Next Major Update - Rumor Round-Up & Discussion

Rafale and 2000N carry 1 max IRL anyway

To me and unless equivalents come, it’s impossible to balance. You can take off fire and repeat, and the warhead at its lowest blast setting would still one shot the frontline airfields.

The missile would also have low chance of getting intercepted. While it’s a slower KH-31 if you fire it at really long ranges, it can also go low altitude (by going only mach 2), which would be more problematic for SAMs to deal with

Yep. Sadly I don’t have a similar video on SCALP/storm shadow but MBDA confirm themselves the use of IIR
image

From my understanding Taurus and SCALP/Storm Shadow are very similar bar the fact that SCALP uses radio wave guidance (which i am not sure Taurus use) and Taurus has a more sophisticated warhead

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Day 1237 of waiting for Polish tech tree

From a historical perspective I’d rather see the Scimitar (Mk1) LEP with EM235 engine, BGTI, LRF, etc. getting the dart, as the Mk2 was as far as I know quite a limited production only for Afghanistan where no anti-tank ammunition was required.

AFAIK the Taurus uses a radar altimeter to create a height profile of the surface it flies over to validate its GPS/INS navigation data via TERCOM (Terrain Contour Matching). Terminal guidance is done via IIR with a laser rangefinder.

There also is/was an (american I think) cruise missile which does/did its TERCOM navigation via LiDAR, but I don’t remember which one it was, but it wasn’t Taurus/Storm Shadow/SCALP for sure ^^

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Some notes!
EM235 was for Afghanistan too, the basic diesels did not like the altitudes and dust, EM235 was to remedy that. The Mk.2 was a further development on the EM235 to improve mine protection.
EM235 was only given to forward recce units, and the full BGTI system was only fitted to Battle group/armoured recce units (although the MSPIRE sight does feature parts from the BGTI system). So you can have a BGTI Scimmie or a EM235 Scimmie but not both.

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Thanks for the assist. Been away for a while and it’s crazy to see all of this new info coming out during what is otherwise a calm period

Yeah it’s weird to be getting this much info between dev seasons outside of CM posts. Quite nice helping to get some hype up.

Also something else to add AARGM-ER was also confirmed to be coming likely for the next major update.

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I really like what theyre doing. Keeping us updated and telling us what feedback theyre getting from us is a really refreshing change. I hope that they keep doing more of this sort of mini update.

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Yeah it’s nice to see. Especially when they talk about stuff for both the next update + plans for the year.

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I honestly like them being more open about their plans for the future

I’d personally love an Early tease for Subs in September

I’d love for them to bring back the mini teaser they did for Drone Age. Release it a couple days before the full teaser with a glimpse at 1 or 2 things.

It’s nice but doesn’t really help if they’re doing the exact opposite of the feedback (looking at the “new” SAM radar activation rules).

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Anti-aircraft behavior on land and at sea has been significantly reworked and rebalanced, particularly for short-range SAM systems. For example, they no longer fire while moving at full speed, and now activate their search radars earlier.

Search radars should be always active and not “activated earlier”. How else would the SAM know that there are targets at all? It’s like there is psych sitting in the SAM telling them that there is something the search radar could pick up or not before they activate it or not lol

Changes have also come to this mode’s key force, anti-aircraft systems. Originally, to achieve acceptable server performance during battles on a huge map with hundreds of active units, we had to completely disable search radars on short-range SAM systems. However, this was frustrating and didn’t give players the information they needed to make decisions in advance, even after search radars were set to activate on missile launch.
Now, following a series of additional optimizations, here’s what’s been implemented: short-range SAM systems will activate their radar once a player gets within a distance roughly 1.5 times the system’s missile launch range. This should give players enough time to make decisions and strike the SAM sites with anti-radiation missiles before the system opens fire.

Oh wow, a technical issue…

They should spend some of the money they made from the F-14D on servers than can actually handle the load.

Either that (even if I’m no friend of beating software inefficiencies with hardware) or better optimize the software (Compile flags, use SIMD where possible, do optimzation passes on all logic implementations, etc.). Would have much more advantages in the long run… If they say they already fully optimized it, they’re lying as there are always things you can optimize one way or the other, even if it’s writing hot code as a kernel in assembly (like encoders/decoders for audio/video do) :D

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Nah, all that money is needed for replacing the Ctrl, C & V keys on all their keyboards.

More Claude Code abos :D (even if I’m starting to think that Claude would get it done better somehow)

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