Mikoyan-Gurevich MiG-23 'FLOGGER' - History, Design, Performance & Dissection

Mig 23 rwr historically could not detect pd locks gaijin buffed it so it could cause sim players complained

Being historically accurate is fine but it should not come at cost of balance this is a game

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it dosent matter on the SPO-10 because it dosent even have IFF

and they did the exact same for the F-14A btw

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F14A is a mess doesnt have half the features it should

that is completly irrelevant

Mig-23 is missing half of its HUD
and the radar is an absolute mess

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I think it was also for spo-15

no it wasnt because the Spo-15 can detect PD radars normally and even identfies them

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This is also irrelavent

no it isnt because this is the Mig-23 thread and not the F-14 one

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You brought up the f14A

as an example

to show that the Spo-10 didnt recieve special treatment

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and ? it was done for balance reasons as mig 23 was getting domed by AIM-54 it couldnt detect and they should do that for mig 23 J band as its op to fire a R24R that no can detect 5-6 miles away on the best 11.7

I assume that you play air RB.

Once the big live server bugs are all taken care of I should forward some of those since they seem to have been forgotten/lost in the sauce. Most of these would be easy fixes so it kind of sucks that they arent fixed yet
PlsFix

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a bug report on the bugged IRST UI not specific to the Mig-23 but also affecting it
https://community.gaijin.net/issues/p/warthunder/i/wSjs2PWk3WOW

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It looks like the MiG-23 greatly overperforms in terms of alpha capability. The FM is modelled around the known instrumental alpha numbers written in the flight manuals, however it doesn’t take into account that instrumental alpha isn’t close to the true one due to AoA sensor being influenced by local air flow.

A true alpha can be counted with the help of this formula

wOzYcBmpSSBjyngXrI42eynz_247VM_pD0Nkqu4r59LcgaMCwcvc4Z7lHrRv1Mx4ATUdAZI18_P3lzjcwKhSUKdm

That comes is from the 23ML flight manual.

Here are 2 in-game screenshots, one from the in a virtual cockpit shows the real AoA , on the other one you can see the AoA gauge.


The screenshots were taken at the same-ish time, so the difference between the AoA should be minimal

Now, according to the lift vector ball, we can see that the AoA is around 7-8 degrees. And indeed it is, the cockpit shows the same number. But, as it was mentioned earlier, the AoA gauge should show the local AoA, so, if we use the formula we’ll see that it should show 2x7 - 5.5 = 8,5 (or 2x8-5.5 = 10,5) degrees.

With that in mind we’re slowly getting to the problem of the AoA overperformance.
Here I used my joystick in a free flight to max-out the performance with dampening on.


As you can see, the AoA shows 24 degrees which would be reasonable… If that was the local AoA number. Using the formula we’ll get 2x24 - 5,5 = 42,5 degrees of local AoA while the aircraft is limited to 24-ish (IIRC) by its flight control system when the wings aren’t fully swept back

Now let’s count the real max AoA from the max allowed local one (24 degrees)
(24+5,5)/2 = 14,75 degrees. Let’s make it 15 for the sake of simplicity

So, in the game we have 24 degrees of AoA while the jet should be limited to 15-ish

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BTW, some info just to think about. The aircraft stalls at around 30 degrees AoA (dampening off).

Same problem. 30 degrees of true AoA is supposed to be 54,5 of the gauge one.

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that is not AoA
that is your elevation

you missunderstand how AoA works

Since I placed my lift vector onto the horizon line, that is both my AoA and my elevation

no neccessarily because AoA is the difference in the air hitting your plane and where your nose is pointing
and dosent have anything to do with your direction of travel neccessarily

just make it easier for yourself to get accurate values by using WTRTI

Flight Path Vector shows exactly where your aircraft is flying to. Guess what you can easily calculate if you place it onto the horizon line (since there is also indication of where your nose is pointed and angle gauges)? Right, AoA