SPYDER improvments

I found out a video from Refael’s youtube channel about the spyder.
They are showing there it can be multi vehicle operation like (BUK for example), and they are showing multiple missiles and configurations of the current Python and I-Derby missiles.
After seeing the video it seems like the Spyder could be much better than what it is currently.

I added the link for the video if you are wondering:

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Its a diffrent versions of the spyder and some are allready suggested

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Different variant of the Spyder
You’re not even showing the good version that has the extended range missiles (MR/LR)


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Only the Sr is suggested as of rn and none is passed to devs if I’m not wrong

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images (4)

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SPYDER was meant to be multi vehicle.

Anyone have any idea what missile did they use for the XR version?

XR doesn’t exist (yet)

Main theory is it’ll use the Sky Sting

My question is how is it even possible to to achieve 140km launch range even with a separable booster. This missile is smaller and shorter than derby er.

Thats 40km extra range compare to derby er with booster with the same amount of propellant(assumptions). I understand skysting def have less drag, but in order to achieve 2.5x more range, it will need 60% reduce drag on avg.

Three pulse motor

First pulse allows the missile to climb to insane altitudes, second pulse allows for cruise and third pulse can be used during final attack profile or to extend the range even further

At super high altitudes (10km+), the missile has minimal drag



At high altitude it doesn’t increase pure max range. I don’t think three pulse is the main reason for more max range.

It will need 40% reduce drag compare to derby with an additional booster in order to reach 140km.

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Statshark is inaccurate, that is also a pure ballistic trajectory. If it enters a cruise at 10-15km, it can fly out much further

Yes at pure ballistic trajectory max range should be achieved. Also the 2 pulse was actually cruising roughly for 80secs between 10km -15km alt.
Let me fix my pulse timing to maximise range.

statshark is inaccurate but accurate enough for general trend.

No… Not at all

Give me some suggestion what to test out. Im gonna check through some papers about pulse.

You’d have to make a target 300km out and adjust the loft profile of the autopilot to loft to 10-15km

You also need to adjust the second pulse to only fire at that altitude when it reaches under a specific speed (mach 1.2 would be reasonable) (assuming you merge the first and second pulses)



I ignored terminal speed and manually set the pulse timer when the missile was climbing. My goal is to let the second or third pulse ignite after the missile have coast through the low alt region.
So it will be Booster climb and break though high air density region → ignites the second pulse or third pulse at a higher altitude. In theory, travelling at lower speed reduce drag, therefore the missile can coast though the high air density region at a lower drag state.

2 pulse was actually the most efficient way. (Technically 3 pulse can be merged with 2 pulse)

What I will try later is to manipulate 3 pulse again, since I’ve set the propellant distribution to be 50%-40%-10%. For the 2pulse version its a direct copy of the derby er we have in game.

Still no matter how I’ve change in terms of max range its pretty similar.

(I probably need to find some equations to find out the optimal energy management)

I know I still have alot stuff to test out, but this is getting more interesting and complex(if i want to be more accurate)

Do 20kN for 7.5s, 12kN for 12.5s then 16kN for 4s

Thats just unrealistic motor profile with only 38kg of fuel mass.

Using your motor profile thats 976s.

My aim is to investigate how pulse affect range. Therefore I am keeping the same fuel mass and ISP. I’ve set it to 244Isp(what gaijin originally used).

If you have any boost profile suggestion make sure it fits 244Isp and list the fuel mass as well.

Where did you find 38kg of fuel mass??? The AIM-9L has ~30kg of fuel