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

the aim-4g suffers this issue as well for some reason (from side-rear aspect), the only way ive found to make them reliably hit is shooting from above them to avoid it skimming on top of them

For the sake of curiosity, I inputted the stats of the AIM-4E in stat shark, and the results are not as bad as you’d think…


For starters, the AIM-4E missile is noticeably lighter than the AIM-4F, at 63,5kg vs 68,9 kg, showing that all the circuitry to add home on jam, chaff filtering and saclos functionalities had an important weight penalty.

Like on the corrected aim-4F, there is a HUGE discrepancy between the thrust of the boost stage while it’s fixed to the test stand at sea level (4550 lbf / 20239.4 N), and the actual thrust it must have to reach the speeds measured in test launches (5841 lbf / 25982,49 N) - this can be partially explained by them using an over expanded nozzle that gains efficiency at speed, although the ISP is so excessive (280 /s) some of the thrust probably should be split towards the sustainer. The sustainer on the E has a shorter burn time than the F, but the overall result is that the E is faster.

The drag coefficient on the the E is MUCH smaller than the ingame AIM-4F, going from 2.025 to 1.64 , to get the best possible match with the speed over time graph on the SMC for the first 10 seconds, but as it has a slightly shorter battery limit than the F (20s vs 22s) the overall distance covered is the same as the ingame version of the 4F.

According to the table, the AIM-4E already used dual plane manoeuvring like the AIM-4F. This means that the load factor showed on 0 roll angle manoeuvre graph is actually underrated by 41% versus testing, and that the turning radius is actually not that far off than that of the dual plane 4F, even though it has a lower g limit of 24,6 vs 27,2 on the corrected F. The ingame version is a joke by comparison.

TL DR, the aim-4E in real life is a fair middle ground between the faster but less manoeuvrable AIM-4A/C/D, and the slower but more manoeuvrable AIM-4F/G, but it doesn’t matter unless it’s implemented correctly and the pulse radar guided missile bug is fixed.

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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