im assuming you are talking about the first round around 8:40? that was the aoa toggle button thing, we do not use sim controls to test match-ups but with the way gaijin has implemented the button it would be silly to ignore it (as much as i despise its addition). also sending it for the shot at 8:40 isnt optimal play either, it would have been far better to continue vertical as walrus was full stalled, i kinda just sent it for fun as the round was effectively won with the first shot.
more importantly with a good stall entrance you dont actually need to use it as demonstrated in the second round, and on top of that the euro can simply just hold its speed as it has a better sustained turn and win that way.
It comes down to the platform’s radar and the aircraft’s speed. The F-15J not only flies faster but giving the missile better kinematics and a larger NEZ, but also typically has a more powerful radar, which allows for a longer detection and lock range. That’s why you see about a 15 km difference in lock range for the AIM-7Ms between the F-15J and the F-2A.
So it’s not just the missile itself; it’s also the launch platform’s speed and radar capabilities that directly affect how far out it can lock and effectively engage a target.
and yeah your Ping.
To be honest, the AESA radar on the F-2A both the premium and the tech tree versions is quite underwhelming at the moment. I’m not sure if it’s due to a bug or just how it’s currently modeled, but its detection and lock performance seem noticeably worse than expected for an AESA system.
Gaijin is weird with Japan (and maybe other nations too) in that, they state any aircraft can use weapons they were technically capable of, but also only use weapons that they actually had stockpiles off.
For example, we have the F-15J(M) that could use TV guided bombs like the American counterparts, but because Japan doesn’t use them IRL, they don’t get it in game. In the same breath, Gaijin gives AIM-9M to it, even though Japan went from the AIM-9L to the AAM-3 and never used the AIM-9M.
It is strange, because Gaijin is cherrypicking their reasons. I think the AIM-9M is simply there as an RP filler. Interestingly the AIM-9M is missing on the F-2, probably because it has enough things to research on it.
For someone like me, who only uses the 4 AAM-3 + 4 AAM-4 loadout on the F-15 anyway, it is a more fun sidegrade. Where it is a huge upgrade is ground battles, since you finally get some guided bombs.
If you used the 4 AAM-4 + 4 AIM-120A loadout on the F-15 though (first of all, ew), it’s not much better in air to air.
Additional modules doesn’t increase needed RP for go to the next rank of modules research because number of needed RP is limited not to number of mods but just to rank of modification so tbh AIM-9M even helps skip rank easier (but I don’t remember is there any arrow in modifications, it can be a trouble)
This is dumb tho. I had my Italian Typhoon spaded, then they gave it C-5, and even tho the total required RP to spade the vehicle stood the same, I had to research it. This needs a change imo.
For me it’s a complete upgrade as I primarily play ground RB. Having the option to take a few ground weapons to CAS or be essentially the ultimate CAP machine to protect the skies is great and gives a lot of flexibility