Jump to content


  • Posts

  • Joined

  • Last visited

  1. Only if it's missiles will be able to pass the 10nm barrier.
  2. I guess there is an issue with ED engine to calculate drag at certain altitudes etc, DCS had issues calculating drag at low altitudes that made ED instruct DEKA to change some drag values, that is why it sucks now at low altitude. But that'll be fixed, it seems that ED with all 3rd parties will be joining together to create the new missile API. Let's wait for that.
  3. Could be right, I can simulate it on solid works when I have the time.
  4. The fighter turned 10g towards the missile from the notch direction (that's the worst situation for intercept), and that's offline, online is different story as the missile keep tracking even if notched. I don't say it's not capable of intercepting fighters, but intercepting 10g turns with 1km turn radius using 9.7km radius pull... Is actually very simple math, something is wrong, I don't know what, I'm just pointing that out, may be the missile API just make the missile takes the path as it wishes regardless of gs and turn radius, who knows. That also applies to the AIM120, it sometimes make illogical turns. But yeah they'll be fixing the API which is great, they're also doing great job updating things.
  5. 1. My assumption is based on the test parameters that I've done in game. The Phoenix intercepted empty Mig 29 pulling over 10gs in a perfect timing consistently, did it countless times, it only missed once and I guess it was notched. 2. Missiles max g is only applicable at their near max speed, because at lower speed the angle of attack will significantly lower the max allowable gs. The max 25g will be significantly reduced once the missile velocity goes below 4 or 3.5 Mach.
  6. Well... At 4.5 mach, with 25g pull the turn radius is 9.7km approximately. Goodluck hitting a 6g fighter doing defensive turn (that's around 500m radius)... It maybe possible only if it's turning away. That's simple mechanics. Also, you need to know that at mach 2 the missile need to pull nearly 3 times the g of the fighter to make the intercept, at mach 4+ that multiplies a lot as the turn radius increases exponentially with speed. Acceleration = V^2 / R - - - - simple physics. Intercepting a 7g target requires much more g capability, a 9g target is another story. That's why no one design such a missile to hit fighters. You'll have much more chance hitting the fighter using an agile missile traveling at less than 2 mach (maybe 1.6+). That's why a ramjet missile like the Meteor is real a big deal. Watch how an F16 pilot abuses his turn radius to evade SAMs.
  7. Even 25gs isn't good enough, at that missile speed 25gs will barely grant you a kill on 5g target. 9g targets will require over 50++gs with that missile speed, and 40+gs with AIM120 speed. Everything is good with that missile mechanics, but intercepting a 10g target is just too much for me justify.
  8. Thanks a lot, I couldn't find it under the know issues, that's why I asked. Didn't refer to the bug reoorts.
  9. A/A Radar targets not appearing Hello, Have you guys experienced the issue if having bandits not appearing on your RADAD MFD although you are scanning the correct elevation? To my experience, I had to move the radar scan elevation up and down in extreme manner to get the target to appear. Is it a known issue or it's me doing something wrong. Also I'm not a noob by any means. I created missions where I placed the bandit at optimum altitude, but still couldn't get it on the MFD until I did the trick stated above.
  10. What he said is true, but is applicable to all missiles (I guess), missiles, all of them, keep tracking when notched, but they don't explode, so if you notch a missile it'll keep tracking you and may acquire you anytime being at the perfect position. All those things will be fixed... We just need to be patient.
  11. It doesn't work, I don't have issue with the missile range and speed etc it's good, tracking is ok for now, it'll be fixed in the future, but the maneuverability part is ridiculous, that missile can pull unlimited gs and will do any intercept, only a perfectly timed 12g pull towards it may (may) make it overshoot.
  12. According ti HB it's 18g limited due to weight, surfaces and structure. According to its speed and using simple physics it can't hit a target doing 5g+ turn towards it. However, in game, it can hit a target doing 10g+ turning towards it (I tested that countless times). I even get more chance out maneuvering an AIM120C than that thing.
  13. F18, is best. JF17 is also good, not in range, but it won't lose lock once it starts tracking someone.
  14. almullao


    Well, whatever everyone talking about here is some Wikipedia advertisements that may be a propaganda, this is a simulator, in simulation advertisements are not considered a factor. Stop that whining and let the guys do their job, they're doing a great job, actually DEKA really did great work and ED recently been pushing things forward and releasing many updates and revisions. On the other hand, if you want to complain complain about the Phoenix that can pull whatever g it needs to intercept a target, anybody can go and test that, it even hit an empty mig29 doing perfectly timed over 10gs turn towards the missile when it was traveling at nearly 4 mach, that means the missile had to do nearly 50gs to do the intercept. But regardless, they said they'll fix it, just let them do their job and enjoy what you have.
  15. I just wanted to take this opportunity to thank you for the beautiful simulator (JF17) you just released. The work is great, the weapons are very well simulated and over all that, the SD10 guidance and drag is just amazing. You made my day and probably created a leap in dcs modules and AA missiles guidance logic. Thanks a lot.
  • Create New...