On release of the GR.1, we were told that the BOZ pods would not get their full complement of Chaff and Flares due to technical restraints in giving us a mixed pod of 28 flares and 500 or so chaff. It still has not been fixed/amended and there hasn’t been much talk of it. With the GR.1 DOA anyway, at this point it wouldn’t hurt to either a) fix it, or b) increase the decoy count. 56 isn’t really a lot, for top tier at least.
It’s not as if Decoy counts aren’t scuffed anyway (ahem AN/ALE-40 i’m looking at you), could this be reconsidered, or if a separate Chaff/Flare dispense feature is in the works, could we have an ETA on it?
I doubt it is, it is more likely that we get newer ecm pods or newer countermeasure pods that have maws and no problem anymore with chaffs/flares counts
Im hoping seperate flrae and chaff counts this september update, but no confirmations on that. I’ve always thought they should set it as 56 CMs per pod. and lock it too mixed. So you’d have the accurate 56 flares and a low but reasonable compromise of 56 Chaff.
Is actually 600 chaff per pood not 500 btw as well
I’ll ask and let you know.
ahhhh i was thought the 5 and 6 pylon was used r-27, my sorry
Any news for the skyflash in game
For Skyflash:
• Track rate - Fixed
• Lock Range - Fixed
• Target Lead / Gimbal limits - Fixed
• Skyflash Spool Up Issue/Require Lock - Fixed
• Skyflash seeker performance too poor against side aspect targets (notch sector too big) - Under Investigation.
• Skyflash lacking ability to discriminate between close flying targets - Under Investigation
• Skyflash Inability to hit targets flying at an altitude of 100 ft (30 m) - Under Investigation.
• Skyflash fuze radius too small - Under Investigation.
The one about low altitudes is really pressing. Especially given it affects base Skyflash too. If your whole point of using Skyflash is for the Monopulse Seeker then that “bug” (I assume it is unintended behaviour) is a nightmare.
It’s the same with the FG.1. I’m sure you saw me on Sinai demonstrating how not to fly low level, but provided you knock any Viggens or MiG-23s off (and you usually do given they’re not always the best) you can absolutely dominate a match. Unless there’s an F-4S or F-4J who has a slight idea of what they’re doing in which case your game becomes a living nightmare
The floor is the enemy that’s for sure.
I was hoping you wouldn’t remind me
I’ve been toying with the idea of using altitude instead sticking really really low in ASB but the issue is using the radar in look down.
“Radar/IRST Tilt control axis” only works with “Constant elevation of radar antenna” disabled. is there a way to adjust the axis of the radar whilst leaving that enabled?
No, it’s annoying. Should revamp the feature tbh.
At least make it a keybind to enable / disable.
Glad Im not the only then. Yeah that would work.
There are a lot of settings buried in the settings menu that should be togglable with keybinds
Can probably update these to 12x.
Does anyone have any information about the service history of Tornado GR.1 ZA354? It was a trials aircraft used to test out the ALARM and Storm Shadow.
Fixed
I had a slightly crazy “shower thought” the other day and it made me maybe slightly giddy
I am hoping that when GMR is added to the Tornados, that the targetting pod will automatically snap to whatever the radar has locked onto / will create a CCRP target point (and the camera will snap to that) and this lead me down a funny thought
If the Tornado IDS has some form of air to air radar added, even in a limited state, or if its just the ACQ mode we have currently and the targeting pod gets slaved to whatever target is selected, including air target (i’d not expect it to do this, but this to essentially be a bug) and we happened to have the Tornado Gr4 with Brimstone… Tornado Gr4 BVR carrier anyone?
I’ve just got this mental image of being in a Tornado Gr4 armed with brimstones, shooting down half the enemy team with them, and they not understand why CMs aren’t working :D
Well AGM-114L can be used as an Anti-Air weapon, so I guess there’s a chance Brimstone could too.
As a follow up to this, here’s a cool video of AGM-114L Hellfires whacking target drones:
Seeing the HEAT warhead go off in mid air is pretty impressive.
Having returned occasionally to play a few games in the Tornado (Air-RB and Sim), the below are the current blockers to the aircraft being remotely competitive:
-
HUD symbology still does not display the locked target, or current TWS target, unless a missile is spooling. This is incorrect, and has been commented on about a million times.
-
The radar/skyflash combination is not capable of hitting a (non-notching or terrain-masking) target flying at low altitude, this is incredibly frustrating, and again… been commented on about a million times previously.
-
Although lacking a helmet mounted target cueing system, the Tornado did have a thumbstick with which to slew the radar target point beam around with, in both horizontal and vertical directions. Of course, this was a fairly standard feature, but importantly in the Tornado, you had a Navigator to handle all that while the pilot got on with flying. Hence the fancy off-bore-sight locking did not require a helmet. We do not have adequate controls in WT to do this with at the moment, but I don’t see why a 2-seater with such a capability couldn’t just have the same mechanics as the helmet mounted radar control system currently on the F4-S for example.
At this point, I want to staple a copy of “Tornado F3: A Navigator’s Eye on Britain’s Last Interceptor” to the devs monitors until something is done for this aircraft to be at least usable without wanting to pull my teeth out.
As usual, we brits do well in the game despite our equipment, rather than because of it.