The AIM-120 'AMRAAM' - History, Design, Performance & Discussion

What Rmax and missile time of flight do you get for the aim120B when the interceptor is at 11k ft, 0.94Mach 520kts airspeed. Target is Hot going 364kts airspeed, you have 1020 kts 525m/s Vc. Target is ~370m(1200 ft) below interceptor, (~1.2° below). Radar range, 9.5-9.4 Nautical miles(17.6-17.4km) launching range. No manual loft.

Haven’t tested myself. It’s hard to make AI fly a straight line without any dodging maneuvers like a target drone, and DLZ readings will not always concur with the actual range in-game.

I couldn’t find the original video.
f16 amraam DLZ

Redeye flight( F16 Ang training)

That sounds kinda complex to judge based on the in-game custom missile file I’ve created. If you can simplify that a bit I can make a mission later.

Fire an aim120b flying at mach 0.94, 11k ft at a target flying towards you at 10kft 364 kts IAS. Vc should be ~1020 kts with this geometry. Ezzy and fire at 17.5km

Is this a scenario on video irl? What was the time to target and such?

17s

I’m not sure where the scenario is from, but my in-game custom missile has similar performance.

After testing, approximately 20-21s depending on what I set the CxK value to, though my missile has a steep lofting parameter currently.

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So, given conditions amraam B should reach the target before than your model. ~10-20% earlier. 15% in between. You are off, a bit.
Rmax, the Rmax ingame is Raero I think. A shot at 38-40km with the same conditions should prove this. The Rmax range ingame should corresponds to the Rpi Range.

Its this “Redeye flight( F16 Ang training)”, skip to end.

Well, unlike real life my AMRAAM doesn’t determine it shouldn’t loft. I can remove the lofting feature and re-test. Presumably it would reduce time to target quite a bit if it’s not trying to maintain some elevation angle and descent on target from above.

I don’t think it would really reduce TTG, a loft is necessary. The ballistic trajectory reduces drag and its not like the missile is climbing alot. You can try

I was able to reduce time to target to <19s, it’s possible I need to adjust the burn times or thrust from the values given in the OP’ sources. I think the drag is already more or less accurate. Any lower and it will result in the missile coasting without much loss of speed even during maneuvers… extending the actual performance against maneuvering targets significantly.

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Should be 17s. not 19

Also Rtr is at 7.6 Nm(14.07km) represents the maximum range shot assuming
the target performs a “Turn and Run” maneuver at launch.

Dunno, Raero shouldn’t be 36km as on DLZ

If you’re referencing the ranges in my in-game test those are completely irrelevant. I did not adjust the maximum / minimum launch range brackets… those are not synced to missile performance.

We don’t have all the variables either, and time to target for very specific shots may be inaccurate if you want to preserve the overall average performance of the missile in the game.

Can you show which timestamp the engagement is in this?

You can test them, I think they are Raero.

yeah I gave them above.

at the very very very end

Again, no. The max / min ranges being shown are a table of variables in which I did not adjust in the missile file. It’s not accurate to the actual performance of the custom missile file.

I’m not seeing in the video where all the information was extrapolated, or if it was… the conditions of the launch differ quite a bit from my own. The variables are changing too much or aren’t obvious to me.

just do a shot at 38-40km to see what it is, ezzy.

just after he locks the other F16 and range is 9.6NM. All info can be extrapolated there

Can you give a time stamp? It’s a 240p video.

It’s pointless, the graph is not connected to the performance.