Alphamale Posted August 6, 2018 Posted August 6, 2018 The visual Acquisition mode (Boresight mode) is yet to be implemented in any case but based your question which technically asked for a mode that you would not need to use the primary aircraft radar, I believe you can get this capability by using the Visual mode which relies basically on the small radar seeker of the missile. The visual mode would be commanded by uncaging/cage function and this will lock any aircraft in 15 degree azimuth of the missile radar. The aacq mode from the much I know still depend on the aircraft radar with sensor control switch right. Boresight is working...it's about the only ACM mode that is
falcon_120 Posted August 6, 2018 Posted August 6, 2018 Sorry, can someone explain to me what is exactly the cage/uncage thing with the Amraam? and SL time? Never heard of any of those terms when talking about A2A missiles like the AIM120 (I know what is to cage/uncage the HUD when we are landing for example, but cant imagine why is that use in a2a).
falcon_120 Posted August 6, 2018 Posted August 6, 2018 Wait, now that i think about it, is this in order to center the ASE to the actual loadout station of the missile? like in the SU25T and VIKHR?
backspace340 Posted August 6, 2018 Posted August 6, 2018 (edited) Sorry, can someone explain to me what is exactly the cage/uncage thing with the Amraam? and SL time? Never heard of any of those terms when talking about A2A missiles like the AIM120 (I know what is to cage/uncage the HUD when we are landing for example, but cant imagine why is that use in a2a). Uncaging it puts it in 'Boresight Visual' mode, which basically means you can fire without a radar lock and the AMRAAM will pick whatever target it sees first - think this is generally called out with a 'Mad-dog' call and is essentially not allowed in real life as it's stupid-dangerous. It will also be massively frowned upon in multiplayer, as your chances of a team-kill go up dramatically because you can't IFF whatever target it picks. Even if you do have a radar lock, the missile will ignore it if you fire in this mode. 'SL' is showing the time until the missile runs out of energy using a 'straight line' calculation to Raero (the point at which it basically falls out of the sky and can't manoeuvre). Edited August 6, 2018 by backspace340
Nealius Posted August 6, 2018 Posted August 6, 2018 I don't know if it was already mentioned somewhere in these 19 pages, but just FYI, if anyone made payloads with the AIM120Bs prior to the recent hotfix, you need to remake them or else the AIM120B will be attached directly to the pylons instead of having an LAU-115.
falcon_120 Posted August 6, 2018 Posted August 6, 2018 Uncaging it puts it in 'Boresight Visual' mode, which basically means you can fire without a radar lock and the AMRAAM will pick whatever target it sees first - think this is generally called out with a 'Mad-dog' call and is essentially not allowed in real life as it's stupid-dangerous. It will also be massively frowned upon in multiplayer, as your chances of a team-kill go up dramatically because you can't IFF whatever target it picks. Even if you do have a radar lock, the missile will ignore it if you fire in this mode. 'SL' is showing the time until the missile runs out of energy using a 'straight line' calculation to Raero (the point at which it basically falls out of the sky and can't manoeuvre). Thanks! Understood now.
GrEaSeLiTeNiN Posted August 6, 2018 Posted August 6, 2018 I think you need to uncage the Aim-120 when it is in boresight mode before it will allow you to fire it (maddog) if I recall correctly. AMD Ryzen 5 5600X | Gigabyte RTX 3070 Gaming OC 8GB | 64GB G.SKILL TRIDENT Z4 neo DDR4 3600Mhz | Asus B550 TUF Plus Gaming | 2TB Aorus Gen4 TM Warthog HOTAS | TrackIR 5 | Windows 10 Home x64 | My HOTAS Profiles
Banzaiib Posted August 6, 2018 Posted August 6, 2018 Boresight is working...it's about the only ACM mode that is He's talking about "maddog mode"... where the missle locks onto anything inside its boresight. Not the boresight ACM mode for the f-18. :)
Martin2487 Posted March 30, 2019 Posted March 30, 2019 Wags when can we expect an upgrade to AIM-120 for Hornet? I remember that you promised to upgrade Sparrow and based on the experience and AIM-120. Thanks for your answer.
Schmidtfire Posted April 7, 2019 Posted April 7, 2019 (edited) +1 I am also wondering about that. Did a test yesterday. Flying head on towards a MiG-29 @ 9000ft. Full burner. Got "Shoot" cue at about 20nm. Fired Aim-120C and it barely reached the target at a couple of hundred knots. Should the missile almost be stalled out when fired at the "Shoot" cue? Seems like a terrible suggestion by the aircraft ;) Another thing I have noticed is the loft. Or lack thereof. Aim-120 does not loft very much. The loft on the 7MH is good, but the diving part is really strange. The missile dives down towards target but does not pick up any speed. Might be a bug? Edited April 7, 2019 by Schmidtfire
backspace340 Posted April 7, 2019 Posted April 7, 2019 +1 I am also wondering about that. Did a test yesterday. Flying head on towards a MiG-29 @ 9000ft. Full burner. Got "Shoot" cue at about 20nm. Fired Aim-120C and it barely reached the target at a couple of hundred knots. Should the missile almost be stalled out when fired at the "Shoot" cue? Seems like a terrible suggestion by the aircraft ;) Another thing I have noticed is the loft. Or lack thereof. Aim-120 does not loft very much. The loft on the 7MH is good, but the diving part is really strange. The missile dives down towards target but does not pick up any speed. Might be a bug? The shoot cue appears when you enter Rmax, which is the maximum range of the missile to still be able to have some ability to turn when it gets there - but it's by no means a guaranteed kill, in fact unless the target doesn't have an RWR and just flies straight and level, the missile is easily evaded. You should wait until the shoot cue flashes (which indicates Rne, range of no escape, which is meant to represent the range at which a missile can reach a target even if they turn around and run away) - but even then that's a bit optimistic and you should wait a little longer against targets running directly away from you or players that are likely to evade as soon as you shoot.
Shibbyland Posted April 7, 2019 Posted April 7, 2019 (edited) I might have missed something here but what changed about locking targets in the last update. When I slew the TDC over the target I get a lot of information I didn't have before. When I attempt to lock the target, nothing seems to happen, the radar continues to scan while it attempts to lock but then gives up. I have to depress the button twice in order to lock. EDIT: Disregard, I found the info on the new functionality. I retried the training missions thinking I was missing something but Im guessing they haven't been updated yet. Edited April 7, 2019 by Shibbyland
simo1000rr Posted April 7, 2019 Posted April 7, 2019 I might have missed something here but what changed about locking targets in the last update. When I slew the TDC over the target I get a lot of information I didn't have before. When I attempt to lock the target, nothing seems to happen, the radar continues to scan while it attempts to lock but then gives up. I have to depress the button twice in order to lock. EDIT: Disregard, I found the info on the new functionality. I retried the training missions thinking I was missing something but Im guessing they haven't been updated yet. I think you are talking about the new LTWS mode . you are not actually locking the target in that mode you are just getting more info about the target , also you can get more inof for extra 2 or 3 targets if i remember correctly while in that mode however if you want to get a solution on a target so that you can shot you have to designate the target again in order to enter STT mode .
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