Missile Changes for the Type 03 Chu Sam

In my small testing of the new Chu SAM for japan there is some small things that are needed to make it a bit more competitive.

  1. Im unsure if the chu SAMs missile has its onboard radar enabled, it seems currently once you as the radar vehicle looses lock with the plane the missile just tend to cease tracking, they also tend to not hit anything when coming back down onto them almost like the radar isnt on.

  2. i know the missile arent suppose to be shot at aircraft that are close to you, but i think giving the Type 03 a bit more G-pull or something so it can hit a bit more would be great, it would make intercepting helicopter/plane munitions much easer since right now hitting LEMURs or AGMs within like 5 Kms is near impossible.

  3. the missiles sometimes dont leave trails when launching and they also then disappear when reaching a certain height (~1km).

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Honestly, the 03 flies almost like the Saturn V rocket — it climbs almost vertically to a very high altitude before it even begins to turn. This makes it completely ineffective against close-range targets.

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loft profiles are so messed up man… were still sad about the SLM. hope u guys get urs fixed and maybe gaijin will fix ours as well

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It has nothing to do with weird loft profiles, Type 03 doesn’t have high AoA nor does it have TVC to adjust its flight path quickly.

Compared with footage and Documents we have, they modeled the Type 03 roughly on point.

It wont be good at short ranges, depending on target, but basically a baby Buk at medium range.

idk where this is from but…

seems it can launch like this too

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@WreckingAres283

that AOA seems… pretty wild

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Yeah… ingame, it doesn’t even begin turning at all until 4 seconds later, and it doesn’t start properly pulling till 6 seconds later, after very gradually increasing the turn…

I’m not sure it should be really like that. In this video, it clearly pulls a tight turn just 3 seconds after launch!

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Thats Type 03 Kai.

brrrrr

It’s most probable that the issue does have to do with loft profile. Loft in WT is coded with two defining values: loft angle and target elevation. Loft angle is the angle from normal at which the missile climbs in altitude, target elevation is the angle of the missile to the target aircraft (it is usually negative). Essentially, the missile climbs at the loft angle until it reaches the target elevation, then exits the loft phase and aims directly for intercept.

Missiles with loft also have another value/mechanic in the code. That is the maximum target angular change, in degrees per second, governing the maximum angular speed of the target relative to the missile. When this value is exceeded, the missile prematurely exits the loft phase and proceeds to aim directly to target.

However, the maximum target angular change for most missiles is set way too high in my opinion. As a result, missiles with aggressive lofting angles will often miss targets at close range. There’s a pretty simple way to determine if this is the cause of missile failure to hit, and that is to see if the missile climbs at/near the loft angle for too long (as in, subsequently requiring impossible terminal maneuvers and causing the missile to miss). I don’t play on the dev server, but maybe you could check this in match replays.

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