
I have a Norwegian friend that will complain about the radar being wrong everytime i use the NASAMS
No thread can give me such live feedback
but yeah the nasams is a bit annoying when it comes to helis, mainly the ER missile, constantly have it fly right above the 6m trigger radius and won’t detonate on enemy just hovering very slowly
Magical stealth rotor technology goes brrrrrrr. Spinning metal/strong composite disc on top of vehicle generating a massive constant doppler shifted return? Something literally visible to even hobby radars made by savvy civilians? Nah, can’t be detected by even AESA radar sets. Impossible. Must be propaganda.
You litterally just have to launch s-8ko’s and the iris t’s or any IR missile is gone, try it yourself
And how UHT should do it?

I mean create a custom loadout, but you will be sacrificing 4xPARS. French one can do it better xdd.
Obviously you have rockets, but pars firing pars missiles will likely also redirect the missile, firing stingers might work, but don’t rely on that
I’m not even considering 4xPARS (worst or second worst FnF after CM-502) and 19 Mighty Mouse as possible load-out for 12.7. It’s a stupid waste of 600+sp when everyone have free spaa(and most of it will be pantsir).
You need lock to fire and the chances are too slim to consider this a stable way to evade.
I don’t bring air at very top BR. For Germany its often a waste of points. You have to accept it. Even the mighty UHT or EF2000 with full brimstones / guided bombs whatever are not really worth the spawn points. AA systems are very powerful. You either get shot down or forced to evade most of your mission time. Either way, spawning another ground vehicles is smarter. You’d need something like KH-38 (and Lmur), which can be deployed very quicky from range and GTFO. Slow moving F&F bombs, laser guided Brimstones. GNSS bombs…all no real gamechangers.
Worst helicopter fnf missile by far is the spike ER, you need to try and see what works for you. develop your own tactics and stop just popping up and firing. try to use scout rockets, decoy rockets, prefire (predict spaa path) and everything in between.
Mighty and UHT in the same sentence is crazy
Old times…
Your friend is 100% right. The claws radar is absolutely terrible. It goes like half as fast as it does irl for some weird reason
It has a power saving mode enabled
So i am doing a follow up to this post i send 3 months earlier.
IRIS-T SLM is now 9 months old since the day it was introduced in the game:
So what happened in these 9 months:
Still as it is, despite multiple bug reports SLM max speed is still 975 m/s, in game when fired at a stationary target 39-40 km away and at an altitude of 1km the SLM can achieve a max speed of Mach 2.92 after travelling 5.4km, it can’t exceed this speed, after that the missile start losing it speed reaching speed of Mach 1.9 after travelling 16.2km and at 39km the missile speed become Mach 0.76 all these values where collected thanks to testing done by @Sean74218.
Nothing changed, and as sed earlier the in game values are just speculations, but they seem to be rather close to real life values.
Still as it is, and as explained earlier, i will add just new examples.
As can be seen in close ranges the missile pathing is perfect and it approache towards the target is in the best path possible.
But in long ranges it’s a different story the missile enter a turn / orientation phase, wasting considerable amount of it’s energy.
No updates on DL and same as explained earlier.
Nothing changed in relation to these eather in the past 3 months, the only important subject among them, is the AOA and overload, AOA should be 38° instead of 27° And the overload should be 50 Gs instead of 40 Gs and as explained in the bug report up there.
Nothing changed the radar is still as it is.
This was changed twice, first the seeker activation range was nerfed and reduced from 10 km to 4km, then this was reverted back to 10km, lock ranges were never changed, lock range in rear aspects is 12km and in front aspect is at 9km, bug reports about lock ranges are up in the older post.
About LDIRCM this subject is better explained by @Armen_Lozone post.
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Booster burning time: This is rather a new addition brought by @Jεcka, apparently the SLM booster should have 16 to 18 seconds of burning time instead of 12 and as can be seen in the following videos, unfortunately there is no sufficient information about the SLM booster time and videos can’t be taken as sources for bug reports.
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As usual these are just the important stuff that i wanted to highlight, ofc there is other problems some got fixed other got adjusted, and most can be seen up there in the original post in here i wanted to highlight the most important problems that directly infected the missile performance.
Thanks for reading.
Expanding on the IRIS-T SLM missile trajectory, the “double loft” maneuver becomes more visible when engaging aircraft beyond ~10km ranges.
The maneuver consists of the missile propelling away from the vertical launch tube and performing a horizontal orientation maneuver. During this phase of flight, the missile overcorrects itself, pulling more than 50° AoA just to transition from vertical to horizontal flight. This is not evident in real SLM footage as the missile launches and transitions to horizontal flight without needing to pull considerable amounts of AoA.
As seen in this photo here, around two seconds into flight, the missile overcorrects itself, causing tremendous losses in potential energy.
After the primary horizontal orientation maneuver, the missile then performs a SECONDARY trajectory correction to gain altitude, once again pulling more AoA and wasting even more potential energy. This is a mistake that Gaijin has yet to act upon seen in this bug report:
IRIS-T SLM Missile wrong lofting // Gaijin.net // Issues
In this photo, the missile performs the dramatic “double loft,” causing it to bleed speed and struggles to reach its operational top speed beyond Mach 3.
@Ghost-King - Snippets of SLM long range testing
The missile trajectory is clearly in need of a rework. Gaijin, please fix this.
Hey @Smin1080p_WT sorry for tagging you but can you give us some insight about SLM orientation phase / lofting, a bug report for it has been accepted 3 months ago Community Bug Reporting System but still no changes where done nor any answers where provided on why the missile behave like this in long range engagements, so maybe you can provide further clarification about this matter.
It would also be nice to know if there are any plans to fix datalink during terminal guidance. SLM is still defenseless against LDIRCM helicopters.
https://community.gaijin.net/issues/p/warthunder/i/blfh9aGDg3GQ
Hello
The report is still open, so until it has been actioned by the devs or a response provided, there is no new update we can provide at this time.





