The SAMP/T 'Mamba' - History, Design, Performance & Discussion

it always depends of course, but suppose you were flying high and you dive down, the missile will arrive at a steeper angle

And there’s all the cases where you fly lower than 60m but higher than 50m.

Does not seem like much but it can change the reliability of multipathing a bit

Back on SAMP/T, i hope they improved it since the dev. I know Smin said some bug reports had been worked on, i winder what those are

SAMP/T Radar got fixed, can someone now test the max range of the missile please?

Still bad

For your usual low altitude flying jet at 30km, the missile gets subsonic around 20-25

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can u test it against a high alt target at 50km ? (5000-10,000m)

I would need a cooperative target for that, only got bots so far :

In the meantime, i actually got a “long range shot” :

Spoiler

Scenario is the following :
Venom shot at 47.2km :

Seems to pull to much AoA at the start :

Suffers from the same issue as IRIS-T : does a 90, then lofts :

Top speed reached :

Distance to start point at burn off (and speed) :


Mach 3 :

Mach 2 :

Mach 1 :

Target hit after travelling 35.8km :

i think it ends up wasting a lot of energy in the beginning


but it does look like its underperforming. i doubt if its even possible to hit anything beyond 60km.

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That and the drag i think

Even when lofting it seems to hit a wall

Just tested it and idk how this missile is supposed to reach 100km when at 12km it is at less than mach 2…

Kinematically, the missile is supposed to be able to do 150km, which has been forwarded in a report to the devs.

However I question the intention of the developers in this specific case as there does not seem to be any good-faith intention of modeling it in any bit of realism since it does not even do 100km in launch which is on the statcard.

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If you don’t have that thing researched yet, don’t rush it, or in fact, just avoid it

It’s a miserable experience to play, especially with the multipathing invisible heli spam. Note though, Gaijin seems to know how to code a missile that actually lofts

And surprise surprise, it’s russian :

Spoiler

shot 2025.09.23 23.11.29

Sorry if it comes as a rant, but besides the obvious issue with the missile lacking energy, i don’t see how these systems have any use if they don’t do a serious rework on the seekers and how radars in this game work

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Before we start crying Russian bias, this is an air to ground munition; it lofts very similar to kh38 and AASM.

This differs from surface to air missiles in that none of them loft, not even Buk.

yeah it lofts very similarly to how hellfire maverick and jagm should loft

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Honestly, at this point the conclusion I’m reaching about these ones is that they’re older implementations and much like anything older, gaijin can’t be bothered bring it up to a new standard once they worked out how to get around their incompetence to model lofting.

Especially as they bothered to model lofting for a number of air to ground munitions but didn’t bother with these.

but they arent, JAGM lofts slightly more than hellfire in game, but they still refuse to give it its actual loft profile

Interesting. Regardless, we’re moving notably off topic.

Welp seems the ASTER 30 missile didnt change from devs, despite the countless reports with good proof.

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Tbh my main issue for now are these shit 200m maps

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esport ready or sum like that idk

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This is incorrect, 150km is the Aster 30 NG not the Block 1 which we see in game as far as i’m aware

The ASTER 30 block 1 was bug reported to have a max range of 120km which was accepted but hasn’t been fixed yet.

none of the things accepted were fixed yet lol.

Because its italy tt it will never be fixed