May it's time to talk about ARH missile multipath?

Getting rid of multipathing limits everyone to the most boring kind of air to air combat, bvr.

Though that might be what you’re into, removing dogfighting from top tier isn’t all that appealing to everyone.

This will also massively effect planes with less countermeasures, where as right now you don’t actually need to bring chaff so planes that only have 60 countermeasures can survive you will be forced to bring chaff and will be at a huge disadvantage.

Basically multipathing keeps more planes relevant and opens up more gameplay options cause without it the whole gameplay loop is just shoot missile run away repeat.

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yes, and vary by a lot.
Like the inverse monopulse seekers later FOX 1 missiles have did the first big step to make multipathing better (bc of the polarisation of the radar pulse), and Fox 3 missiles, esp more modern ones do even more.
So it should get better the newer the missile, basically

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it should be very challenging especially with the coming AIM-120 C5.

trees need to start affecting RALT otherwise its impossible to defend yourself on a lot of maps

trees need to affect radar, and that’s to complicated for the mmo-side of War Thunder.
Apparently just like RCS and Hitboxes changing, when changing the wing sweep

Radar alt shouldn’t be that relevant of the trees, bc it’s a radar cone going down and then you use software to do stuff, like make it a more gradual change.

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We need stock chaff if MP is to be reduced or made realistic on a missile-to-missile basis. It’s already possible to counteract MP when firing from above or by self-lofting your missiles when firing from co-alt.

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I prefer this game to stick to realism instead of giving it arcade no-multipath.
I can agree that the arcade game mode shouldn’t have multipath though.

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it does matter a lot when theres 50m tall trees everywhere on varying height terrain, you cant stay at mpath altitude without crashing.

even if a body of trees just acted as a block of ground for RALT it would make the more accurate propagation for some missiles much more tolerable to improve gameplay

The problem with multipath isn’t that the phenomenon is fake, it’s that its ridiculously exaggerated to be a crutch for bad players. Then again notching is also exaggerated as hell. With most of the top tier radar sets you shouldn’t be able to notch them within 20km due to the RCS of the vehicles in game being too high.

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It could still be reduced heavily.

Skyflash for example had a minimum engagement altitude of 33m. Not 60m and that not due to Multipathing but prox fuse issues

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Yes but sadly gaijin has other stuff to do than actually moddeling thing properly

It would not be hard to change a 60 to a 40

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Good. Incite change.

Yeah maybe itbis possible to negociate a minor change

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Semantics Semantics… You know what he meant.

Of course we all know its real, but multipathing is HEAVILY exagerated in WT, especially on modern radars. Multipathing would work from potentially single digit m distances, not 60.

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Not with the seekers we have in game though, flying low wont spoof an AIM 120B
Even Skyflash with it’s inverse mono pulse seeker head could hit a target flying lower than 100ft

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unwelcome for base bombers

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Maybe you need to understand the progress of human electronic technology in the digital age. As early as 1982, the impact of multipath on AIM-7M has been basically eliminated. Because of this, I specifically pointed out that I want to talk about ARH missiles, and SARH will be another topic.

Modern ARH missiles in the game now have filtering technology that can filter out the impact of multipath. In fact, the ground air defense system in the game has implemented multipath filtering technology. Even if the aircraft flies close to the ground, it will not affect your use of ground radar to lock and attack it.

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I agree that the stock chaff is necessary, but in the current game, the thin chaff is not very important. You can easily get rid of the FOX3 lock by flying 3 9.

I think if you are going to be hit by an AIM-54, the player who is hit should check if there is skill issue.

AIM-54 can get rid of the lock as long as you are willing to turn in a circle. You don’t even need to take any other actions, just do a 360-degree rotation in place when your RWR is ringing.

It goes a step further, you can easily get rid of the AIM-54 at the last moment through maneuvers. I don’t understand why every time someone talks about it, there are always people saying that AIM-54 is very strong?

The fact is that the gameplay of taking off and sending spam does not pose any threat to any serious game player.

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Do you really think that the gameplay of most players flying low to the left at spawn and then forming a huge fur ball in the center of the map is attractive?

After FOX3 was launched, the fur ball problem was indeed temporarily alleviated, but as the community gradually learned how to deal with FOX3, the current situation is actually just a bigger fur ball than before, a huge fur ball with a diameter of about 20 kilometers, and most of the kills in a game will also be obtained in this fur ball. How is this different from the previous SARH FOX1 120m multipath altitude play style?

At present, aerial RB will not get any tactical beyond visual range, let alone technical 39 duels. Is this what you call attractive?

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