “Q” button binds. Because in two days they would become “switch target” and “launch” binds respectively.

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IF the update is in two days, hopefully it is :D

Did u not have binds for those for TWS in ARB anyway? I just used the same ones.

My bind list is a total mess. I mean I’m playing from 2013…

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So is mine. I used ctrl or shift + other keys to enlarge the inventory.

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It’s a piano with the melody only we can enjoy, brother

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vivid metaphor

I am really looking forward to the SLM. We will have to see how it actually plays in a full multiplayer session with the Multi-Vehicle system but today I had multiple instances where I had 3-4 helicopters and 2-3 planes up at the same time within like 6km and my poor FlaRakRad could only focus on one each getting me killed immediately.

I also hope they fix the issue with the IRIS-T SLM losing lock when firing while still in data-link reach.

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Once I obtain SLM, Flarakrad will immediately roll out of my top tier team, with only two shots allowed per round. This is really frustrating

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Concept for a New Radar AA Mechanic

After experiencing two test server iterations, players are now quite familiar with the performance of the IRIS-T SLM system. Although its missile performance received some buffs during the second test, its combat effectiveness, particularly in the anti-missile role, remains lackluster. The core issue lies in problems with War Thunder’s radar TWS (Track-While-Scan) mode and seeker mechanics. The 2-second refresh interval of the TWS scan significantly hampers its practical effectiveness.

To address this problem, I propose an idea: simply stop the IRIS-T’s radar dish from constantly rotating. If the radar could stop rotating upon detecting a target and instead slew its phased array face towards the target’s approximate direction, it could fully utilize its phased array beam steering capability. This would drastically improve interception efficiency.

Implementation within War Thunder:

  1. Assign a dedicated key to toggle between Automatic Radar Rotation and Manual Radar Control.
  2. Adapt the existing code from Air RB’s manual radar control/gimbal limit mechanic. This would allow players to manually adjust the radar’s azimuth and elevation direction, keeping it focused on the predicted threat axis.
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Along with fixing the loft and interception behavior… The current loft or flight course with vertical → horizontal → loft → steep dive (way too early) burns energy like there’s no tomorrow and the missile additionally flies a chase only instead of an interception course. The first phase (vertical → horizotanl) is done in the direction the target had the moment of launch instead of the calculated interception point while the following loft “corrects” that in a chase instead of interception manner, burning even more energy. Or got that changed/fixed in the latest dev server updates?

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