Vympel R-73 'ARCHER' - History, Design, Performance & Discussion

Must be using flares incorrectly

What am I supposed to do in a brick such as the F4J? I can’t maneuver to avoid them.

Compression is a btch sadly.

I don’t see why not… try not to let them get into those positions where they have high pK

If only that was possible. How am I supposed to keep an eye on 16 enemies and multiple missiles while trying to kill one of them?
Decompression is needed. Skill wont fix compression.

I mean, it doesn’t seem so hard to me.

Try dogging 5-6 R-73,AIM-9M at the same time in a F4J or any 11.3

Missile is still trash, wobbles in straight shots left to right to left, and cannot be used more than >%50 of times in dogfights because it loses control too often.

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im close to the Su27 then i will be able to see first hand with HMD if it is as bad as you say it is

R-73 broken autopilot and thrust vectoring (youtube.com)

R73 broken - 1 (youtube.com)

R-73 broken - 2 - YouTube

R-73 autopilot and Thrust vectoring broken // Gaijin.net // Issues

If i didnt have Hard drive space issues i could have recorded 100s more

You think gaijin is gonna fix tvc when its been doing that spiral of death since the sraam on hunter back in like 2016?

it’ll mysteriously get fixed just in time for the AIM-9X

hey that is our line

has been expropriated for the masses)))

In my own experience, the R-73 tends to enter its uncontrolled wobble state most often when launched in a vertical climb. Your clips support that observation.

I’m not qualified to comment on whether or not this is expected behavior, but I’ve started abstaining from taking shots when within a steep climb. If I have an excess of missiles and am willing to roll the dice then I’ll take the shot, but otherwise I wait until things level out a bit.

The IIRCM on the two missiles feel consistent to me. They make use of different techniques.

The R-73 narrows the field of view of its seeker so that it’s less likely to see distractions. However this just makes it harder for it to see a flare. The missile can still be defeated by flares if flares pass within its field of view. The effectiveness of this technique is dependent upon distance to the target. In my personal experience attacks launched within ~1.5km are very unlikely to be flared, but attacks from greater distances aren’t any harder to defeat than old missiles.

The 9M can detect the presence of flares and enter an inertial guidance mode where it continues to track the target’s last known route while it waits for the flares to leave its field of view. Then it returns to heat seeking mode once it no longer sees the flares. This makes it highly effective against being accidentally flared by flares used against third party missiles, and it also is good at defeating periodic flare deployment.

To defeat an R-73, you want to ideally deploy flares while the missile is as far away form your as possible. Barring that spam as many flares in as many directions as possible to try to get one to pass within the field of view of its pinprick seeker.

To defeat an AIM-9M, you want to continuously deploy flares to keep the missile stuck in inertial guidance mode while simultaneously making a hard turn so that you get out of the line of fire of the inertially guided missile.

In practice the R-73 is the better missile in a dogfight at close ranges since it is extremely hard to defeat when the attack comes from within knife fighting distances. However the missile is less effective against more distant opponents since its IRCCM is not effective at range.

In contrast the 9M’s IRCCM remains effective at all ranges and is highly effective at defeating unaware players in a furball who are overwhelmed by the chaos of battle and don’t explicitly notice a 9M headed their way because the missile is resistant against the sporadic deployment of flares that commonly occurs within a furball. However in a 1v1 where the opponent is highly aware of your actions and knows that the missile is coming, it is easy to defeat a 9M (it is however costly in terms of flare count).

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I often have my R-73s go dumb when fired at a target that has high angular velocity during launch.

EX: you fly fast through a furball and spot an F-16 that you are about to pass from behind, so you launch an R-73 as it quickly goes from left to right on your screen. The missile does not need to pull that much, since the target is mostly in front of you, but the quick change in the angle makes it think that it has to turn much harder since it seems that the target is flying by so fast.
In the image below, the R-73 is launched at 2. During and shortly after launch the plane zips by, so the missile pulls hard. Right after that the target just flies straight. The missile does not need to pull much, but at this point (or when it tries to straighten itself), it is spinning and stalling.

Spoiler

I guess the autopilot does not just take the angle readings for guidance laws, but also the rate of change of that angle. So maybe it is not well optimized for targets with high angular velocity.

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But, but, it cannot be flared under 1,5 KM!!! Stop lying, you russian main, this is definitely photoshop.

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As it was explained above, the narrow field of view is great until a flare gets in that narrow field of view. Try that same thing against an F-15/16 shooting flares downwards rather than right next to the engine and you’ll see the missile tracks 9/10 times

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It gets flared by gripen/f-16 more often than it does not. The IRCCM is truly lacking compared to 9M.