Hey maybe someone can help me out. I recently reseached the 2000-S5 and have a major issue with the MAW system. I turn off “slave countermeasures to maw” at the start off a new match, but sometimes something triggers the mav countermeasures feature and all may countermeasures are launched. It even happens with no enemy around launching a missle at me. Is there a other method disable the maw system permantly without losing the countermeasures?
Because VL MICA are just Air to Air MICA… In VL…
Missile wiggles are a pretty common problem for Gaijin, it seems. ATGMs with their new modeling will wiggle and waste their energy, SAMs will wiggle and waste their energy and TVC missiles wiggle and waste their energy.
Someone has got to get Gaijin a guide or guru on how PID controller tuning is done. They’d help fix a ton of weapons in this game.
look next to your flare and chaff count. if it says MAW its active, if not its inactive
Its inactive and still launches all my countermeasures.
First : All Missiles, ARH at least, have some micro wiggles due to server lag and MICA is the one suffering the most from it due to being TVC but launch in test drive and except for the launch moment the missile will be stable.
Second : AoA limiter via fix PID corrector is a safety factor so that the missile doesn’t flatspin and will probably be changed in the future. Maybe @Gunjob has info on that matter?
Third : MICA VL is the same missile as Air launched MICA just placed on a ground platform. Also when tested like a MICA VL, MICA EM has the right performances it can hit targets at 20km but it has close to 0 energy at impact. And when launhced on a running target MICA can hit when target is at less than 8km but anything above and the time the MICA will take to catch the plane back will be too much for it to still have energy and it won’t result in a hit or anything.
Fourth : Range is limited due to prop nav laws not being present in the missile code at all in WT and the missile had(or still has?) a limitation on range and will autoaticaly explode after a certain distrance is ran. MICA EM also lacks kinetic energy.
To summarize MICA still has issues but behaves 70% correctly overall. And it will probably get it’s remaining features when longer range ARH missiles will be impolemented because even with only 70% of it’s capabilities MICA is busted.
Also to specifically treat the range issue the 80km+ kill comes from testing from MBDA for a scenrio where a Mirage 2000 launches the MICA at 10000m and at a speed of M0.9. Most launches in game won’t happen at such heights, thicker air will reduce range of MICA by a quite important margin so the missile is not behaving incorectly. It behaves accordingly to the environment it evolves in.
By quick mathing and taking out a lot of parameters if MICA VL does 20km absolute range when grond launched it should ba able to make like 30-40km kills at 2000-3000m of height which it does if launhced on a closing target. Also from testing and tests ran by other users MICA achieve 50-60km kills on closing targets at 5000m+ hich is proportionnally correct on the current MICA and should increase easily to 80km+ at higher alts when fully fixed
i understand but the mirage 2000 clearly lacks flares and chaff overall but no dev or mod is being transparent and explain why these changes were made in the amount countermeasure the mirage 2000 currently has.
and the bug report that was made concerning that was closed after only being acknowledged by the QA team but nothing else was really done about it and everything is just comments of people that aren’t satisfied of the situation and how the bug report has been sitting there with almost zero changes done to it
i just want to know
Is there any plans or are you guys planning to do something about the mirage 2000 incorrect countermeasures
just yes or no or an explanation so people can understand
First i’m not part of mod team but i discuss frequently with them and honestly they can’t answer such questions. Gaijin’s fault deep down.
But as hard as it is to hear when you make a request for changing parameters of a vehicle or a weapon it is classified as a suggestion because it isn’t an immediate bug just a hindrance to X vehicle or Y weapon capabilities and doesn’t make it unplayable.
All you need to know is that this report is still discussed internally and will be fixed in a certain ammount of time. If being optimistic we can hope this will be fixed next update during dev servers. But it could take longer.
the issue is that it loses too much energy and there was a graph that was made demonstrating the range of the mica after the buff and it was still the worse performing missile at ranges above 10 km
and as you can see there is a massive difference between then mica and all other fox 3s on that graph
also for the post under the reply for gunjob
i get that but the only thing they have to do is add countermeasures
i totally understand that they have a lot of work but its been an issue for more than 9 months quite a stretch if you ask me
I know these graphs i’ve discused them when they have been made and we still discuss them but nerfs are here because otherwise MICA EM would be too good it literally is best missiles in the 0-30km 1000m launch height domain where kill is almost guranteed and where most launches occur so it being “worst” at long ranges is no problem at all in the current META.
Even if the only thing they have to do is change one parameter in a line of code you’ll learn that small fixes are what comes latest on fix lists in development there is more important issues Gaijin have to adress for the moment it seems. Small fixes are usually made during the devblogs and devservers seasons so it will probably be soon.Here you are just being petty about something that I, the people in this thread and the mods cannot do anything about. If you really want to change things quick apply for a job at Gaijin.
i understand that small fixes should be dealt with when the list of major fixes is finished but that small fix could’ve been taken cared of long ago
Hi. I know this is the M2K thread but I’d like to ask why were so many reports for CM amount and ordnance options one the Mirage 2K x 2 ( 4000) passed on as suggestions?
Ive seen so many yet it doesn’t seem like any will be fixed any timd soon. Cuz it’s kinda sad for a 13.0 plane. Deadly up close but rarely gets a chance/ time to get there and it wouldn’t hurt to buff its range/ other weaponry a little bit. ( I mean it was supposed to be an F-15E counterpart right?)
Also, on the CM pods, what are the sensors on the back and front? It reminds me of the CS5’s MAW suite
First in terms of Flare ammount nothing can be done for Mirage 4K the 112 Large flare cartridges ammount is correct; for chaffs the SPIRALE launchers are still not modelled atm. Most reports are still pending and considering gaijin had problems with separate CM count integration it is not impossible they delayed the full implementation of SPIRALE chaff dispensers and didn’t fully implement the CM number until the next update both for M2Ks and M4K.
Also the “sensors” you are probably talking about are just the chaff cartridges of SPIRALE Chaff dispenser look :
And also FYI when a bug report is submitted if it doesn’t designate a direct bug but a modification to an existant system/vehicle/weapon that is deemed by the reporter as in need of the change mentionned in his report, the rule is to qualify these reports as suggestions that end up in a list at gaijin and they will treat the issue separately from real game bugs.
My question is why wouldnt they be able to add the 2K’s extra CM in a mid update, they’ve gave jets like the Tornado’s extra CM no problem. Or is this a separate issue.
Each vehicle has its own bug reports.
I agree that Mirage2K family currently suffers from countermeasures amount and drop rate and that is the sole reason that keeps me away from to fly with my 5F constantly.
The ground launched and air to air launch MICAs are the same in real life. It is true however that the MICA is missing some ranges. A report was made which you can review here: MICA missile missing some kinetic energy // Gaijin.net // Issues
It seems to be a combination of too much drag and incorrect loft. MICA EM is supposed to be significantly better than Derby. Take a look at this:
Here you see the MICA EM and Derby, both were shot at the same time with loft disabled. The MICA is already ahead of the Derby here and retains its speed better.
So it is already known here that the MICA is kinetically superior to the Derby. This is important to keep in mind when viewing the next chart:
Here you see that the Derby is on par with AAM-4 and PL-12, while MICA is much worse than all the others.
The conclusion here is that the current loft mechanism on the MICA EM is suppressing the range of the MICA. A corrected MICA EM would feature a range greater than PL-12, AAM-4, and R-77, and very close to or on par with AIM-120A. The MICA EM would also feature much better time-to-target at 40-50km away than the AIM-120A or any other missiles.
So overall, the MICA EM should just be better than all the other missiles in-game at useful launch ranges (40km).
does the Derby going farther mean anything when it gets chaffed instantly ;). Though hope MICA’s gets changed in any way, i dont even try engaging past 20km.
Hopefully the changes come with the dev server, we will have to see in 2 weeks or so
Is it possible for the Mirage 2000C-S4 to get more countermeasures or am I stuck with 16 flares and 18 chaffs?