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Ok im new here but didnt know where to put this

 

so i implemented in the game SF2 North Alliance mig 21,SU-30mk2,SU-37,Mig25

 

but in any of them atoll missile wont lock its target..im playing the game for 2 months now and know it pretty much totally so im not a noob..

 

but in any of these planes it never locks a target i fire it and it always goes down...and hits the ground..

 

Please help & if i put this topic in wront section im sorry admins

 

Cheers

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What version of the AA-2 are you using? - the default Heat seeking AA-2A?

 

If so you need to be almost right behind the target - you may need to move the nose up and down a bit to get a lock growl.

 

Even with a lock the hit probability will be about 10% with this.

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First gen short range missiles were all kind of crappy. This technology wasn't mature yet.

I am playing a rolling thunder marathon, with the expansion (that is a lot of smaller campaigns). I'm finishing the second rolling thunder campaign and out of 40 kills, only two were AIM-9B. And Gods know I fire them in almost every encounter and very carefully.

They are just expensive weights for the planes. Just like AA-2A or 1st gen Shaffrir. 

 

Things get better in the late sixties/early seventies, on both side. You can achieve kills quite easily with AA-2D atolls as long as you treat the missile respectfully. 

Edited by Emp_Palpatine

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A big issue is knowing the operational parameters of your weapons. One of the key issues that the Navy and Air force Fighter Weapons Schools were created to correct was the situation where pilots were wasting missiles by launching from outside the optimum launch parameters, the other being how to maneuver you aircraft to get it into the proper launch position.

 

With the early first generation IR AAMs like the AIM-9B Sidewinder, R-3S AA-2 Atoll-A, and Shafrir-1, all have a Max Launch G of 2 meaning that they will not track if they are launching in a turn higher than 2G, secondly first generation IR AAM's needed to be withing 60 degrees of the target aircraft's exhaust pipe in order to gain a lock.

 

These missiles were designed for use against bombers not fighters and as such were never intended for use against a maneuvering target. If an aircraft turns hard enough it can swing its exhaust pipe out of view of the missile's seeker and the missile will lose lock. Also don't launch if the sun is behind the target or if the target is below the horizon because the sun and the ground heat can blind the seeker head.

 

Best to launch from the target's 6 o'clock while unloading G, well within the max launch range with the target silhouetted against a clear sky. Also the IR missiles should be more effective a high altitude than low altitude just due to air temperature and density.             

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Most of these are modeled. I don't know for the sun or ground, though.

 

I would add: launch at close range, below 1.0 nautics : the lesser the range, the lesser the chance to loose lock or go wild for the missile. Both my kills in my current campaign were at very close range (for a missile launch), with and almost balistic flight for the missile and not enough time for the MiG to change its course too much.

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Most of these are modeled. I don't know for the sun or ground, though.

 

 

Loss of lock due to ground clutter is definitely modeled.  One of the tactics that I use against aircraft equipped with SAHMs and superior IRMs, is to take advantage of ground clutter.

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@Reblok

 

Well, just played my first mission with Aim-9D in Rolling Thunder (B). I already knew it, but that's a whole new world indeed: three launchs, three kills. If you use them properly, post AIM-9B missiles are efficient enough to be used with success in combat. 

Edited by Emp_Palpatine

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