The Rafael Python: Variants, history, preformance, and game implementation discussion

The Python air-to-air missiles are a family of missiles designed and built by Israeli weapons developer Rafael.

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Shafrir-1

Originally the family was started with the Shafrir-1, which started development in 1959 to satisfy the IAFs needs for a domestic A/A missile after heavy arms embargos.

The Shafrir-1 was intended for use on Mirage III French fighter jets, but after testing in France its performance was so poor development was immediately started on a second version.

Instead of being fitted on Israel’s fighter jet fleet, they were instead put onto the Vautour Jet Bomber as a self defense measure.

In game, the Shafrir-1 is comparable to an AIM-9B with 1G of extra pull and is only used on 2 vehicles, the Vautour IIA and Vautour IIN.

https://media.discordapp.net/attachments/940425040661471354/1147585660119687210/image.png

Shafrir-1 Images

ISR - Shafrir 1 : Air to Air Missiles (AAM)

Shafrir-2

After the first attempt Israel made to make an air-to-air missile which was almost a complete failure, they continued development on a new missile, which was an upgrade and overall redesign of the previous Shafrir-1.

It was designed to be a small, maneuverable missile which would directly impact the target instead of using a proximity fuse. This combined with the fact that the motor and warhead had been made larger and therefor heavier caused a large dip in performance.

Eventually, due to the Israeli military wanting to speed up development and increase efficiency in spending costs the contract was handed over from IMI (Israeli Military Industries) to Rafael. After the take over of the project, the engineers and Rafael were able to fix the Shafrir-2’s many development issues and caught up with the IAF’s expectations.

The Shafrir-2 was an incredible success for the IAF as it was credited with 89 kills in the Yom Kippur war and 106 during its entire service life. It also did exceptionally well commercially, with lots of export customers in South America and South East Asia.

In game, the Shafrir-2 is a exceptional missile for its BR, it first appears and 9.0 on the Sa’ar. It can pull 18Gs which is the most maneuverable missile at 9.0 (unless you get an uptier into a match with A10s/SU25s). Its only real problem is the rather short range with a short burn time and a subpar motor. But its still great as a dogfight missile and just won’t get you any kills past 1.5-2km if they are running away from you.

https://cdn.discordapp.com/attachments/940425040661471354/1147585881511825459/image.png

Shafrir-2 Images

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Python 3

The Python 3 is almost a complete redesign of the Shafrir-2 that was spearheaded by Rafael after the completion of the Shafrir-2 program. Development started in the late 1970s but was quickly sped up by the Lebanon War in 1982. It was so rushed in fact that even pre-production Python 3s were being used and tested in actual combat.

The new missile upgrades about every part of the Shafrir-2 possible, new fins, motor, seeker, warhead, etc. Some of the new features greatly increased the killing power and survivability of IAF aircraft
Some of these features include:

  • All Aspect capability, including head on interception
  • High-G dogfight maneuvers (up to 40Gs 2-plane)
  • Much longer effective range
  • Radar slaving and a 30 degrees uncaged seakerhead
  • Reliability above 95%
  • Max speed of Mach 3.5

These features allowed the Python 3 to down more than 50 enemy aircraft in the Lebanon War. After the war, the Israeli Air Force proudly claimed it to be faster, have tighter turning, and longer range than the AIM-9L. The Python 3 was also licensed to the PLAAF in 1989 and still sees active use in many air forces toady.

In game the Python 3 (as of La Royale) is the best IR air-to-air missile in the game, pulling an astounding 40Gs and accelerating extremely quickly. With a short burn time on the motor, it can be hard for enemies to see this coming if they aren’t completely attentive. Although it gets one flared from front aspect, it can sometimes be tricky to flare from rear aspects. Still an incredibly strong missile.

https://media.discordapp.net/attachments/940425040661471354/1147586141894217869/image.png

Python 3 Images

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From here on out information can be quite scarce and hard to come by, so don’t roast me too hard if I miss some stuff.

Python 4

The Python 4 is Israel’s first 4th generation air-to-air missile, developed in the early 1990s built and for integration with HMDs (Helmet Mounted Display/Device) and the Israeli Elbit made DASH (Display and Sight Helmet) system. It was specifically made to counter the Soviet R-73/HMS of the Mig-29 which were being integrated into the air forces of Israel’s enemies at the time.

The missile was extremely advanced for its time and could pull around 70Gs and could even preform a 180 degree turn and hit a target behind the aircraft. The Python 4 can do all this while not employing a thrust vectoring motor, instead using an extremely aerodynamic design made to achieve as high a turn rate as possible.

The Python 4’s seeker also uses dual band technology arrays (also seen on the FIM-92 Stinger) that can see targets in infrared and ultraviolet giving it very strong IRCCM capabilities and reducing the effectiveness of enemy flares.

The commercial success of the Python 4 is also very noteworthy, its in operational use with Israel, India, Brazil, Chile, Thailand, Venezuela, Singapore, Ecuador, Columbia and is in trials with the Australian Air Force.

As of the first Son’s of Attila dev server the Python 4 is not in the game yet, but when it does get added in the future I’d expect it to preform harder turning R-73 but with the speed of a Python 3.

Python 4 Images

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Python 5

The Python 5 is the most advanced air-to-air missile in Israel’s inventory and one of the most advanced air-to-air missiles in the entire world. It takes what the Python 4 is built on and turns it up to 11. It has a total of 18 aerodynamic surfaces which allowed it to maneuver just as well before and after the motor has burned out.

With a max speed of Mach 4 and a range of 18km+ it can be used as a BVR missile , including a LOAL (Lock On After Launch) which scans a predetermined area for hostile aircraft and can be used like a mad-dog radar missile.

It is currently in operational use with Israel, India, Singapore, Georgia, Vietnam, and Columbia. It was first used in the 2006 Lebanon War where it was used to shoot down two Ababil UAVs used by Hezbollah, and on May 13th 2021 it was used to shoot down a Hamas operated suicide drone.

I guarantee we won’t see this in-game for a long, long time.

Python 5 Images

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Extras

Extra Pictures

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Derby ARH Missile

The Derby and I-Derby is an ARH version of the Python 4/5, it has a elongated body and a longer burning motor for BVR combat. It is in use with Israel, India, Georgia, the Philippines, Vietnam, Ecuador, Columbia, Brazil, and South Africa.

Derby Images

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Sources

(https://web.archive.org/web/20160729222556/http://www.rafael.co.il/marketing/SIP_STORAGE/FILES/9/1189.pdf)

Python 5

Shafrir 1

Shafrir 2

Python 3

Python 4

Fourth Generation AAMs - The Rafael Python 4

Python (missile) - Wikipedia

Derby

thank you for reading :)

4 Likes

Big W information

1 Like

Link of the old thread on the old forum:

It contain other information you don’t mention on your thread.

1 Like

Otherwise, good thread on the Python, i was waiting for someone to make a new one :)

Small questions: Are you sure the Python 5 use thrust vectoring? I though the python familty managed its maneuvrability only with aerodynamic surface and not with thrust vectoring.

Regarding the Python 4 for war thunder , it’s even better then the R73 we have in game rn with better IRCCM and better maneuvrability, better off boresigth capabilities (60° compared to the 40° on the R73)

I don’t want to see it unless they also implement AIM-9M/MAGIC 2 with IRCCM/PL-8B/ AAM-3.

The R73 is already a step above other missile rn so adding one even better without adding counter would be really unfair for all other countries.

The Python 5 is indeed more similar to IRIS-T/AIM-9X/MICA IR/ASRAAM/PL-10 in capability so not for now.

5 Likes

thank you!

From the video of the Tejas test fire, it looks like it uses thrust vectoring and it would just make sense as a 5th gen air to air missile

I’ll definitely read through it and maybe add some stuff from there, id want to get the original creator’s permission beforehand tho

Definitely valid points, if I could I’d give the F16C and Barak II 9Ms to counter the R-73

1 Like

Could you link the video pls or put it in the main post so everyone can see it

1 Like

Python 4 values and data in the game files:

Spoiler

{
“rocketGun”: true,
“preset_cost”: 20,
“bullets”: 1,
“shotFreq”: 1000.25,
“sound”: “weapon.rocketgun_132”,
“helicopterGroup”: 2,
“mesh”: “python_3”,
“tags”: {},
“rocket”: {
“bulletName”: “il_pyton_3”,
“statType”: “hydra”,
“caliber”: 0.16,
“length”: 3.0,
“WdK”: [
0.1,
0.1,
0.1
],
“CxK”: 2.65,
“wingAreaMult”: 1.45,
“finsAoaHor”: 0.22,
“finsAoaVer”: 0.22,
“finsLatAccel”: 60.0,
“distFromCmToStab”: 0.1,
“mass”: 105.0,
“massEnd”: 81.0,
“massEnd1”: 63.0,
“timeFire”: 3.0,
“timeFire1”: 5.0,
“force”: 17600.0,
“force1”: 7920.0,
“fireDelay”: 0.0,
“timeLife”: 20.0,
“useStartSpeed”: true,
“startSpeed”: 0.0,
“machMax”: 4.0,
“endSpeed”: 1000.0,
“maxDistance”: 30000.0,
“minDistance”: 30.0,
“rangeMax”: 30000.0,
“loadFactorMax”: 50.0,
“guidanceType”: “ir”,
“guidanceSfx”: “alarm_con_scan”,
“effectOffset”: [
-1.4,
0.0,
0.0
],
“normalizationPreset”: “heat”,
“ricochetPreset”: “he”,
“groundRicochetPreset”: “he”,
“secondaryShattersPreset”: “ap”,
“stabilityThreshold”: 0.05,
“stabilityCaliberToArmorThreshold”: 5.0,
“stabilityReductionAfterRicochet”: 0.5,
“stabilityReductionAfterPenetration”: 0.15,
“bulletType”: “aam”,
“explosiveType”: “hbx”,
“explosiveMass”: 5.0,
“maxDeltaAngle”: 0.0,
“dragCx”: 0.018,
“spawnExplosionFx”: false,
“spawnExplosionWreckage”: false,
“selfDestructionFx”: “explosion_air_selfexplosion_big”,
“explosionEffect”: “explosion_midair_medium”,
“groundCollisionEffect”: “hit_133_160mm_dirt_he”,
“ricochetEffect”: “hit_133_160mm_metal_ap”,
“waterCollisionEffect”: “hit_133_160mm_water_he”,
“explosionPatchRadius”: 4.0,
“waterRicochetEffect”: “hit_133_160mm_water_ap”,
“groundRicochetEffect”: “hit_133_160mm_dirt_ap”,
“visualShattersWaterOffset”: 1.2,
“visualShattersGroundOffset”: 1.2,
“fireEffect”: “fires_exhaust_jet_mach_discs_small”,
“smokeEffect”: “smoke_rocket_tail_light”,
“smokeEffect2”: “”,
“hazeEffect”: “haze_missile”,
“endSmokeViscosity”: 0.05,
“distanceFuse”: false,
“hitPowerMult”: 400.0,
“fuseDelayDist”: 1.0,
“explodeTreshold”: [
0.1,
0.01
],
“hasProximityFuse”: true,
“explodeHitPower”: 550.0,
“explodeArmorPower”: 75.0,
“explodeRadius”: [
1.0,
3.5
],
“rendinstDamageRadius”: 9.0,
“shutterDamage”: true,
“shutterDamageRadius”: 17.0,
“shutterAmount”: 2000,
“shutterArmorPower”: 12.0,
“shutterHit”: 10.0,
“price”: 3000.0,
“amountPerTier”: 1.0,
“iconType”: “missile_type_b_air_to_air”,
“arcadeProp”: {
“finsAoaHor”: 0.22,
“finsAoaVer”: 0.22
},
“guidance”: {
“warmUpTime”: 1.0,
“workTime”: 20.0,
“uncageBeforeLaunch”: true,
“breakLockMaxTime”: 3.0,
“irSeeker”: {
“rangeBand0”: 11000.0,
“rangeBand1”: 3800.0,
“rangeBand2”: 11000.0,
“rangeBand3”: 0.0,
“rangeBand6”: 1000.0,
“rangeBand7”: 6000.0,
“rangeMax”: 100000.0,
“fov”: 3.6,
“gateWidth”: 1.2,
“minAngleToSun”: 15.0,
“lockAngleMax”: 60.0,
“angleMax”: 90.0,
“rateMax”: 45.0,
“prolongationTimeMax”: 3.0,
“bandMaskToReject”: 4,
“designationSourceTypeMask”: 18,
“constantDesignationSourceTypeMask”: 2
},
“guidanceAutopilot”: {
“timeOut”: 0.2,
“propNavMult”: 4.0,
“reqAccelMax”: 50.0,
“accelControlProp”: 0.0036,
“accelControlIntg”: 0.0341,
“accelControlDiff”: 0.0007,
“baseIndSpeed”: 1800.0,
“accelControlIntgLim”: 1.0
},
“table0”: {
“altitude”: 1000.0,
“fighterMach”: [
0.9,
1.2
],
“targetMach”: [
0.9,
0.9
],
“targetMach2Mult”: -1.0,
“rangeMin”: [
1700.0,
250.0,
2600.0,
250.0
],
“rangeMax”: [
3336.41,
15258.8,
3855.71,
15808.1
],
“rangeMaxAltDiff”: [
500.0,
1200.0
],
“timeMax”: [
11.1408,
19.9167,
11.5116,
19.9215
],
“timeMaxAltDiff”: [
500.0,
1.4
]
},
“table1”: {
“altitude”: 5000.0,
“fighterMach”: [
0.9,
1.2
],
“targetMach”: [
0.9,
0.9
],
“targetMach2Mult”: -1.0,
“rangeMin”: [
1700.0,
250.0,
2600.0,
250.0
],
“rangeMax”: [
5344.14,
16967.8,
6079.45,
17700.2
],
“rangeMaxAltDiff”: [
500.0,
1200.0
],
“timeMax”: [
16.728,
19.9584,
17.327,
19.9636
],
“timeMaxAltDiff”: [
500.0,
1.4
]
},
“table2”: {
“altitude”: 10000.0,
“fighterMach”: [
0.9,
1.2
],
“targetMach”: [
0.9,
0.9
],
“targetMach2Mult”: -1.0,
“rangeMin”: [
1700.0,
250.0,
2600.0,
250.0
],
“rangeMax”: [
8911.13,
19714.4,
9887.7,
20690.9
],
“rangeMaxAltDiff”: [
500.0,
1200.0
],
“timeMax”: [
19.9698,
19.9652,
19.9658,
19.9634
],
“timeMaxAltDiff”: [
500.0,
1.4
]
},
“table3”: {
“altitude”: 15000.0,
“fighterMach”: [
0.9,
1.2
],
“targetMach”: [
0.9,
0.9
],
“targetMach2Mult”: -1.0,
“rangeMin”: [
1700.0,
250.0,
2600.0,
250.0
],
“rangeMax”: [
12023.9,
22338.9,
13244.6,
23559.6
],
“rangeMaxAltDiff”: [
500.0,
1200.0
],
“timeMax”: [
19.9876,
19.9176,
19.9721,
19.9128
],
“timeMaxAltDiff”: [
500.0,
1.4
]
}
},
“stabilityRicochetModifier”: {
“mod1”: [
0.0,
0.05
],
“mod2”: [
20.0,
0.1
],
“mod3”: [
[
30.0,
0.2
],
[
45.0,
0.3
]
]
},
“pressureDamage”: {
“damageType”: “pressure”
},
“collisions”: {
“default”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“horLandMesh”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“soil”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“dirt”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“road”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“roadSoil”: {
“fx”: “hit_133_160mm_dirt_he”,
“ricochetFx”: “hit_133_160mm_dirt_ap”
},
“bricks_red”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“sand”: {
“fx”: “hit_133_160mm_sand_he”,
“ricochetFx”: “hit_133_160mm_sand_ap”
},
“duneSand”: {
“fx”: “hit_133_160mm_sand_he”,
“ricochetFx”: “hit_133_160mm_sand_ap”
},
“roadSand”: {
“fx”: “hit_133_160mm_sand_he”,
“ricochetFx”: “hit_133_160mm_sand_ap”
},
“quickSand”: {
“fx”: “hit_133_160mm_sand_he”,
“ricochetFx”: “hit_133_160mm_sand_ap”
},
“snow”: {
“fx”: “hit_133_160mm_snow_he”,
“ricochetFx”: “hit_133_160mm_snow_ap”
},
“ice”: {
“fx”: “hit_133_160mm_snow_he”,
“ricochetFx”: “hit_133_160mm_snow_ap”
},
“roadSnow”: {
“fx”: “hit_133_160mm_snow_he”,
“ricochetFx”: “hit_133_160mm_snow_ap”
},
“snowLower”: {
“fx”: “hit_133_160mm_snow_he”,
“ricochetFx”: “hit_133_160mm_snow_ap”
},
“glass”: {
“fx”: “hit_133_160mm_metal_he”,
“ricochetFx”: “hit_133_160mm_metal_ap”
},
“wood”: {
“fx”: “hit_133_160mm_wood_he”,
“ricochetFx”: “hit_133_160mm_wood_ap”
},
“steel”: {
“fx”: “hit_133_160mm_metal_he”,
“ricochetFx”: “hit_133_160mm_metal_ap”
},
“metal”: {
“fx”: “hit_133_160mm_metal_he”,
“ricochetFx”: “hit_133_160mm_metal_ap”
},
“tank_structural_steel”: {
“fx”: “hit_133_160mm_metal_he”,
“ricochetFx”: “hit_133_160mm_metal_ap”
},
“aluminum_armor”: {
“fx”: “hit_133_160mm_metal_he”,
“ricochetFx”: “hit_133_160mm_metal_ap”
},
“tank_rubber_screens”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“buildings”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“verLandMesh”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“concrete”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“rocks”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“rocksSlippery”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“fabric”: {
“fx”: “hit_133_160mm_stone_he”,
“ricochetFx”: “hit_133_160mm_stone_ap”
},
“stone_snow”: {
“fx”: “hit_133_160mm_snow_he”,
“ricochetFx”: “hit_133_160mm_snow_ap”
}
},
“shatterCollisions”: {
“groundCollisionEffect”: “hit_12_18mm_dirt_dust_ap”,
“waterCollisionEffect”: “hit_8_11mm_water”,
“default”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“horLandMesh”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“soil”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“dirt”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“road”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“bricks_red”: {
“fx”: “hit_12_18mm_red_brick_dust_ap”
},
“roadSoil”: {
“fx”: “hit_12_18mm_dirt_dust_ap”
},
“sand”: {
“fx”: “hit_12_18mm_sand_dust_ap”
},
“duneSand”: {
“fx”: “hit_12_18mm_sand_dust_ap”
},
“roadSand”: {
“fx”: “hit_12_18mm_sand_dust_ap”
},
“quickSand”: {
“fx”: “hit_12_18mm_sand_dust_ap”
},
“snow”: {
“fx”: “hit_12_18mm_snow_dust_ap”
},
“ice”: {
“fx”: “hit_12_18mm_snow_dust_ap”
},
“roadSnow”: {
“fx”: “hit_12_18mm_snow_dust_ap”
},
“snowLower”: {
“fx”: “hit_12_18mm_snow_dust_ap”
},
“glass”: {
“fx”: “hit_12_18mm_metal_ap”
},
“wood”: {
“fx”: “hit_12_18mm_wood_ap”
},
“steel”: {
“fx”: “hit_12_18mm_metal_ap”
},
“metal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“tank_structural_steel”: {
“fx”: “hit_12_18mm_metal_ap”
},
“aluminum_armor”: {
“fx”: “hit_12_18mm_metal_ap”
},
“tank_rubber_screens”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“buildings”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“verLandMesh”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“concrete”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“rocks”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“rocksSlippery”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“fabric”: {
“fx”: “hit_12_18mm_stone_dust_ap”
},
“stone_snow”: {
“fx”: “hit_12_18mm_snow_dust_ap”
},
“armorPierceLowCal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“armorPierceMedCal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“armorPierceHiCal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“armorNPLowCal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“armorNPMedCal”: {
“fx”: “hit_12_18mm_metal_ap”
},
“armorNPHiCal”: {
“fx”: “hit_12_18mm_metal_ap”
}
},
“DamageParts”: {
“body”: {
“hp”: 50.0,
“armorClass”: “tank_structural_steel”,
“armorThickness”: 1.0
}
},
“DamageEffects”: {
“part”: {
“name”: “body”,
“onHit”: [
{
“damageType”: “generic”,
“expl”: 0.05,
“fire”: 0.45,
“break”: 0.5,
“damage”: 3.0,
“fHitCritical”: true
},
{
“damageType”: “generic”,
“expl”: 0.5,
“fire”: 0.3,
“break”: 0.2,
“damage”: 30.0,
“fHitCritical”: true
},
{
“damageType”: “explosion”,
“expl”: 0.45,
“fire”: 0.45,
“break”: 0.1,
“damage”: 50.0,
“fHitCritical”: true
},
{
“damageType”: “cumulative”,
“expl”: 0.4,
“fire”: 0.4,
“break”: 0.1,
“damage”: 100.0,
“fHitCritical”: true
}
],
“onKill”: {
“expl”: 0.05,
“fire”: 0.05,
“break”: 0.9,
“fHitCritical”: true
}
}
},
“damage”: {
“shatter”: {
“useRealShatters”: true,
“countPortion”: 0.15,
“segment”: [
{
“radiusScale”: 1.0,
“penetrationScale”: 1.5,
“damageScale”: 1.5,
“angles”: [
0.0,
9.0
],
“countPortion”: 0.1
},
{
“angles”: [
10.0,
29.0
],
“countPortion”: 0.0
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.0,
“damageScale”: 1.0,
“angles”: [
30.0,
124.0
],
“countPortion”: 0.35
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.5,
“damageScale”: 1.5,
“angles”: [
45.0,
70.0
],
“countPortion”: 0.05
},
{
“angles”: [
125.0,
169.0
],
“countPortion”: 0.0
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.0,
“damageScale”: 1.0,
“angles”: [
170.0,
189.0
],
“countPortion”: 0.1
},
{
“angles”: [
190.0,
234.0
],
“countPortion”: 0.0
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.0,
“damageScale”: 1.0,
“angles”: [
235.0,
329.0
],
“countPortion”: 0.35
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.5,
“damageScale”: 1.5,
“angles”: [
290.0,
315.0
],
“countPortion”: 0.05
},
{
“angles”: [
330.0,
349.0
],
“countPortion”: 0.0
},
{
“radiusScale”: 1.0,
“penetrationScale”: 1.5,
“damageScale”: 1.5,
“angles”: [
350.0,
359.0
],
“countPortion”: 0.1
}
]
},
“shatterDamage”: {
“breachConeAngle”: 45.0
},
“explosive”: {
“radius”: 0.15,
“offset”: 0.9
}
},
“proximityFuse”: {
“timeOut”: 0.5,
“radius”: 7.0,
“detectShells”: true,
“shellCaliberRange”: [
0.08,
0.2
]
},
“armorpower”: {
“ArmorPower0m”: [
28.0,
10.0
],
“ArmorPower100m”: [
25.0,
100.0
],
“ArmorPower7000m”: [
23.0,
7000.0
],
“ArmorPower10000m”: [
0.0,
10000.0
]
},
“hitpower”: {
“HitPower0m”: [
400.0,
500.0
],
“HitPower10000m”: [
400.0,
10000.0
]
}
}
}

From now it’s a 50G missile with a lot of speed and range.

1 Like

Hopefully they add it this update, but they already gave the Barak II 9Ms so who knows

Tested them on current dev, these missile should def not be added with similar counters for other Nations O_o

Do you have a link to the user mission?

Here is the link to the user mission:

Instal it on the dev server. not in the live server files, for Python-4s on you have to open the flightModel file from the content folder of the mission: gameData → flightModels → su_57a BLK → open it, scroll down and change all four "blk:t=“gameData/Weapons/rocketGuns/su_r_73.blk” " to → "blk:t=“gameData/Weapons/rocketGuns/il_pyton_4.blk” "

1 Like

Thank you! Uploaded the modded one to WTLive for anyone to test, appreciate the help!
https://live.warthunder.com/post/1083554/en/

can you please provide a source that says that P5’s have thrust vectoring?
cuz the source you listed: Python 5 says:

Both missiles rely on aero dynamics rather than on vector steering - a technology which suffers from several problems such as relying on the rocket’s fuel that can run out and leave the missile ineffective. The Python 5 missile’s aero dynamical configuration contributes a lot to its performance even when its rocket stops working. Moreover, using the same configuration saves millions of dollars in the R&D process.

1 Like

The Python 5 doesn’t have thrust vectoring, it uses it’s 18 control surfaces to pull around 50G single plane or 70G dual plane.
The missile should be able to roll on itself to use the dual plane maneuvrability all the time.
It’s uses almost the same aerodynamics and motor than the Python 4.

1 Like

Apologies, I was under the assumption it does use vectoring. I had another source that said it did but couldn’t verify it.

thanks for clearing this up. thank you o7

its not 18 control surfaces its 18 aerodynamic control surfaces, control surfaces are 6 total with 4 as the wings and 2 behind the canards/wings that control roll

1 Like

well 9M implemented, Magic-2 with IRCCM implemented, AAM-3 implemented (comtemporaneus with the Python-4) it sounds like that the next advance IR missile to come in the next major update in march is the Python-4. i hope it gets added in march it would be really cool to see it in game!

The Magic 2 still need:

  • a better IRCCM (smaller IFOV aswell as the same type of flare rejection the 9M has).
  • 50G (aka dual plane maneuvrabilty)
  • Turn quicker off the rail
  • Lower minimum range (aka warhead activationg from 1.8s to 1.2s).

The AAM-3 still need a wider gimbal (around 70° iirc) and they need to implement dual-band IRCCM in the game instead of transforming this kind of IRCCM into the flare rejection the 9M has.

The Python 4 will still be better than both of them with superior maneuvrability (50-70G) and better kinematics. It’s IRCCM also has to be reworked