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2.5.3.23225 Rne


backspace340

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The Rne indicator is meant to represent the range at which, if you fire, your missile is capable of reaching the enemy (even if they turn 180deg and run directly away). The current indicator in the Hornet does not seem to be accurately representing this range - in the attached tracks (taken in OB 2.5.3.23225), I fire a set of missiles at fairly regular intervals, all within Rne but only the missiles fired at the very end (from within 4nm) actually reach the target, the rest fall short with no energy. I tried both with lofting and without to see if that made a difference - it seemed slightly better without lofting (but still 4 of the missiles I fired within Rne didn't get anywhere near the target). The target has no chaff and was painted with my radar the entire time.

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And take into account that classified information might be involved, So get ready that many of your very specific questions will not be answered.

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And take into account that classified information might be involved, So get ready that many of your very specific questions will not be answered.

 

Didn't have any questions tbh - I made this in the bug section (no idea why it's been moved here), not sure what classified information would need to be involved as it's a publicly available concept, the indicator just needs adjusting. Other modules have more accurate Rne/DLZ indicators.

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I have also fired AAM within the Rne, and on replaying on TacView it is clear that the target often seems to turn and out-runs, rather than evades, the missile. It could be that I am doing something else to cause this, but I cannot think what it might be.

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I too have fired AIM-120C's at Mig 29 and J-11 players as well as MIG-21 AI aircraft in Multiplayer where they were totally defensive and running directly away within Rne and the missiles would not get to them until I was within about 4-5 miles. I was in an F18.

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I was wondering something similar with regards to the AIM-7 in the Offensive OCA mission (the final mission) in the F/A-18 mini-campaign. I had initially wondered of the "SHOOT!" cue was being given prematurely, before hitting Rne, as the missiles appeared to be burning out and unable to maneuver about halfway to the target. On the other hand, I was also using Loft mode, so that could be part of it.

 

I also don't think that classified info comes into play here, and not only because the AIM-7 is fairly outdated. Regardless of what the real Rmax and Rne of the AIM-7, presumably DCS has a set of thrust, drag, etc variables, and it simulates the onboard computer's logic for when this implementation of the AIM-7 reaches whatever the Rmax and Rne are for this implementation of the AIM-7, regardless of how that compares to the real version. So the question here has nothing to do with the real AIM-7 (although I would assume that DCS implements it fairly realistically), but rather the question is why the F/A-18 is showing an enemy aircraft as being within Rne, only to have the missile run out of maneuvering range before reaching the target.

 

The problem may be in the behavior of the AIM-7, or it could be in the behavior of the radar, or the DLZ calculations, or probably several other factors that I wouldn't know about (in my experience, the bug is always in the place that is the least intuitively obvious, because computers derive sustenance from the frustrated screams of overworked coders). Or the problem could be entirely in our expectations of how it should work. I do remember someone pointing out, in response to unrealistic expectation of Pk, that "there's a reason why they're called missiles and not hittiles".

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I don't think all the missiles have been updated?

 

DCS 2.5.3.22652 Open Beta

AIM-9M/L major FM update. Adjusted lift and drag curves, motor performance, DLZ

 

 

Internally, the AIM-7 and AIM-120 versions now have the improved navigation system. Additionally, the internal AIM-7M now has several significant changes like corrected motor thrust-altitude dependence based on nozzle exit area and atmosphere pressure, adjusted drag and lift curves based on wind tunnel test data, and other changes.

 

We are now carefully testing these changes before we release and move to all AIM-7 and AIM-120 versions.

 

Also today internally, AIM-9X tracking was increased to 90 HOBS and flare rejection improved. It's a monster.

 

Thanks Link to post

 

One of the big problems was the navigation systems/missile logic, it was turning to much at distance causing to much drag when a target was defending.

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It's probably just that they have to update their DLZ calculations for the new missile FM/guidance adjustments. So it's not a bug, rather a TBD (to be done) task that is in their future plans.

 

This. I think. As far as I can tell the 7M/120 have been updated. It's likely the DLZ that doesn't fit (or maybe it's not entirely accurate in RL either?).

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I'd assume when the time on the right side of the HUD which appears after launch switches from counting down from ACT (Which is the countdown until the missle goes active and is Pitbull) and switches to TTG (Time To Go) which is time until impact.

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I'd assume when the time on the right side of the HUD which appears after launch switches from counting down from ACT (Which is the countdown until the missle goes active and is Pitbull) and switches to TTG (Time To Go) which is time until impact.

 

+1

 

Check in the lower left corner of your HUD when ACT count to 0 and switch to TTG

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Got it! Thanks.

 

On your radar screen you can also se an A next to the missile meaning its active

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