after finding more evidence it seems F-4D were testing AIM-4H at Eglin AFB it seems
The balls of the technical team that the AIM4G was superior to the AIM4D is a goddamn joke at best the ability to be so wrong about a thing is really a russian thing.
Least nationalistic WT player
Have you know some Russian I have severe bias but cant take it when they are wrong they just dug themselves into a ditch to quote me
You have pattern recognition use it time to time.
I used exactly that and it’s not speaking in your favour bud.
not russian, therefore no KH-38MT treatment should we ever get the F-4D
i have other evidence of use on the F-4D so no worries (the only actual picture of the missile was of it mounted on the 4D). this was just clarification of testing on the 4D being very likely at Eglin
Seems like gajjin has fixed or and buffed the aim4 falcon series with the recent missles changes in the dev server which is neat I dare say, as both the Aim4F and Aim4G have a much more snappy tracking and pull overall as well the Aim4g actually tracking heat sources instead of the center of the air frame!!!
and it really makes the aim4 Super falcon series a viable alternative to aim9bs
(ill post a comparisement later between the live n dev changes for the super falcon!!!)
Sounds promising, but have you tested it against multiengined planes like the b-52? I wonder if the seeker won’t spazz out trying to decide on which engine to go for, or maybe it will struggle to hit the engines since they are in pods away from the wing - especially if the b-52 does an aileron roll while the aim-4 g tries to hit one of the engines closest to the wingtip.
So ive tested it against a b52 and so from what i can tell that the aim4 will first target the center of an air craft till around 3 -2 kms where then it choose an engine which angle of attack it has so if its from a rear left it go for one of the two left engines same for thr right a tho that transition between Central tracking to heat source tracking at times make the aim4g spazz out but could be just that i fired with a bad envolobe also the aim4g from testing allows you to fire from alot closer since its snappier tracking and pull lets you fire from 0.3 KMs and it could still a mig15 flying straight and fired from not high of an angle (like it seems to struggle overall as the switch between the tracking logic seems to be just long enough where it cant adjustfast enough)
extra note: the aim4f seems to also at times to struggle in head on angles where it seems to just lose track of the track out of no where or over pulls to target and blows up ot sure if thats a bug or just the new tracking logic)
It’s probably simply averaging the heat sources within the 2.5º field of view, so as it gets closer it goes from seeing 8 engines to seeing 4 to seeing 2. The apparently obvious solution, but as expected it will cause issues… If it was biased towards going for the centermost engine in it’s field of view while it’s still seeing all the engines it would probably be a lot smoother (and probably more realistic, given it’s conical scanning), but if that’s the case I don’t know how to give the devs that specific feedback.
Aim-4f probably still suffers from that pulse guiding bug that stops all tracking within 150 meters of the target, although to be fair even in real life these missiles struggled with pure head on shots simply because high closure rates and the small frontal area of an airplane gives very little time and physical margin for a missile to make direct contact.
Please tell me these missiles stopped grazing bombers that fly straight on the backs
Its probably using the old guidance up until 3 km, when its switches to the new LOAL code. Which would then be set to target only the engine modules
Edit: after looking at the files its probably due to the averaging as lglscs stated
Hey, so against really oddly placed engines like the pod engine layout on the B-52, it seems to struggle a little more. But I could imagine that against engines conventionally in wings , it will either hit the engine or the wing , though I haven’t tested it
And for the Aim-4F, it seems to still just fly right above bombers, as well, unchanged.
From this footage, I was way too naive and you are absolutely right.
And it looks to me that it’s worse than i though. No wonder the aim-4g is flipping out and missing against big multi engined planes, it’s being forced to course correct way too close to the target, and if the needed correction is too big the missile is unable to stabilize the oscillation before actually reaching collision box to get a hit - so many of those shots wouldn’t have hit if not for the proxy fuses…
It also looks like this change only applied to rear aspect attacks, front/side aspect shots still go for the center of the hitbox.
Now that the dev server went live and ir missiles target towards the engines, i’ve been able to test the aim-4s with sensor view, some notes:
-
tracking against single engine planes is simply better than it used to be since it doesn’t offset the target now, same applies to most twin engined planes.
-
tracking against big 4 engined planes is, if anything, worse. Because it “sees” all 4 engines + fuselage as a heat sources, depending on the angle it’s fired at it can start hopping from engine to engine as it gets closer, wasting energy as it wobbles about trying to adjust for a new target and can end up fishtailing away at the last correction.
-
the best way to avoid this issue seems to be to launch the missile from above or below the target, so that the missile hopefully settles on a specific engine and doesn’t bounce left to right.
-
If a missile hits the engine, it’s destroyed and starts a fire that may bring down the bomber since fires are now more effective, so at least the odds of an anti bomber missile actually bringing down a bomber is slightly better than before.
-
If you launch more missiles they will target the other engines that aren’t on fire (no, don’t question the snail on this). As the number of engines goes down the tracking gets better.
So the update is a mixed bag, better test it out yourselves before getting an unpleasant surprise in pvp.
I hate when gaijin completely remodels a game mechanic and gets it entirely wrong, because there is a low chance they will attempt to redo the entire thing again so soon after working on it the first time.