I'd like to report something regarding the new "Variable AAM Burnout Velocity" option.
I was quite excited to check it , couldn't restist to make some testing. I checked maksimum performance, typical, nominal (1.5Ma) and low&slow scenarios. I find most of the results somewhat strange (debatable), but the region where the formula for variable missile burnout velocity really breaks down is at very low launching speeds.
For example when the launching platform is stationary (a hovering helo - I like to check edge cases
I attached a simple scenario with a fast afterburning Su-24 as a target and a hovering AIM-9M armed AH-1Z as launching platform. (The fast target was needed to generate DLZ greater than missile minimum range).
Load the scenario and try to launch an AIM-9M from AH-1Z against Su-24. The missile after launch hangs in the air.
Then load the scenario again, change AH-1Z speed to 1kts, wait a second for it to actually start moving at 1kts and again launch AIM-9M at Su-24. The resulting missile burnout speed should be around 253kts.
There is also an AH-64E with Stingers to play with, and an Shahed as a second target (but it's to slow to generate useable DLZ form missiles).
P.S. BTW I noticed that AH-64 can't use it's 30mm gun against air targets, even as slow as Shahed. Also AH-64 probably can't use it's Stingers against "weapon" type targets (like a cruise missile), but fortunately can against Shahed drones. I may make another thread to report that.
Regards!
