To use this method, start by approaching the battle zone at an altitude of about 2 km (1.24 mi/6562 ft). When an air-to-air missile is selected, pressing the "Fire secondary weapon" key once will activate the seeker, and a second time will fire the missile. Operational method 1, granted, while it has a steeper learning curve, is both more historically accurate and balanced in terms of dynamic gameplay. Top tier air combat can be daunting and sometimes cruel, but it can also be really fun, using your superior knowledge of the battlefield and usage of your avionics and missiles to defeat opponents. Wait. I don't think the missiles are working realistically. ARH missiles aren't yet represented in-game as of December 2021, but we will most definitely see them at some point in the near future. document.getElementById( "ak_js_1" ).setAttribute( "value", ( new Date() ).getTime() ); This site uses Akismet to reduce spam. However, it was soon learnt after experience gained in the Vietnam War that guns were still a useful asset to an aircraft's weapon suite, and so many modern fighters today still carry guns in some capacity, though it is true to say the art of modern air combat is defeating the opponent using your radar and AAMs. The game is based around combined arms battles on air, land, and sea with vehicles from the Great War to today. Avg. 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. Now when I do the exact same thing, I switch from Aim7 to Aim9, exit the weapon selection mode and it goes back to aim7's. Why would you get a lock in one view and fire in a different view??? We've learnt about the 4 different types - how they work, how to fire them, and how to best use each of them. It is up to you what you bind this to, but it is probably a good idea to use the same key bind as one of your normal secondary weapons (bombs, rockets, missiles, etc.). All-aspect - These are more advanced IR AAMs that use an actively-cooled seeker head. 1.) 1. I did exactly that, assigned one button to lock on and one to fire but nothing happens. It does not stay with my selection. Assuming that the acceleration due to gravity in the game is like that of the earth (-9.8 m/s^2), we can calculate the drop of the missile over this time period as follows: Where DV= the vertical drop (and hence the vertical lead)andT = equals the elapsed time since missile launch. 3.) 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). 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. All trademarks, logos and brand names are the property of their respective owners. Lock range: Maximum range that the missile can lock on from. What am I missing?? I've been practicing on bots with this setup, well almost. JFG80, December 18, 2018 in Helicopters Academy. IR missiles are the main WVRAAM used since the onset of missile technology in the early 1950s. Maximum speed: Top speed of the missile during flight. Landing a clean shot on a difficult target. I'll give it a go tomorrow, see if it works for me. Now, onto some general specifications for this missile system: @Iron_physikdid some data mining and found out some more info for y'all. Do you happen to still have the file? A target must be in this circle to get a lock. Originally posted by Illusionyary: By default air to air is Alt+X to activate the missiles and Alt+Space to fire them once locked. I try to fire Air to Air missile but it won't fire??? 1. In this guide, you'll find everything you need to know about air-to-air missiles in War Thunder. Broadly speaking, there are two kinds of AAM: Missiles emerged shortly after WWII as the new form of air weaponry. If you have the jet, then chances are, you've probably already tried the system out yourself if you've unlocked it, and have either done moderately well with it, or you've been disappointed, depending on how you've played the missile so far. As for the drop of the rocket, you're also correct. I stabilize my drone camera then I turn on the laser and I cant fire any missiles. 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. To first understand how AAMs really work in War Thunder, let's take a look at their stat cards in-game. As the camera does not provide any infrared information, it may sometimes be accidentally locked onto high contrast objects in the vicinity of the intended target instead, which can cause a miss if the target subsequently moves away from the area. 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. I forward to remove camera from dumb-fire rockets and bombs aswell. I believe that this user mission is still available; in order to download it, follow the steps in the spoilerbelow: Step 2: Download the AGM vs Tu-4 user mission. 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. How to Use Air-to-Air Missiles - Everything War Thunder 3. 144K views 8 months ago 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. Where T = the time until your aircraft is within radar range and X = the speed of your aircraft, in kph. 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. 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. In fact, you can go as far as being able to hit certain locations on your target. The larger green square shows the limits of your camera, the smaller green square shows the firing limits of your missiles. I'm just going to briefly touch on how to set up the missile controls. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Yes, that's a way of doing it, but there's still the option . The aircraft points a target-illuminating laser onto the desired target and when the missiles is fired it will fly automatically towards the laser point on the target. In case you haven't figured it out, that's how it's supposed to work. How do I do this with the air to ground ? When the missile is ready and looking for a target in the "ACQ" (acquisition) mode, the circle will blink faster and sound a tone. 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. At least make it have a limited range so the TV guided part can be used that would work it doesnt need to circle the entire length of the world like dovabear to just then hit its target. 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. 4. Thus, I'd recommend that you learn the standard operational method. I'll make sure to do that next time I log in. Default activation of the weapons selector mode at the start of a mission can be enabled in the options menu. everythingwarthunder.com, All rights reserved. https://warthunder.com/en/game/changelog/current/867. You must first get a radar lock to fire SARH missiles, and you need to maintain that radar lock for the entire duration of the missile's flight, or else it will lose track and be wasted. Don't have the jet, but still really want to try out the missile system? 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). The bombs can now be dropped. During the first stage of the flight, the missile has to either rely on inertial guidance, act like a SARH missile, or be course-corrected by Datalink from the aircraft. The missile would not fire in gunners view, I filed a bug report about it. For jets you can probably fire a bit further if they have their exhaust pointed at you. speed of aircraft during attack run: After entering missile launch zone, launch missile after: 400 kph (249 mph) 27.4 sec, 500 kph (311 mph) 18.8 sec, 600 kph (373 mph) 12.6 sec, 700 kph (435 mph) 7.87sec, 800 kph (497 mph) 3.58sec, 900 kph (559 mph) 0.00 sec. There is no tracking camera or "TV-view" for the tracking of the rocket. When you have a lock in the "TRACK" mode, the circle/s will turn red and sound a sharper tone - you are then ready to press "Fire air-to-air missile" again and fire. The idea is to take an absolute beginner and get them a basic level of competence in operating these weapons. Your video looks like AB and I play sim only. The trick is setting the same key to both "fire guns" and "fire primary weapon". I'll look into my key binds but I'm pretty sure I can shoot guns even without having them selected. Add it back if they ever go more modern to the McDonnell Douglas F-4 Phantom II literally a waist of a missile or would they prefer unguided missiles in that era. But, Gaijin's old MO used to be to allow the players that earned said vehicles around a month before they would implement nerfs so they could at least enjoy their hard earned vehicles for that period. These vehicles describe the jumbo syndrome better than the jumbo itself. I'll update the post once it's fixed. Reddit and its partners use cookies and similar technologies to provide you with a better experience. All trademarks, logos and brand names are the property of their respective owners. Today, I'm going to share a few tips that will help you become extremely lethal with the AGM-12B Bullpup missile, which was introduced into the game during the second part of the 2018 Operation S.U.M.M.E.R. In the example below, the Phantom FGR.2 is carrying four Skyflashes, four AIM-9G Sidewinders, two 1,000 lb bombs, three 540 lb bombs, and SNEB rockets. Select Secondary Weapon (to get into the mode and cycle through): SHIFT + RMT Fire Secondary Weapon: RMT (outside of mode, I have it assigned to MGs) Exit Weapon Selection Mode: CTRL + RMT Best regards, Phil Report post Posted September 3, 2020 Try this. How do I use AIR TO AIR and AIR TO GROUND missiles? Report post Posted December 18, 2018 (edited) On 18/12/2018 at 12:41, EpicBlitzkrieg87 said: That's what they do in the game. Though if you have a set up which will allow guns to override weapons select, that would be fantastic. The weapons selector is extremely useful for aircraft which carry a combination of different air-to-air missiles (for example the F-4 Phantom or Mirage IIIC), as the different missiles are optimized for different uses, and without the weapons selector it is not possible to choose which type of missile will be fired. They'll give you a general idea and grasp behind each of the methods I'm going to talk about: This method of use will most likely be the standard method to use the missile once the method 2 is disabled (which will happenmark my words). At first, it's spooling up in the "PWR" (powering) mode and the smaller circle will blink slowly. -4. Weapons selector mode is enabled, only the machine guns are being fired by the "Fire primary weapon" key. In War Thunder, television-guided missiles refer to a class of missile guided by "optical contrast seekers". How to fire radar guided missiles in War Thunder - YouTube Come on, get serious, why would there be a special lock on circle in gunners view just for the sidewinder as a bug??? If your airfield is extremely close to the battle zone, then you can just land on your airfield and TV-guide the missiles over to the battle zone, and kill a target. 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. Maximum overload during launch: Maximum Gs the aircraft can pull while the missile can still fire. You need to be at an angle where the missile can very easily see the enemies' engine(s). and our The link for the AGM vs. tank test mission doesn't work. You're in luck; during the grinding period of the event, several community CDK data miners and mission makers managed to create a user mission with the AGM-12B Bullpup mechanics and get it working. You'll need to assign key bindings for both. It's not the same command like for ATGM's! What has changed? On 03/09/2020 at 13:37, Southernbear said: 20112023 Gaijin Games Kft. First, we need to know how much total time elapsed between missile launch and missile impact, so we'll set up the equation as follows: Where Va= velocity of the aircraft in m/s, T = elapsed time, and Vm= the velocity of the missile. you have no idea how long it took to find this information. Then again, my key binds are all a mess, because we keep on having to add new things every patch. sniperNZSAS, September 3, 2020 in General Discussion. IR missiles only have 1 circle if they have a caged seeker, and 2 if they do not. Just keep the target in the smaller inner circle, once you have a lock, change to normal cockpit view and fire. The missile will guide itself towards the target, leaving the pilot free to manoeuvre the aircraft and evade any anti-air defences. Go to camera view, toggle thermal to find targets easier. Try this. You generally want to use these at long range, but some advanced SARH missiles like the Skyflash or AIM-7F are great in dogfights too! This new system really doesn't adhere to the KISS principle. You're going to be looking for the black silhouette of an enemy tank to appear. For more information, please see our Maybe being able to get a lock in gunner view is the actual bug? Sometimes they just don't track, even though I have a radar lock, and if the target is any distance below the horizon or you are below 1000m, forget it. 2. ok but this must be a bug so when I first set it up, I could use the 'switch secondary weapon' key to change from Aim9 to Aim7. Weapons selector mode is enabled, all guns are being fired by the "Fire primary weapon" key. Maximum overload: Maximum Gs the missile can pull during flight. Earlier missiles often had a "caged seeker" - where the IR-detecting electronics are mounted directly forwards and have a fixed cone of detection. At that point, the horizontal distance the rocket travels is determined by its horizontal velocity alone: Now, we can set up an equation for horizontal distance: Once we know "T," we cancalculate how much the missile drops during this period. AH Mk.1 Apache - War Thunder Wiki 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. Select Secondary Weapon (to get into the mode and cycle through): SHIFT + RMT, Fire Secondary Weapon: RMT (outside of mode, I have it assigned to MGs). that's it? This differs from other laser-guided missiles, in that the missile is guided by the laser beam itself rather than guiding towards the reflection of the laser on the target. Since the missile reaches it's top speed of 600 m/s after engine burnout, we can calculate the distance at which the missile flies relatively straight with little drop. Just pull off and set up another attack run. Marathon. 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". 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. 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. After you've got that down, the rest is just practice. Scan this QR code to download the app now. To prepare another shot you have to do it all over again. Sometimes I'm spam clicking the lock button and nothing happens except the circle appears for a second and disappears only for it to start growling maybe 10 seconds later, when I have no target to lock on to since it's already out of my firing line since the thing wouldn't lock on when I needed it to. One more thing: I highly recommend that you guys check out these two videos below showcasing the system in the user mission. Weapons selector is not available for selecting between different armaments on naval or ground units. All trademarks, logos and brand names are the property of their respective owners. - Sketching Without the weapons selector the player must fire all their Sidewinders before they can fire their Skyflashes, however the bombs and rockets may be dropped at any time using their separate control. Remember, you're aircraft will be mostly traveling in a straight line while you're guiding the missile, making you easy food. Avg. This is particularly useful for aircraft with . Once you have a lock, press this again and the missile will fire. If you'd like to acquire this jet, I'm pretty sure that you can find one for sale onthe WarThunder Market. How is one supposed to use the new AIM-9 missiles exactly? Often an additional targeting pod is needed for this, which will take up one pylon. 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. Air-to-ground missiles (AGMs) were added to the game in Update 1.79 "Project X" with the AGM-12B Bullpup. You assign a button for locking on, wait for it to get the target and fire with the firing button you use. I didn't realize that you couldn't use the TV cam in SB. Once this is done you'll hear the growling tone and the missile is ready to lock. In War Thunder, this is represented by a single grey circle, showing the missile's detection cone. so point the drone at what i want to shoot at then fire air-to-ground missile? Pubis (Banned) Mar 12, 2019 @ 3:02pm. 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). this seems to be about historically correct. Weapons selector - War Thunder Wiki Weapons selector mode is enabled, only the cannons are being fired by the "Fire primary weapon" key. To fire an AAM, you first need to spool up the motor in the missile so it can begin acquiring a target. https://wiki.warthunder.com/index.php?title=Weapons_selector&oldid=154106. Weapons selector mode is enabled, with AIM-9G Sidewinders selected. Still useless in my opinion still makes radar guided AA king of killing air either your diving at the target or flying over it only ways to use it you cant really track the target. Were the really Sparrows that bad when it came to ground clutter? 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. default key is F to stabilize the camera. So, I just got my first top-tier which is the german Mig-21MF, and just barely got the first missiles which are the R3-S (through literal torture of a grind, as the cannon is useless on this thing).