@hollywoodvillain:
So then does this also mean RWR detection ranges will vary against enemy aircraft depending on their FCR scale settings?
No. There is quite a lot going on under the hood to “simulate” RF in the game for the various systems, but it is simulated on a per-system basis and not as an RF entity is what I meant when I said that. A VERY simplified way to look at it where the RWR is concerned, would be to think of RF as a light switch. The game checks to see if an emitter is “emitting”, if so it sets a bit that says yes. The RWR uses a static distance calculator based on the emitting object’s position/direction, and some characteristics in the DB to decide whether or not to display it. There is a bit more to it than that, but very quickly you start delving into bubbles, and agg/de-agg topics so I simplified it down to the basics. It would be computationally impossible to actually simulate true RF, so it all boils down to some numbers in an equation. I don’t know if that equation has been changed since the older code I looked at, but it basically uses distance as the main delimiter in the decision tree. A real RWR uses things such as signal/noise, pulse analysis, freq, etc… which would be specific characteristics of the emitter to determine type and position, but those things can’t be done in a sim, so it has to boil down to a table of distances and which direction the emitter is pointing. The older code defined the direction as a 2D vector, so it was possible for an emitter to show up on the RWR at 3 miles even if the altitude was 20k feet difference, so long as the L/R offset angle of the radar to receiver was inside the window–this might be different now.