So we know how to lock onto and hit a target, but how can we evade an attack? First of all, you can escape by manoeuvring. A missile that does not reach the target will self-destruct after a certain period of time. When a missile approaches the target, it detonates, generating a directed or undirected stream of shrapnel that strikes the target. it “lights up” easily, is moving in a straight line, and lock-on occurs from the rear hemisphere from the trajectory of the target’s movement) is about 4,000 metres, and the range for a reliable lock-on is about 2,500 metres.Īir-to-air missiles have a proximity fuse that goes off while meeting an aircraft or the ground. Targeting range in near-ideal conditions (the target is a jet fighter in WEP, i.e. In the menu, you can assign one key to prep the guided missile to targeting and another one to fire the missile itself. You then have a limited amount of time to target an enemy and fire before the missile turns back off and you have to start the process over again. The pattern for using guided air-to-air missiles therefore looks like this: you maneuver into an attack position, activate the guided missile, and wait for it to turn on. The guided warhead remains in target-search mode for a limited time, then turns off. When it comes to other nuances related to aiming, locking on, and holding a target, it’s important to remember that a guided missile has a preparatory period of “warming up” its electronics and launching gyro sensors. We’ve reconstructed these nuances in the game by setting different targeting ranges for various missile models. This made it possible to lead while firing a missile, thus improving the starting conditions for it when firing at targets on intercept courses. In other aircraft, the indicator tracked the target, and the aircraft carrying it could manoeuvre within a certain sector relative to it. The target-tracking indicator of some missiles was always strictly focused along the missile’s axis prior to launch, and the missile could only be fired if the pilot kept the target within his sights. Since various kinds of radiation can be detected within the infrared spectrum, missiles can, depending on the features of their design, react to some degree to the sun, heat traps, and active electro-optical countermeasures. The homing system of newer missiles are all-aspect, which means that they can also intercept heat given off by the bodies of aircraft and can even be used from the frontal hemisphere. Many WWII-era biplanes and other aircraft, for example, are thus invisible to guided missiles at long range. Early air-to-air missiles could reliably lock onto the thermal signature of jet engines, turboshaft engines, and powerful piston engines. Since the guided warheads of early missiles only react to heat generated by hot gasses from engines, targeting is only effective against the rear hemisphere of aircraft and less effectively other angles. Why are helicopters getting better missiles, you ask? We explained it all in the Developer Diary entry “The Future of Aircraft in War Thunder: Supersonic Jet Aircraft and Air-to-air Missiles.”Īll current air-to-air missiles in update 1.85 have an infrared guidance system with a target-tracking indicator – the missile is aimed using the method of proportional navigation along the shortest trajectory in order to directly intercept the target. Some helicopters in the game will also get air-to-air missiles, but more modern types. Early models of these missiles, including the American AIM-9B Sidewinder, the Soviet P-3C, and the British Firestreak, will become available for particular aircraft. War Thunder update 1.85, which we’ve called “Supersonic”, introduces a new kind of weapon to the game: air-to-air missiles.
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