Time to retire the ADATS, finally!!
Will the SL-AMRAAM be able to function after the radar vehicle is knocked out like the Tan SAM kai?
Since the external FCC is absent from the line-up (the radar vehicle doesn’t have an independent targeting capability from what I’ve read) and we only have the Launcher and Radar, the launcher should still be able to effectively fire Aim-9X when the Radar is destroyed. Possibly the Amraam too.
Sad that it won’t fly abnormally like in the dev server 😔
Is the An/Mpq-64 a tracking radar? I don’t see flying targets when testing the slamraam like the pantsir does, only whatever I lock onto
I’m excited about this been added to the game, finally something to counter the CAS plague, but they are something’s I needed to be sure about I was testing the system on the dev server and I notice some issues, hope it is sorted out before the official launch.
- When I try to reload the missiles after using them all, and I switch back to the radar or mother vehicle, and I try to launch the missiles it’s not working, I try everything key bind, controls, but it’s only allowing me to launch the first bach of missiles but after reloading at let say the D point it not allowing me.
- When after loading they are 2 missiles that are not showing on the vehicle from the perspective from the mother vehicle or radar control vehicle but when I switch back to the launch vehicle 1s after they re-appear back.
This is just awful. After 8 km the missile loses speed to 0.9 m and can no longer maneuver. Why was this introduced?
The Japanese TAN SAM instantly loses speed to 0.8 m from a speed of 3.5 Mach.
That is, our most effective SAM system is still the Pantsir S1.
Most of the missiles are basically dead in the air after 7km.
Nice SPAA update snail.
But now there is a reason to give the USSR a Buk-M3 with a maximum speed of 4.5 Mach.
Yeah, I guess they baby Pantsir will still be the best SPAA in the game, because just a simple research on the web the 95YA6 is 1300 m/s on par with the game 1300 m/s, but the AIM 120 C -5 it rated max speed is 1,372 m/s but only 780 m/s in game??? As of the post of this comment.
Yeah that’s how it’s supposed to work right now at least, similar to aircraft TWS you only get to see the one target you have selected.
Kinda annoying because it removes a lot of the situational awareness you could have by just having them all shown. I hope they change it to show all, for all the ground TWS search radars at least, makes intercepting munitions also easier. I kinda understood why they took it away in ARB, because it just clutters the screen, but in GRB there’s not going to be that many targets usually to begin with. Idk if anyone made a suggestiong yet to change this, but maybe I’ll make one.
There’s is also this ‘bug’, not sure if fixed now, for aircraft if you equip a TGP, your TWS shows all targets. So maybe they’re working on returning this feature, or just a bug indeed.
yeah somehow they think ground launch C-5 has worse max speed than even MIM-146
The AIM-120C-5, at least in-game, doesn’t even have a motor strong enough to get to that speed from standstill without accounting for drag, 780 m/s is probably the figure they arrived to from testing the missile themselves. Which is to say, before the speed ‘nerf’ the missile was never going going that fast to begin with.
Is it underperforming though? Idk, not sure if we have real sources on the AIM-120C-5 rocket motor stats.
Man… I remember shooting down planes flying sideways at 7km with adats before this stupid nerf. That was actually playable and if it got all these bug reports actually implemented i wouldnt mind not adding slamraam at this point
why dont they just put the max speed in
they put speed limit for a reason
That is what I’m saying, I mean if they have sources for the one from 95YA6 why not just do the same for the AIM? Its available and documented all over the web for the AIM 120 C -5, I may be wrong, maybe it’s not ready until the official release of the update, but its hilarious because the AIM 120 C -5 found on the F/A 18 late, has it at Mach 4.4 1509.2 m/s but the ones on the sl-amraam-hummissile is not its just Mach 2.4 = 780 m/s, but as i said maybe they haven’t updated anything regarding the missiles on the Amraam.
Statcard makes sense, because it then gives you a better image of what the missile can do in practice. But yes, afaik they also put these limits (speed and range) as hard limits as well, which ideally shouldn’t be there but they’re very unlikely to get crossed anyway.
how do we know that it didnt cross when the limit is there
before theres no limit it crossed and reach 15km better than now(although still terrible)
Judging from MatAWG’s video, the 120C reached 2782 kph = ~773 m/s maximum before slowing down again. So the limit is there only for show really. You can’t fire on the move either, so that’s there’s not really a way to get it faster. Maybe on a map where the altitude is high? You could test that and see in sensor view if it reaches the speed cap and bug report.
I don’t think the speed limit comes with additional hidden drag or anything either, but I can’t say for sure. I think it just makes the missile just sit at that speed if reached, until slowed down again. You could test it by shooting the 120Cs at close to 0 speed from an aircraft and see how far/fast it goes in sensor view.
Pansir remains the best SPAA on the dev server.
It’s just funny to see how Pantsir missiles, due to some other laws of physics, do not lose speed as much as other missiles.
The speed of the Pantsir missile is 4483.661 kph, which is twice as much as other new SPAA missiles, and most importantly, the missile does not lose speed, it flies 10 km and loses only 1 Mach. I have long noticed that the AIM-120 loses speed too quickly, after turning off the engine, it seems to turn on the air brake