I understand this issue, it’s very annoying and I’ve submitted a bug report in hopes the devs would QoL improve or optimize TGP slaving to the radar
Typically what I do to get around this is: once spawned, I TGP lock a location on the ground map when spawning (like their enemy spawn area) using the map, then I proceed to go do whatever, otherwise you’ll be fighting your TGP a lot.
What I can also recommend when your TGP is refusing to lock the ground unit, I turn off radar, then proceed to lock the ground, then turn radar back on. A bit of a workaround but it’s the best I got.
I just figured this out, probably the only way I can at least somewhat prevent it.
(I am a noob when it comes to targetting pods… Japanese main moment)
My HUD Tint report has been accepted, hopefully if implemented soon enough we shall have the cockpit interior and exterior looking ever so slightly more snazzy.
That last blank part seems to be this no? Same shape, same buttons, same placement. Doesn’t appear to be active in game in any way unfortunately.
Edit: Also on a side note, are the MFDs in the plane actually MFCDs with colour like in this image? or did the production plane end up with the standard green we have in game?
I mean hey at least we have a smidgen of white on the armament display page. Hoping this gets fixed and that extra little panel gets added in, it would be nice to have a colourful cockpit.
From current testing of the ASMs this is what I found:
The Carrier group is too close together
If you try to attack the escort ships the missile will always go for the carrier no matter any radar locks or within a lock range “5 km”
The Carrier is far too tankie and has instant “Auto Repair”
6 ASM 1s or ASM 2s will not take down a carrier as is has far to many crew and the missile does too little damage. On top of that it seems that the Escort ships and Carrier has an extremely fast auto repair making damage over time impossible through fire or flooding. Which is what ASMs are made to do!
The ASM seekers are really bad
Like is said in Point 1, the missile will always go for the larger target and if another ship is too close it will confuse the seeker and make it swing back and forth and miss the target. I cant remember where but I’m pretty sure that IR ASMs like the ASM 2 capture a silhouette or IR image of the target/ship and keeps reference when the seeker is active to insure that it hits the right target … and not a civilian cruse liner
So to conclude, like the main theme of this update everything is still in a WIP state or bugged. Judging from the state of the ASM its fucking RAW! and Gaijin thought it would be ok to just release everything half finished.
2.47.0.27 TESTED: The explosive amount doesn’t really change anything still need 5 -6 ASMs to take down a Escort and 10+ to take down a carrier
do you realize that this is normal when a plane wing surface its increased? its the same reason why the F-2 its one of the slowest fighters at top tier, if u want a simple explanation, have you seen how biplanes seem have a much smaller circle radius for turning? its because the 2 wing surfaces are creating so much push towards the nose of the plane(where the wings are most close to) that the planes its able to turn faster.
Its fairly accurate to what should be expected given the wing geometry and the aircraft’s weight. Having like a 15% lower wing loading then an F/A-18 naturally lends itself to turning better in comparison.
The only thing noticeably wrong with it, is actually it underperforming at high speeds, as due to how gaijin has the flaperon deployment at the moment its compressing much more then it should.
Over performaning? If anything there are areas its slightly lacking in.
Its a F-16 base with bigger wings, elevators and different shape, bigger strakes and optimized for low speed handling also more powerful engines all of which allow it to turn really good.
Just look at the aoa it and a bunch of other fighters can pull, it’s always stable and never shows any sign of departure. Most top tier planes fly like they have thrust vectoring and have infinite control, it’s nonsense
The F-16 family airframes do have an issue of super stability in warthunder, yes. But it’s not noticeable until well above 40 degrees AoA. Which is not something they hit from normal flight conditions in game (It requires full real, and even then you need to push it all the way). Also this superstability affect is actually much less on the F-2 then the proper F-16s, for some reason.
Under normal instructor limits, however, they are retained to a realistic AoA. Using WTRTI, we can see the F-2 only reaches up to 25.3 degrees AoA, at a whopping 13Gs. For instance, IRL its reaching 9Gs at 22 degrees of AoA. This lines up very reasonably.
The only unrealistic part is there being no G-limiter, but:
This applies to every plane, the F/A-18s would especially be harmed by it.
The F-2, with G-limiter override, is in some terms the most maneuverable plane period IRL, as it’s override allows up to 12Gs. Other pitch overrides IRL, contrary to what you may think, are not intended for exceeding airframe maximum G-tolerances, but instead allowing extra authority at low speeds.
The F-2 is one of the few planes that could realistically be expected to actually survive pulling the Gs it does in warthunder. IRL it’s capable of pulling 9Gs with a full load of suspended armaments. Basically every other plane has to reduce their max G-load depending on load factors.