Wrong AIM-120 RWR indications
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Hey guys,
Version
4.34.4 (x64)Build
21393Detailed Description
Not entirely certain if this is particularly new to U4, but in the past week(s), we’ve noticed a few instances where when an AIM-120 (both B and C variants, launched by either players or AI) goes active, it spikes players (effect on AI unknown) that shouldn’t be, as the AIM-120 is not pointed at them, nor even their general direction. This forces them in a defensive position, and as a result, pilots have to waste fuel, lose SA and give up mutual support for absolutely no reason, and it may actually result in someone ending up in a position where there IS a real threat (entering AAA, MANPADS or SAM WEZ, or enemy aircraft being able to close in for a shot).This has happened in scenarios in which enemy aircraft had no active radar missiles, and has been verified last night by comparing the CARAPACE bearing / range indications to the ACMI values. Although it has been discussed recently, I don’t believe side lobes are already implemented, so I don’t suspect this to be a result of that.
Pictures
https://imgur.com/a/HsG4CpdExample files
N/ACrash logs
N/AReproducibility Procedure
We haven’t looked at specific reproducing (yet), but based on our past experiences.
1. Player 2 (P2) is positioned to the side of, but somewhere between Player 1 (P1) and P1’s target (PT) (see picture 3 from album linked above)
1bis. Altitude and heading appear to be irrelevant. Relevance of range is unknown.
2. P1 engages PT with AIM-120
3. P1 AIM-120 goes autonomous
4. P2 gets visual and aural ARH indication (“M”) on RWRExpected Behavior
Outside of the RADAR cone, nobody should be getting any indication of the AIM-120 (or any other RADAR, for that matter.) Side lobes are not taken into account, as presumed not yet implemented.
According to a brief discussion on Discord about this, that cone should be 10° wide as per the database values, yet images linked to above appear to indicate up to 180 - 200°. At least 3 others have also reported seeing the same behaviour.- Eagle-Eye
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bug found and fixed
thank you for the report
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Not sure if this is associated but the Bore sight mode (Mad dog) not working as well. Placing an aircraft visually within the bore sight circle in the HUD and launching with no lock the missile will not go active and lock onto a target. No warning on the RWR as well.
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@bill_3810:
Not sure if this is associated but the Bore sight mode (Mad dog) not working as well. Placing an aircraft visually within the bore sight circle in the HUD and launching with no lock the missile will not go active and lock onto a target. No warning on the RWR as well.
the boresight mode works fine
however, the target needs to be in AIM120 cone when it activates, which is NOT at launch, so basically you need to loft.
We need to check if the AIM120 is supposed to activate AT Launch, but i’m not sure we will get that info
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of couse you do know that you have to be in bore mode to make it work right ?
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i checked
the missile goes MPRF at launch right now,
everything works perfectly as i show in the video above
i just think that people expect madddog to work while missile still in slave mode
you must change to bore in order for it to work else, this is a dead missile
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Maybe I misunderstood the launch mode. I thought pressing and holding the Uncage button placed the missile in BORE then once you launch and release the Uncage it goes back to slaved mode. Seems to me that reaching for the MFD to select Bore then press hold Uncage to release is wasting time especially if you are in a close in fight. Can’t release the missile in bore mode without holding uncage anyway so why the extra step on the SMS page.? Why not Slaved mode on SMS, hold the Uncage (places missile in bore and RDY) then weapon release in bore mode. then after launch release uncage and back to slaved mode?
For some reason this is the way I thought it used to be. However now you can press and hold Uncage and release a missile in Slaved mode which is a waste of a missile as it does not go active. Not sure but this makes no sense to me.
Edit: Ok I remember what my mistake was, had to go back to the HOTAS section. So you can place the missile in Bore but it’s with the Cursor Zero, then Holding the Uncage will allow you to release the missile. So both will release the missile in Bore without a switch on the SMS page. Releasing Cursor Zero returns the mode back to previous (slaved). I remember something about this when the first change came out, I think 4.33. PICNIC.
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You don’t have to reach for the MFD to select Bore. You can simply depress the CURSOR ENABLE switch, which selects the Bore mode (as long as it is kept depressed).
So if you want to shoot an AIM-120 as a Mad Dog missile, you have to depress 3 switches at the same time:- UNCAGE, that enable to fire with no target locked
- CURSOR ENABLE, which selects the Bore mode
- WEAPON RELEASE, quite obviously
If you only depress UNCAGE and WEAPON RELEASE, the missile is fired but is inactive. It’s a way to get rid of a missile that you can’t eject.
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You don’t have to reach for the MFD to select Bore. You can simply depress the CURSOR ENABLE switch, which selects the Bore mode (as long as it is kept depressed).
So if you want to shoot an AIM-120 as a Mad Dog missile, you have to depress 3 switches at the same time:- UNCAGE, that enable to fire with no target locked
- CURSOR ENABLE, which selects the Bore mode
- WEAPON RELEASE, quite obviously
If you only depress UNCAGE and WEAPON RELEASE, the missile is fired but is inactive. It’s a way to get rid of a missile that you can’t eject.
Yep I forgot all about this. I think you used to be able to release with just cursor zero then I think with 4.33 it changed to it’s current state. So yah my mistake.