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.
Today I freed my keyboard’s “E” and “Q” button binds. Because in two days they would become “switch target” and “launch” binds respectively.
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…
So is mine. I used ctrl or shift + other keys to enlarge the inventory.
It’s a piano with the melody only we can enjoy, brother
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.
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
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:
- Assign a dedicated key to toggle between Automatic Radar Rotation and Manual Radar Control.
- 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.
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?
This is indeed a significant issue. Hopefully, the development team will address it in the upcoming live server update. However, the most critical problem currently plaguing the IRIS-T SLM is its radar’s inability to effectively guide missiles toward targets.
To tackle this core limitation, I’ve proposed a potential solution: a new radar AA control mechanic, as described above. This system would allow operators to manually stabilize and direct the radar beam instead of relying purely on automatic rotation – fundamentally resolving the TWS refresh bottleneck that cripples interception efficiency against agile threats like cruise missiles
Additionally, the energy wastage issue you mentioned is inherently challenging to resolve due to the IRIS-T’s vertical launch system (VLS) configuration.
However, this could be mitigated by optimizing its guidance logic – implementing methods like lead pursuit guidance combined with proportional navigation (PN), similar to air-to-air missiles.
Or just by going from vertical directly into the loft instead of getting horizontal before doing a steep turn up again. The loft would be dependent on the calculated interception point (distance and height of target). It currently behaves like the initial “vertical → horizontal” before the loft is a hardcoded flight path which is not adjustable and the “dynamic” flight envelope starts after that.
Did you… Just AI’d your thoughts for some reason?
There’s already such a function, it just doesn’t work on most vehicles in WT. Radar Search Mode IIRC.
sorry…english is not my mother tongue
Nah, no worries. Just was confused for a second whether I’m paranoid or schizophrenic.
Paranoid it is. Rightfully so.