Relative Control for Manual Countermeasure Deployment (Ripple Switch)

[Would you like to see this in-game?]
  • Yes
  • No
0 voters

Right now, countermeasures (flares and chaff) rely on either:

  • A single manual bind to dispense both
  • Two separate binds for flares and chaff
  • Or a pre-set periodic program, where countermeasures are dispensed at a set quantity and interval

While these systems work, I’d like to suggest a new feature for countermeasure deployment that functions more like a “relative control” — similar to how throttle, rudder, or cannon fire works.

This concept actually exists in real-world aircraft, known simply as a “ripple switch” — allowing the pilot to dump flares rapidly when needed.

Proposed Behaviour:

  • Single tap = fires 1–2 countermeasures (same as current)
  • Holding the key = continuous rapid stream, like a “countermeasure cannon”

This system wouldn’t replace existing options like Periodic Countermeasures — it would simply give players direct manual control over how many flares/chaff are deployed based on how long they press the key.

Ideally, this “relative deployment” could be:

  • Implemented as the default behaviour for manual CM keys
  • With an optional toggle in Air Battle settings for those who prefer the existing fixed-tap method

Why This Matters:

  • Adds realism — many jets use ripple switches for manual flare/chaff dumping
  • Improves survivability when reacting to IR missiles, especially IRCCM-capable ones.
  • Enhances immersion
  • Keeps the experience intuitive and flexible without extra bindings

Would love to hear thoughts on viability, and if something like this could work within the current countermeasure system.

3 Likes

We already have that mechanic for helicopters and it’s erroneously missing from jets, i made a report about it a while ago: Community Bug Reporting System

while we’re at it, where did flare presets go?

I remember using presets like mixed, flares priority and chaff priority for specific cases where they were extremely helpful, but after the addition of being able to select then exact countermeasure numbers they disappeared.

The new system we have is outright better. If you had a jet with 60 cms and you had the following presets I believe it would play out like this:
Flares: 60 flares
Chaff: 60 chaff
Flare priority: 40 flares 20 chaff
Chaff priority; 40 chaff 20 flares
Split: 30 flares 30 chaff.

Now we can manually choose the amount of each we want, which is just outright better. There’s no need for that system anymore when this is able to serve exactly like it, and they didn’t effect drop patterns if that’s what you’re wondering, just the totals.

idk about outright better but there were some scenarios where having flare priority was essential. e.g, in grb brs where ir missiles are prevalent, in very hot planes like the harriers and in planes with tiny bol flares.

im not pushing for the current flare chaff combination to be deleted, im advocating for this to be added back for additional customization

No it’s literally the same, it dropped the same amount of countermeasures per press, selecting flare priority just gave you more of them. Those sliders were the way of selecting how much chaff vs how much flares you’d bring, nothing else.

no? flares priority dropped 2 flares per 1 chaff whenever the button was clicked.

I don’t remember that ever being the case (but it’s been awhile so maybe I’ve forgotten), and even if it was it’s not something the devs are likely to allow anymore. As has been specified by a tech mod, drop patterns are meant to be historically relevant, as in one or two per release based on the drop patterns the aircraft had historically. It’s hard set and not able to be changed. This suggestion would allow the amount of drops you want to release to be increased at least, but not how many countermeasures are deployed per drop.

1 Like