Red_Camarada Posted June 9, 2024 Posted June 9, 2024 Hi everyone, during the past weeks I noticed that the IR seekers are pretty op. The IR signature of the airplanes are the same in milpower and iddle making it unecessary to change the motor output in order to defeat IR missiles, it does only change from AB to milpower. Furthermore, the flares working as RNG are unreliable, I saw some guys take a aim9-p in iddle droping 20 flares, while others in milpower dodge a missile dropping only 2 flares. WarThunder has a better IR simulation than DCS, why we cannot have something more realistic than a RNG flare system and 2 IR signatures per plane? 3
Red_Camarada Posted June 18, 2024 Author Posted June 18, 2024 no comments on this @BIGNEWY or @NineLine?
ruxtmp Posted June 20, 2024 Posted June 20, 2024 Flares usually spoof IR missiles pretty easily odd that 20 did not work as usually my Aim-9Ms go chasing the first one dropped.
Red_Camarada Posted June 21, 2024 Author Posted June 21, 2024 16 hours ago, ruxtmp said: Flares usually spoof IR missiles pretty easily odd that 20 did not work as usually my Aim-9Ms go chasing the first one dropped. The focus here is the randominess, there is no stable tactics to avoid a specific type of missile. AIM-9M should have a INS guidance coupled with the IR sensor, despite the first flare can make the sensor dumb, it will shut down the sensor and predict the trajectory for a second later making the sensor ON again and guiding to the IR signature of the TGT. This type of thing is not moddeled in DCS but it is in another, "less simulation", game. Making every heatseeker fulled moddeled could change the gameplay, change a better game.
ruxtmp Posted June 21, 2024 Posted June 21, 2024 (edited) The DCS air to air missile guidance is very simplified pretty much once you flare and the random number generator is in your favor (or chaff for radar missiles) the missile will go dumb. I only ever drop 1 flare or chaff at a time and watch the missile to see if its still in collision. Once it's not I stop dropping countermeasures, this saves a lot of countermeasures over the program drop method. I have not heard of any pending improvements in this area so I'm pretty sure this will remain as is. The sim is evolving into close in fights with the way missiles function forcing close in dogfights almost all the time. Now if only the AI would not drive themselves into the ground when in a gunfight. Edited June 22, 2024 by ruxtmp
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