Nope. All you get is PD, PD HDN, and PD velocity search. The later is kinda useful, as it broadly allows you to track the bearings of the enemy from the start of the game, but it doesn’t give you any useful distance information.
Compression isn’t even really the issue this time, it’s deeper than that.
It’s the meta that results from a gamemode where early game impact is the only thing that matters, and a tier where some planes start to get really good at killing planes early, while others do not.
This produces games that can be decided in just a handful of minutes after the first merge, if not before then.
This in turn makes it so that aircraft that cannot participate in this initial engagement become almost irrelevant. Which in turn means that Gaijin feels a need to push them down.
As a reminder, Air RB was original designed around prop planes. No jets that can third party someone on the other side of the map in 2 minutes. No missiles that can beam someone from across the map. Fighting for altitude or energy don’t matter. Fighting for position barely matters. The only thing that does matter is knocking out your opponents numbers as quickly as possible before they do it to you, and the team who does that better, wins.
Good luck trying to carry the game in an F-15 when the enemy is up 6 kills and you’re lit up on everyone’s RADARs. You may have advantages in top speed, energy generation, IR missiles and countermeasures, but none of that matters when you can only effectively engage one enemy at a time in a headon, and you’ve got 3-4 planes looking at you.
What we need to actually solve this problem is Air RB EC. Large maps and spread out objectives dilute numbers down, so snowballs are less likely. Respawns mean the initial engagement is not the only thing that matters in terms of who wins the game. More objectives on the ground mean giving an actual role to attackers and multiroles, rather than forcing them to be balanced by fighter capability alone.
BVR capability will still matter, but smaller fights mean it’s entirely possible to outplay an opponent that has adavantages in BVR and close in. It’s what’s needed to balance the game around things other than “How quickly and effectively can you engage the enemy?”.