I have tried air to ground missile launch, rockets, etc. So I unlocked the Sparrow, assigned a key to be able to switch between secondary weapons, and now I cannot fire any air-to-air missiles. In the game this is represented by two grey circles - the inner being the seeker's head, and the outer being the limit of its gimbal. The weapons selector, introduced in Update "Raining Fire", allows the player to select which of an aircraft's primary and secondary weapons should be used. thank you so much. I found a workaround anyway, I lock on in gunner's view and fire in normal view.. It annoys me that guns don't override weapon select, I had one situation where a Sidewinder didn't follow my target, but I couldn't use guns since I was still in weapon select and by the time I realised this and turned it off I had overshot. Do you happen to still have the file? Earlier missiles often had a "caged seeker" - where the IR-detecting electronics are mounted directly forwards and have a fixed cone of detection. I stabilize my drone camera then I turn on the laser and I cant fire any missiles. I've found that the best results can be achieved when the missile hits the target while the aircraft is roughly4 km (2.49 mi) (the max distance at which you can still see the flare) out. All trademarks, logos and brand names are the property of their respective owners. You can just use them like a Tiny Tim. Post it in the comments below, and I'll overview and and possibly add it to the OP. Air-to-ground missiles (AGMs) were added to the game in Update 1.79 "Project X" with the AGM-12B Bullpup. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Maybe being able to get a lock in gunner view is the actual bug? To begin with, familiarise yourself with the following controls: To set up the weapons selector, you should first bind the "Fire primary weapon" control. I'm just going to briefly touch on how to set up the missile controls. Lock range: Maximum range that the missile can lock on from. Ah, that I hadn't done. The trick is setting the same key to both "fire guns" and "fire primary weapon". Marathon. If I want to hit the target when the aircraft is about 4 km out, just at the max distance where you can still see the flare like I mentioned above, we'll need to known the distance to launch the missile from so it will impact at that distance. Unfortunately, this is only true to an extent: ARH mode is only available when the missile is coming close to the target, as the range of the built-in radar is limited by its size, which needs to fit inside the compact missile. As of writing, this missile is currently the only jet-based air to ground guided missile in the game, but if future missiles are added with the same type of guidance system (which will most likely happen), you can consider the information I'm about to share relatively universal. Mark my words, the TV-guidancefeature is going to be disabledsome point. I found a workaround anyway, I lock on in gunner's view and fire in normal view. You can easily reproduce the issue in Simulator Test Flight. Because they are only passively cooled, they are not very sensitive and so need a considerable heat source to lock onto, and the hottest part of an aircraft is the engine exhaust. Powered by Invision Community, [Tutorial] How to use the AGM-12B Bullpup, Math, History, WarThunder, Vehicular Combat, Civil Discussions, U.S. Armed Forces, On the Tropic of C a N c E r a legitimate location. Operational Method 1: Standard Guidance. everythingwarthunder.com, All rights reserved. Maximum overload: Maximum Gs the missile can pull during flight. Information and UI is current as of the \"Danger Zone\" update in June 2022 which added the F-14 and Active Radar missiles.==============================I'm all over the place! I forgot to take into account the acceleration due to gravity. New comments cannot be posted and votes cannot be cast. Even if you get close to your target, and I mean as close as a couple of hundred meters, there is significant drop of the rocket, just like the Tiny Tim, so aiming in SB is almost similar to using Tiny Tims. Update dropped today that is supposed to disable the weapon camera view for the Bullpup. So maybe you tried to fire ATGM's? On ps4 it's a combo (l2 & r1, I think), si may be it's a combo on xbox? I've been practicing on bots with this setup, well almost. It can do a direct attack at closer ranges (rather than its usual top attack) but if fired at an odd angle, it may not have time to manoeuvre onto the target if fired at closer ranges. The thing is, you do not have to use the guidance system at all. Now, this method will most likely get nerfed at some point, because it's unbalanced and completely unfair, but while it's still working, I'll explain it. Writer for EverythingWarThunder and owner of the 23rd Ghost Army historical battles group. Weapons selector mode is enabled, only the machine guns are being fired by the "Fire primary weapon" key. I don't know if this helps at all, but here's my setup: If I'm in weapon select mode, it still allows me to fire the cannon, even if the missile is active and tracking for example. And then even when it's growling at least 50% of the time it still doesn't lock (this is at less than 3km usually, and the maximum range is supposedly 4km). This complete guide to air to air missiles in War Thunder goes over basic missile concepts, guidance types, keybinds, and how to use them in the game. It is probably going to be the safest method of use, and the most rewarding, but also the hardest. The game is based around combined arms battles on air, land, and sea with vehicles from the Great War to today. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. LbLt for Air to air, LbRt for air to ground. Distance from target on launch: Vertically lead the target: 0.5 km (0.31 mi) 0.06km (0.04 mi), 1.0 km (0.62 mi) 0.11 km (0.07 mi), 1.5 km (0.93 mi) 0.26km (0.16 mi), 2.0 km (1.24 mi) 0.44 km (0.27 mi), 2.5 km (1.55 mi) 0.68 km (0.42 mi). I don't see anything like that in gunner view. To fire an AAM, you first need to spool up the motor in the missile so it can begin acquiring a target. What am I missing?? Are you sure it's a bug? By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. While the weapons selector is active the rockets cannot be fired by pressing the "Fire rocket" key, instead they must be fired by selecting them and pressing the "Fire secondary weapon" key. With the weapons selector active, bombs cannot be dropped independently of the missiles, and must be selected in order to be dropped. The HVAR rockets are selected and can be fired by pressing the "Fire secondary weapon" key. At first, it's spooling up in the "PWR" (powering) mode and the smaller circle will blink slowly. I didn't realize that you couldn't use the TV cam in SB. Beam riding missiles are operated using a radar or laser beam to guide them to the target. Description. Remember, you're aircraft will be mostly traveling in a straight line while you're guiding the missile, making you easy food. Remember, guys, this method of guidance will most likely be disabled at some point, because it's simply too overpowered. After using the above control to fire the missile (MCLOS & SACLOS missiles don't spool up), guide it in with the following. You are better off to change to gunners view for a quick lock-on, there you see circles indicating that you activated the lock-on sequence. Powered by Invision Community. Once you're in this TV-guidance view, you can use your mouse to change the camera's angle, giving you a better visual on your line of sight. A flare is considered a decoy, depending on the material it is made from to either burn as hot or hotter than the aircraft's exhaust in an attempt to cause the missile to target it. Active radar homing (ARH) missiles have a radar emitter built in so that they don't have to rely on target illumination by the aircraft that fired it, making them fire-and-forget weapons. MCLOS guided missiles are typically guided either by physical connection to the launch platform by a wire, or by radio waves. Well, you can track the bull pup missile using the same keybinding. Finally, bind the "Exit selected weapon mode" control, this will restore the weapon controls mode to the standard mode. 3. So we've gone over what an air-to-air missile actually is, how they work in-game. All trademarks, logos and brand names are the property of their respective owners. All trademarks are property of their respective owners in the US and other countries. I also get the fairness bit for those who don't have said vehicles hence immediate nerfs. Throttle Axis: Left Stick: Up-Down Hold Throttle for WEP: Yes Roll Axis: Right Stick: Left-Right Pitch Axis: Right Stick: Up-Down Yaw Axis: Left Stick: Left-Right Roll, pitch, and yaw sensitivity ALL need to be at 0%. Sometimes the missile fails to track the target even when you get a lock, but I think you can't see that from cockpit view (the missile reticle wobbles every time you have a bad lock). You are now the proud owner of what I consider (debatable) the most lethal CAS system in the game as of the writing of this post. This is the control which will fire your selected primary weapon (usually your guns), so you should bind it to the same key you usually use for your guns (left mouse button by default). I did exactly that, assigned one button to lock on and one to fire but nothing happens. Granted, it will take more practice and player skill to be successful, but ifyou masterOperational Method 1,you can still be just as effective at long ranges. The the two consoles are essentially the same. If you launch at the correct moment, you'll never have to worry about SPAAGs, because chances are, even after the missile hits, you'll still be out of their radar range. Only the ATGM cursor. If the laser illumination lights up again they will proceed to follow the laser light. When the weapons selector is activated a number of things will happen. Go to Controls -> Aircraft -> Weaponry, and scroll down to yaw/pitch axis for aimweapons (shown below). That is using Southernbear's setup with the exception of MGs and cannons set to mouse 1 and 2 respectively. If your marker is not inside that inner box the missile will not launch. Don't have the jet, but still really want to try out the missile system? if you have bombs on Space Bar, one could assign "Fire Secondary Weapon" also to Space Bar, because as said, whatever weapon firing it normally is assigned to will be overridden while in Weapon Selection Mode. Thanks to @Iron_physik's data, we know the average velocityof the missile: 479 m/s. I don't know. - Hosting Community Events / Custom Battles. Since you're in cockpit view you don't get to see the reticle, but it's smaller than the reflector sight/HUD on the cockpit. As for the drop of the rocket, you're also correct. Flares are infrared countermeasures fired off by aircraft to counter infrared homing (heat-seeking) missiles. It will appear as a only a small black dot, but be sure to watch for it. different types of air-to air missiles, or different size bombs), then the name of the selected weapon will also be displayed. 3.) Keep the target in your sights. Unlike later missiles, they can't home in on something like the heat of the friction on the front of an aircraft. It will help 100%. Operation Lightfoot (Second Battle of El Alamein), Operation Sandstorm & Operation Dust Clouds, MCLOS - Manual Command to Line-of-Sight Missiles, SACLOS - Semi-Automatic Command to Line-of-Sight Missiles. A target must be in this circle to get a lock. Press it only once or else you'll turn the thing off with the second press. Go to the dollar store and buy a can of computer cleaner and spray the shit out of your console. 1. chillobreeki 2 yr. ago. If you take a look at the missile stat card I posted above, you'll see that the missile has an explosive mass of 63.5 kg, which puts it on par with the American "Tiny Tim" and the Russian S21 "Tiny Ivan" unguided rockets. Launch range: Maximum range that the missile can travel before self-detonation. Another use for the weapons selector is choosing which bombs to drop for aircraft with multiple bombs. Speed of Aircraft: Time until you're in enemy radar range: 400 kph (249 mph) 51.7sec, 500 kph (311 mph) 41.4 sec, 600 kph (373 mph) 34.5 sec, 700 kph (435 mph) 29.6 sec, 800 kph (497 mph) 25.9 sec, 900 kph (559 mph) 23.0 sec. But here's the thing, I managed to get a few kills with the missiles already, but most of the time the fukin missiles will not fire at all, I get the missile seeker circle on target, wait for it to turn red, and when it's red I like have to press 20 times the fire button to fire the missile and pray for it to fire. It's important to note that if you turn too hard, the missile can lose track of your radar beam and will be wasted. Instead the bombs must be selected by pressing the "Switch secondary weapons" key until the ">" symbol moves to the bombs (pressing the key will cycle between each available secondary weapon; in this case AIM-9Gs, Skyflashes, 540 lb and 1,000 lb bombs, and SNEB rockets). Wait. If you'd like to acquire this jet, I'm pretty sure that you can find one for sale onthe WarThunder Market. It might take a bit of practice, but once you have it mastered, you're good to go! I'll give it a go tomorrow, see if it works for me. It is recommended to check your surroundings and ensure that there are no enemies in the vicinity, as it can be significantly more difficult to attempt to control both missile and aircraft at the same time. 20112023 Gaijin Games Kft. Operational Method 2: TV-Guidance METHOD IS NOW DISABLED! However, SARH missiles have 3, with a slightly larger circle surrounding the seeker's head. I don't know if that is important but I am in Simulator Battles test flight mode. After pressing "Fire air-to-air missile", 1-3 circles will display on your screen. I made some smaller calculations to see how far the missile goes in realility above the ground:boring maths: 27 seconds flight time until self destruction, Speed during self destruction: 800kph ->795kph avg speed of the plane ->> 220m/s, 220m/s * 27s ->plane traveled 5940m rocket explodes 7000m away from plane according to data, so the rocket has a average speed of 479m/s over a distance of close to 13km. All-aspect - These are more advanced IR AAMs that use an actively-cooled seeker head. To first understand how AAMs really work in War Thunder, let's take a look at their stat cards in-game. It depends on how fast your aircraft is moving. The final step is to determine how long it takes from the moment the aircraft enters the missile launch zone to the launch point, a simple calculation: Where TL= the elapsed time in seconds from the moment that the aircraft enters the missile launch zone to the moment the missile should ideally be launched. Then press 'Exit Weapon Selection' and fire what ever I selected. I'm just going to briefly touch on how to set up the missile controls. I can here some strange noise like beep beep and I push the lock on button but nothing locks on??? I'm not going to bother explaining this method much, because it's so easy and IMO overpowered that anyone can master it extremely quickly. I recommend you only fire when your target is slow, travelling fairly straight, not turning as hard as it can (though if it's doing this vertically it will bleed energy and that's a great time to fire) and when your seeker isn't on the edges of its gimbal track, as it will easily lose guidance while you're still finding a lock. These missiles have a camera in the nose that transmits a greyscale image to the pilot, allowing them to select and lock onto a high contrast static or moving target. This page was last edited on 15 March 2023, at 18:53. I think once I can be bothered, I'll just get rid of the "legacy" system and go to the weapon toggle and single button for weapon release, more realistic and fewer key binds. If the target is lightly armored, it is possible that even hitting the terrain close to the target will knock it out. I get that, but when I click Alt+X I only see the circle for a second. Weapons selector is not available for selecting between different armaments on naval or ground units. Air-to-air missiles or AAMs for short are missiles fired from aircraft for the purpose of destroying another aircraft. 1. skyrimmemer04 2 yr. ago. Often an additional targeting pod is needed for this, which will take up one pylon. However, unless things are different in actual battles I did manage to use missiles on Test Flight in SB difficulty. Valve Corporation. Since we know the max speed of missile immediately after engine burnout (600 m/s, again, courtesy of @Iron_physik) and the time during whichthe rocket motor burns, we can calculate how long the missile will fly in a straight line with relatively no drop: (300 m/s)/(3.5 s) = about 85.7 m/s^2, the average horizontal acceleration of the rocket until the motor burns out. All this makes targeting and guidance much easier and even allows for moderate changes of aircraft movement at the same time. Event FJ-4B Fury. You'll need to assign key bindings for both. Afaik RB and SB share the same missile physics and mechanics. Once this is done you'll hear the growling tone and the missile is ready to lock. this seems to be about historically correct. All trademarks, logos and brand names are the property of their respective owners. Maximum speed: Top speed of the missile during flight. Not the max range in practice - just the full distance it can travel. It consists of guiding the missile via the assigned keys from the pilot's line of sight at a maximum range in order to hit the target. All trademarks, logos and brand names are the property of their respective owners. I tried the same setup in RB and it works there! But here's the thing: this also happens in like a super straight line when I don't pull any G's!! Plus, I think that it's a more rewarding to kill a tank this way from a long range than via TV-guidance. These are the keys you will use to cycle through your primary and secondary weapons, so bind them to something which will be accessible during flight. If we want to find when to launch the missile, we'll have to work backwards a little bit. Just get a wired mouse and keyboard, it's what I use. Fires the selected primary weapon, regardless of what type it is (only works while weapons selector mode is enabled). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. It's obviously RB. When launched from an aircraft, the SACLOS guided missile will fly towards the direction in which the aircraft's nose is pointing. Thus, the equation for horizontal distance until the rocket motor burns out is as follows: Where DHis the horizontal distance that the missile travels over the time period and AAvgis the average acceleration of the rocket over that time period. The weapons selector, introduced in Update "Raining Fire", allows the player to select which of an aircraft's primary and secondary weapons should be used. Read this section carefully, improperly setting up the weapons selector can lead to the inability to use any weapons. I have been able to hit targets in game (and in test flight) and seen it used against teammates in game as well..so it does work..but maybe not consistently. you have no idea how long it took to find this information. I've set mine to use the arrow keys. In the example below, the Spitfire Mk IIb has both 7.7 mm machine guns and 20 mm cannons. Guiding the missile from a distance is almost impossible. You have to keep the target on the upper part of the HUD to keep the reticle lined up, above the crosshair. Tried it out, and it works. It's only much harder since you don't get a visual representation of the seeker at work. This is particularly useful for aircraft with multiple types of air-to-air missiles, as different missiles have very different uses, and without the weapons selector you cannot chose which order to fire the missiles in. -4. Then, just circle the battlefield until you find a target, and then dive on him. You're going to be looking for the black silhouette of an enemy tank to appear. Anything more and the controls are too twitchy. In War Thunder, television-guided missiles refer to a class of missile guided by "optical contrast seekers". By I've set mine to use the arrow keys. It is critical that you set up the weapons selector correctly or else you may find yourself in a situation where you are unable to use any weaponry on your aircraft. Big shout out to @Gallonmate, @RideR2, and @Iron_physikfor making this mission possible. Your video looks like AB and I play sim only. BTW this is a Heli-thread, not fighter jets Its not AB. If yes, which view? For more information, please see our I took a Thunderbolt and a Skyhawk out in test drive on RB settings, and I definitely could not fire my guns while I had weapon select on in order to drop bombs or fire rockets/missiles. Press this control once to spool it up. You need a few seconds (around 5-6 seconds) for the missile to work. Just keep the target in the smaller inner circle, once you have a lock, change to normal cockpit view and fire. As a long time fan/player of War Thunder with quite ALOT of games played I am really saddened by Gaijin's decision making for this years OP SUMMER. As such, they are more sensitive to temperature changes and so they can detect the IR radiation-emitting off all the surfaces of an aircraft. It does not work in SBGF, I already filed a bug report. Weapons selector mode is enabled, with AIM-9G Sidewinders selected. When the weapons selector is activated all other weapon controls are disabled, this means that (for the example to the right) the Phantom's bombs cannot be dropped using their normal key bind. I cant find it anywhere. Your email address will not be published. Once set up, it allows the player to cycle through their primary and secondary weapons, and fire them using the same bound key. Landing a clean shot on a difficult target. I still have buttons set for MGs and cannons, since I find that useful for mixed armament aircraft. You're using an early close-range missile. Any Gs over this and the missile will simply not fire. If I screwed up badly, however, post your evidence and proof, and I'll correct my calculations accordingly. I'll update the post once it's fixed. Hi, since there's no way to testflight drones, maybe someone around here can help me Do you notice that when you go to camera view there is 1 small little box at the middle? For more information, please see our It's way too overpowered and easy to use. I forward to remove camera from dumb-fire rockets and bombs aswell. In War Thunder, this is represented by a single grey circle, showing the missile's detection cone. Archived post. 20112023 Gaijin Games Kft. I haven't unlocked missiles myself (Still working on unlocking my Hueys' new armaments and that should take a while), but you can find some youtube videos on it. that is your launch window. In-game, they are a potent weapon to have at your disposal, allowing you to destroy enemy ground or naval targets from several kilometres away. What the hell. You need to assign a button not only to "Select Secondary Weapon" but also "Fire Secondary Weapon" as when you're in Weapon Selection Mode, it overrides your normal fire button and looks instead for what button you assigned to "Fire Secondary Weapon". It's important to remember their shortcomings though - they're pretty useless above 5km, and even later missiles can still be easily dodged with careful flaring and evading. Cycles through your secondary weapons (and enables weapons selector mode). How do I use AIR TO AIR and AIR TO GROUND missiles? This is a subreddit for War Thunder, a cross platform vehicular combat MMO developed by Gaijin Entertainment for Microsoft Windows, macOS, Linux, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X|S. Scan this QR code to download the app now. The default keybinds for manual missile guidance will prevent you from manoeuvring your aircraft with the keyboard at the same time. Advanced laser guided missiles can operate even when the laser illumination is stopped and will continue its flight path on inertial guidance. They were bad at tracking through ground clutter, but I'm pretty sure that many of their characteristics have been artificially nerfed, especially their speed. There is no little white text at the bottom when firing it! Locking may be a bit more difficult. Come on, get serious, why would there be a special lock on circle in gunners view just for the sidewinder as a bug??? Yes, that's a way of doing it, but there's still the option . Though if you have a set up which will allow guns to override weapons select, that would be fantastic. event mentioned previously; it is NOT an payloadoptionfor the FJ-4B in the regular tech tree. This is now fixed, however. First and foremost, I'd like to congratulate you on managing to acquire the S.U.M.M.E.R. It moves clockwise around the circle, and it shows the strength of the radar waves reflecting off the target - the more complete the circle, the stronger the signal. Required fields are marked *. 1. Later missiles have an "uncaged seeker" - where the IR-detecting electronics are mounted on a gimbal that can pivot and rotate, so the missile can detect and track targets that aren't necessarily directly in front of it, which helps to get an initial lock, allows your aircraft to "lead" ahead of the shot, and helps maintain a lock against a moving aircraft. By All trademarks, logos and brand names are the property of their respective owners.
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