The AIM-4/26 Falcon - History, Design, Performance & Discussion

How are you getting that? Curious as i want to see what the AIM 4D would be like in game as its the best Service IR falcon for war thunder

Typical mission table, 30000 feet. Goes from mach 1.85 to mach 2.82 at burnout (3.56 s), to mach 2.71 after 5.5 s, and mach 2.19 after 8.6s. The only way to get that rate of deceleration is by reducing coefficient of drag from 2.025 to 1.64, although to be fair i haven’t tried reducing the fin area to see if it changes the parasitic drag (and the aim-4e does have a smaller fin).

Note i’m being conservative, since the table indicates mach 1.94 after 12.8 s, but reducing the drag to hit that speed in statshark would make it a bit too fast in the first 10 seconds, which is where it matters.

Aim-4d by comparison at 30000 feet goes from mach 1,2 to mach 2,87 in 1,4 seconds (much better delta v and acceleration), to mach 1.69 after 10.3 seconds - average 4.1 g deceleration, compared to the 3.87 g average deceleration of the aim-4e, or the 3.26 g of the aim-4F.

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Fair, yeah ive had issues matching the AIM 4D exactly on statshark bc either its too slow at points or too fast but my best source on flight performance is the SMC and CS so its a bit of gambling

I wouldn’t call it gambling, just a compromise. For example aim-4d smc states that at 30000 feet missile goes from mach 2.87 at t+1.4 seconds to mach 1.69 at t+10.3 seconds, so you adjust the drag coefficient until the missile slows down from M 2.87 to M1.69 in 8,9 seconds, and then adjust the thrust so the missile reaches mach 2.87 when launched at mach 1.2. The speed curve won’t be one to one perfect againt the smc, but it’s close enough given that statshark is neither a supersonic wind tunnel simulation, and that it’s probably really difficult to get real missiles to perform within a fraction of the second nowadays, let alone back in the 60’s.

I accidentally deleted the statshark data I had stored so I had to redo the custom missiles (with some tweaks here and there), but if you want a comparison between the aim-4s (ingame version is us_aim4f_falcon):
Straight line speed and distance, 30000 feet


Straight line speed and distance, sea level

Thrust and delta -v makes aim-4d go faster and farther until it hits the time limit, but relatively low drag and longer flight time makes aim-4f reach a slightly longer distance.

Turning radius 30000 feet

Turning radius sea level

Since by convention warthunder assumes all missiles are manoeuvring in single plane, I added in purple a version of the 4F that obeys that standard. Turns out that wing area multiplier affects everything, from parasitic drag to induced drag to the speed the missile can react to, so i slightly reduced to wing area multiplier in the 4e to account for the lack of leading edge extensions (maybe i should have changed the cg distance to stabilizers instead?). But if the AIM-4D has the 1,4 wing area multiplier that’s in the datamined spreadsheet for the 4C, then the energy bleed caused by a tight turn is really extreme.

would you be able to compare that to conventional IR missiles?
9D, 9J etc

Comparing turn radius sea level

The energy bleed and the guidance only starting after 1.4 seconds really hurt it (unless I’m wrong on the latter staying the same between 4C and 4D), so taking advantage of the uncaged seeker to give it the proper lead angle before firing seems essential.

As for straight line speed and distance, sea level

Aim-4D has the shortest range overall, but is the fastest until the 3.78 second/2158 meters mark, where it’s overtaken by the r-60mk, and stays ahead of the aim-9D and aim-9M pair until the 5.2 s / 2787 meters mark. The launching altitude and speed changes up the values a bit, but the overall trend stays the same.

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Well the AIM-4D CS and SMC doesnt say anything about it not having guidance for the initial boost phase while AIM-4C does

AIM-4D CS & SMC


AIM-4C CS & SMC
Screenshot 2026-04-27 200712

Its provided in the J35F manual, guidance delay is roughly 0.5 seconds for pitch and 1.5 second for Yaw and roll
image

I believe the AIM 4D has a 25 second guidance time instead of 15 second btw

I assume that “pitch” guidance here refers to the pitch angle of the aircraft that’s launching the missile, rather than the pitch angle of the missile relative to the horizon. Regardless, since warthunder can’t really separate pitch from yaw and roll guidance in missiles, using a 0,5 guidance delay seems reasonable. The 25 second guidance time is also technically possible since most falcons’s battery lasts for about 120 seconds, but the smc does repeatedly state that 15 seconds is the max permissible missile flight time both in the mission tables and the performance charts, so the 25 seconds guidance time seems unlikely. Regardless, 15 or 25 seconds time limit doesn’t make a real difference for the aim-4d because as you can see below, the drag to weight ratio is so high that it goes subsonic before the time is up even if it’s launched at 30000 feet and mach 1.85 (switched things a bit with the magic 2 and the red top).

The turning performance of the aim-4d at sea level below now looks very different because besides reducing time before guidance can start, i also reduced maximum fin AoA. You see the aim-4a/c/d has an issue with the fins not being able to overcome high dynamic pressures that isn’t really possible to replicate in war thunder, so having the correct performance for 30 000 feet was making it turn way harder than it should at sea level; i ended up compromising a bit so that it’s about 10% better at sea level (within a margin of error), even if it’s 20% worse at 30000 feet, but at least the energy bleed isn’t quite as bad.

Could you do a mach 1.14 launch at 30,000ft to compare it to the SMC?

image

could you compare it to the aim-26b?

If you want to compare the graph, peak speed is mach 2,81, mach 2,25 t+5 seconds, mach 1,69 t+10 seconds, mach 1,35 t+14 seconds, mach 1,09 t+18 seconds - i think it only really starts to noticeably slow down vs the real thing after after the 10 second mark.

@McStrawBerry Aim 26b (ingame) has about the same acceleration but goes farther because of the lower drag per weight - too bad that they didn’t reduce the guidance time delay when they replaced the nuke with the conventional warhead.

what about the aim-9j and aim-9e ? they seem kinda similar in peformance

what relevant information could one get from this(for the aim-4h)
image
Avionics reverse-engineering: 60’s Hughes telemetry unit - Page 1

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Nothing, i’m afraid. Unless i missed something, that’s a device used to measure telemetry data of a aim-4H missile test. Any information you could get from it is presumably already mentioned in this paper describing a similar telemetry device for the aim-4F/aim-4G

https://apps.dtic.mil/sti/citations/ADA055339

The real interesting differences between aim-4d and aim-4h would presumably be inside the seeker head itself (assuming it has irccm), the operation of the laser proximity fuse, and in the operation of the missile autopilot (assuming it got upgraded to dual plane and/or given more powerful actuators compared to the aim-4a/B/C/D baseline), and would at most show in the data recorded during a launch. The telemetry unit itself is only bespoke to make sure it’s compatible with the circuits inside the aim-4h.

The document above might be really interesting to the person that disassembled the telemetry unit, since it does have drawings of the logic circuits which he can then compare with the circuits he is physically seeing. I learned enough to realize why pulse guided missiles need a range gate and how the home on jam and target reacquisition functionalities work, but maybe he can have a better understanding of what the missile can or cannot do.

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AIM-4A and AIM-4C might be coming next update if it’s the F-101B
image
btw AIM-4A/C have been in the files for a long time

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My guess is that it’ll be the cannon armed variant because having nothing but 4 aim-4s is like being completely unarmed

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6 aim4 and also these ones have real motors unlike super falcon



I’d say the F-106B is like being completely unarmed

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No proxy fuse makes the missile miss with a simple rudder kick or barrel roll, no extra range will make the missile usable as a main weapon. I only get kills with them in the F-106 on people flying straight or doing a simple slow turn.