I propose adding an additional feature for the SAM system: “activating a semi-automatic radar shutdown system in case of danger,” or, in simpler terms, “SAM defense mode against counter-radar missiles.” (This is only activated at the player’s discretion.)
The “SAM defense mode” automatic system operates by pressing the button of your choice (I have it at 7) or via “Filters,” and your radar will automatically shut off when an enemy missile approaches your SAM (radar vehicle) to within 3-4 km.
Functions:
Selecting the “SAM defense mode” operating range: You can select the “SAM defense” mechanics’ operating range from 2 to 7 km in Table 1 (see image).
Option to select the target speed for radar shutdown: You can prioritize the speed of an enemy missile when it enters the range you selected. Examples: from 700 m/s; 800 m/s; 900 m/s; 1000 m/s; 1100 m/s; 1200 m/s. Table #2 (See image).
Explanation: You’ve taken your SAM system and are in a battle against a player with an X-31. Open the “Filters” tab and check the target range and speed boxes. In my case, these are 5 km and 1000 m/s.
Additional modes: 1) “Out of sight” operating principle: If an enemy SAM launches and a SAM appears on your radar, this “enabled” function will prevent the radar from shutting down. Example: you set a 3 km range and a missile spawns 2 km away from you, then a radar that initially didn’t see a SAM at 3 km won’t turn off. Conversely, if you set 2 km and the radar saw a SAM launch 2001 meters away, the radar will turn off.
Disadvantage of the “Out of Line of Sight” feature: if the radar didn’t see anti-radar missiles within the range (for example, if you have 5 km enabled, but anti-radar missiles only show up at 4 km), the radar won’t turn off.
“Friendly” - Turn on if you’re tired of allied anti-radar missiles flying at you.
I don’t really want this in-game in the form proposed here. The basic concept of shutting down a SAM radar when an ARM is detected is realistic, but the way this suggestion implements it is not.
A real SAM operator isn’t going to have a menu where they select “5 km” and “1000 m/s”, after which the system automatically decides that anything entering that envelope is an anti-radiation missile. The appropriate response depends on the radar, the warning received, the type of ARM, its guidance system, engagement geometry, etc. Likewise, simply having the missile appear on the radar doesn’t necessarily mean the system can identify it as an ARM.
There is also the issue that modern ARMs aren’t simply defeated by turning the radar off. Many have inertial/memory guidance specifically so that they can continue towards the last known location of the emitter after it shuts down. Historically, turning radars off was much more effective against early ARMs, but that led to the development of missiles specifically designed to counter that tactic.
And as far as War Thunder itself is concerned, this is largely already represented: SAMs can already temporarily shut down their radar in response to an incoming ARM, particularly to counter the Kh-31 and AGM-88. So I don’t really see the need for an additional (automated) player-controlled “defense mode” with arbitrary distance and speed filters.
The general concept is realistic, but these particular mechanics feel much more like a gameplay automation system than an accurate representation of how SAM/ARM countermeasures actually work.
-1. Id prefer if ARM defence relied on players turning off their radars manually and moving consistently rather than just having more on the menu to click. Both so its more engaging for the SAM player and also so add more challenge to it so SAMs arent made obsolete when they are only just being rolled out