Guy’s literally just listing the missile’s max potential in an irl scenario at higher altitude, why are you being so passive agressive here. Also it’s confirmed that the missile is too slow/draggy, it was corrected once before the drag changes but that didn’t last long because of them
Passive aggressive? I’m literally just talking m8, trying to understand why they call it slow. Why are you being so actively aggressive?
Except i also described that it should beat the AIM-7F at ranges where they launch a missile against each other, at 30km+ or so, which it fails to. It fails to be faster towards 40km away. Also, I’d caution against comparing two missiles of different caliber, weight, burn time, and deciding whether theyre performing as appropriately.
There is such chart. We have the Super 530D performance sheet.
https://media.discordapp.net/attachments/955829235493273680/1126940138136686642/unknown-44_3.jpg
https://media.discordapp.net/attachments/955829235493273680/1126940133954953256/unknown-41_1.jpg
And the total fuel mass is wrong:
https://media.discordapp.net/attachments/955829235493273680/1126940143228563456/fuelmass-1.jpg
Okay then, but maybe now you understand how it’s slower than it should be
Ty
NP. I laid everything out in my report and also provided a video of the testing. The conclusion is that at 20km away, its 11% slower than it should be. The percentage gets higher the longer the distance. So something like 22-25% slower than it should be at 40km away.
https://community.gaijin.net/issues/p/warthunder/i/KlRVc90fclX9
As much as fixing it would be good, its also much less significant of a problem considering its underperforming in the least important portion of its flight envelope imo
Its underperforming through the whole flight envelope. Should have better acceleration and also bleed less speed after burn. This is fixed by reducing its drag value.
It helps since it gives enemy less time to react if your missile is faster.
Let md talk American ,
What happens if fire a 7f/m low alt at distances of 5 or 4 km and target start rolling and pulling the elevator up only cutting the roll at last moment ?
7f/m misses you head on .
That is because it doesn’t have enough speed to use 25g it has .
Now we have 530D which is 30 G with much more drag .
It will be much slower and just like magic 2 it is useless as its burner runs out .
Funny enough the 530D kills the target at the same senario as the higher wing area lets it use higher g at much slower speeds making it usable only because of it .
Rather the AIM-7F/M with only lateral overload modeled (not combined plane) can only utilize 25G, good for hitting an ~8G target and bad at hitting things in roll due to the lack of combined plane.
The Super 530D with it’s tail control design actually maneuvers the entire missile at higher AoA than the AIM-7 would, both have their pros and cons but there simply are more pros to the tail control design. That’s why all modern short range / dogfight missiles follow a design similar to the Super 530D. It’s meant for fighter targets for the most part.
2 plane is still not modeled but is the tail control surfaces did in game ?
If you launch the 530D in the game while being slower or in considerable offset to the target, you can see that once the tracking kicks in, it pulls a lot of AOA.
I thought that is because missile is slow
That too, if you launch R-27 at altitude like 20000 metres, it pulls a lot of aoa too.
Please explain me what tf happened. I then played rb and the same thing happened also in rb…how…what did they mess up??
Also, ir misisles in general are not tracking, even here the first magic I shoot doesnt even try to track
Once you launch an SARH missile it will begin tracking whatever is in front of it within the same trajectory and speed brackets of it’s filter… which happened to be the friendly F-14 that was between you and the target you locked. Once you saw the missile was tracking the wrong target you should have dropped the lock, instead you killed your friendly because you don’t understand how the radar / missiles work.
The second shot was against a rear aspect target that was turning left, this was not a realistic shot to make. The third shot was going to be difficult for the missile to hit regardless, the target was on the edge of the weapon employment zone. Presumably the missile accelerated so quickly that the target soon left the field of view entirely, losing the track.
The final shot of course, killed him. You could have avoided all of these issues had you just ensured not to fire a radar missile at an enemy from head-on while he was chasing your friendly and both were traveling at a same relative direction and speed. This would not have been a safe launch in real life for the same reason.
How can a sarh track a target that isnt illuminated by the radar?
To remain simple in words, even if you Radar illuminate a target if something or someone cross the path between the missile antenna and the original target the missile will track the closest target to it, meaning the person who crossed the radiations of the missile head.
Is this a new feature? This is the first time ever this happens to me. It happened in the past that those missiles would switch target, but only when they were very close in a dogfight. Never ever happened at those ranges and with such distance between the 2, and I played extensively at top tier…so I was wondering. Also, evey other time this happened the hud would actually show the target switching (usually after a merge) while here it was showing a solid lock on the enemy all the time
Not really “new” feature but it has improved with time as more advanced techs and coding techniques are being employed by gaijin making some rare occurence of the past become common now. And the target was not changed because your plane has an IFF which prevent the radar from switching target but the way the missile acts with his seeker only concerns the missile not the radar.