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Posted (edited)

Hi

 

Reading some technical information about AIM-9B or R-3S I have finded this one:

 

 " The AIM-9A/B used a 4.5 kg (10 lb) blast-fragmentation warhead. This was triggered by an IR proximity or contact fuze, and had an effective kill radius of about 9 m (30 ft)."

 

 

Well, the point if we check this value with the weapon data from both missiles, the fuze is noted with 0.5m. 

I am not sure if this parameter is related with the effective kill radius or is something other.

 

Thanks 

Edited by regula50
Posted (edited)

As far as I know, neither the aim-9B or the R-3S had a proximity fuse. They only had a contact fuse. The proximity fuses in the 'winders didn't come into play until the later models.

Edited by Piecemeal
Posted

R-3S had optical "non-contact fuse".  BUT. Due to game mechanics proxy fuses cannot be correctly modeled, since we cannot delay, time or disable them, especially not by target type or aspect. The blast effect has been modeled badly and it does not count with fragment radius. If I had set the V-750 (SA-2) missiles with 200m (not 25) they would explode 200m behind the target causing no damage (most likely). Second, there is a bug (??) that disables proxy fuse when the missile loses target thus ruining the last chance for a near miss. They just go ballistic and explode only on ground or general timeout.

Posted

Even the AIM-9B had some sort of prox fusing... it was one of several advantages it held over the AIM-4 (which required a direct hit to detonate). But the "kill radius" is a measure of the warhead's effectiveness, not the range/sensitivity of the fusing. I don't know about the game's logic for prox fusing, but in real life a rear aspect missile like an AIM-9 would want to wait until the missile had reached its closest point of approach before detonating, so most likely, it would either have a fairly close prox range with hardly any delay, or a small delay for a longer prox range to give the missile time to get closer before detonating.

 

A head on aspect missile like the early AIM-7s needed to be fused for high closure rates... longer range proximity with very fast detonation, putting up a wall of fragments in front of the target. This made early AIM-7s less than useful for tail shots. Later versions improved for dogfighting had a more dynamic fusing setup allowing for different aspects.

  • Like 1
Posted

Right on... that's the problem here, that there is no fuse control and the game's blast/frag radius. SAM sim guys, we know how it works))

 

 

Even early SAM could control the proxy fuse. Arming it with timer delay, at distance or instantly, setting it off in front of the target (like WWI shrapnel) against balloons (ADA mode), close proxy for tail-on (Dogon) engagement or regular 200m distance for head-on. This was the calculated lethality range, but of course frags could cause damage well beyond that. Later ones had ground filter to avoid echoes from ground to detonate the charge (USU). But the most simple (and inaccurate) method was the set off the warhead on remote detonate command at the calculated distance (K3). It was a fail safe method but highly dependent on the accuracy of the radar (angular and distance)

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