Set the F-106A's matchmaking to what it initially was on its release

oh ok. thought you might determine it by how it was first used. oops.

For game reference is irrelevant when it was first used in combat, also the a10a on the game are not in their 90s form either as they lack aim 9m among other things. Also lots of aircraft in game has never seen combat.

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One another 9.x compression. Next!

27G missile by the way xD

helpful, thanks.

AIM-4F is hardcoded into only being able to pull 15gs, and the pid guidance values it has are less than optimal. At least they are pretty useful for PVE arcade or initial strikes in air sim.

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oh yeah, I was aware of that limitation. Just thought it was funny that Gaijin put “27G Overload” on the statcard despite it being a complete lie. Still doesn’t excuse them being completely useless at guiding though. They seem to prefer going past the target than actually trying to hit it.

That’s because they literally copy pasted the guidance values from the AIM-7C, downgraded the seeker to pulse type and called it a day. They look much better in stat shark than in the actual game because the former assumes a perfect seeker (infinite lock range and gimbal limits with no clutter), and infinite span wings (can always pull max gs with no induced drag) but even in stat shark you can tell that the PID values need adjusment, as having too little P(ropotional) makes them lazy turners, any i(ntegral) makes them want to overshoot back and forth, and too much D(erivative) makes them unable to course correct early on.

(in blue the ingame version, orange has a bit extra thrust to match SMC, green is what i would consider a decent setting with proper PID and 27gs, purple is very little P despite having 27gs of lateral acceleration, and Red is what happens when you add too much I and let it run wild.

But even with the proper g limit, I’m finding it very odd that in the datamine the falcon missiles are apparently limited to just 9 degrees of AoA, which seems absurdly low compared to the at least 15 degres of every other kind of sarh missile. But at this point you’d need to set up custom missiles in game to test it out.

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you know that it only pulls after the engine stops burning?

If you’re getting hit by missiles, then it means you were not flying fast enough. Being able to go 1400+ at lower alt makes it fairly easy to defeat ANY missile this plane can face.
You have the tools to fight a wide variety of planes, either using your crazy good turn, or your energy generation capabilities.
The radar kinda sucks, so I rather only use the IR missiles. There are niche situations where you can get kills with the Aim-4G reliably, but I mostly carry them for flaring all aspect missiles launched from the front.

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The aim-4fs start to pull once the booster stops burning (0,63s), but before the sustainer runs out (~4,72s), so it’s not much different than most missiles (0,5s). The Aim-26b has a longer booster, and thus has to wait a little longer (2s, like an aim-7c).

it has a gun speed and is relatively agile

use that to your advantage, have the missiles as a backup

Lmao

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or even intercepting aim-9ls…

…but by that point they’ve bled speed down to 700km/h and are useless bricks. Your logic is flawed, friend.

your opinion is flawed

sure, against Phantoms and MiG-21s with similar guns, similar speed and better agility? And better missiles? You stand no chance.

ok, glad to meet such an intellectual

why should i try to argue with you?

you have shown that it isnt worth it