#Aspect based RCS

19 messages · Page 1 of 1 (latest)

bitter drum
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Simple, and somewhat similar to how IR works in game: if your aircraft is heading toward or side on from a radar source, your RCS value decreases, if you turn your back to it, it increases.

I know stealth/ low observable aircraft irl is by far the stealthiest facing the radar head on, and is actually kinda vulnerable pointing its belly or canopy at the radar. Also having sneak mechanics that involve pushing towards an enemy would be novel for a game. But for consistency sake, maybe make it the same as IR where side on is stealthiest, since all AA missiles in game rn are avoided by turning sideways and pressing the "go away" button. Alternatively, make both where head on is stealthiest or leave them as separate mechanics.

I think ive plagued enough posts with this that it warrants its own thread. Also, shout out to any posts mentioning dynamic RCS and having it affect detection/ firing range. Technically it does already but the radars hard cap range always gets hit long before this ever comes into play afaik.

grand meteor
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absolutely support this, i have this instinct to flatten my plane when notching (as any competent pilot would) to no real benefit. Reward my instincts.

scenic topaz
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This, with as I've suggested before, a "bugsplat" diagram in the cockpit showing each aircraft's stealth in each sector. Main issue with this will be the computational overhead.

I personally envisage, for simplification, max 8 cones of RCS: one each for up/down, and then 3x2 (because symmetrical) for the horizontal plane

I also honestly bet that there's someone in the community who, given the aircraft models, will do a rough RCS simulation (people do this on the internet with CAD models of e.g. F-35) to give the rough directions of best RCS.

(I also want indicators on the map for what range your own radar can detect various RCS levels, you have sight of where your own fog of war is, to a certain extent).

naive nimbus
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linear interpolation between directional values is not that expensive computationally speaking, so even if the plane only has side/front/back/top/bottom values set, it can be calculated as some number between those values depending on what actual angle is presented. Not the most realistic but a lot less abrupt than just picking whichever value is closest.

To be honest I thought it already did something like that, I wasn't aware RCS didn't change. If you're already doing IR aspect calculations, why would you not? (The answer is development time and testing and priority, obviously, but I thought it had already been done :) )

bitter drum
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Also, slightly unrelated and already mentioned in a few places, but please, we need dynamic weapon RCS. Absolutely drives me nuts when I got rid of all my bombs but I still get lit up like a tarantula lol.

scenic topaz
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I think added RCS from pylon weapons is already in the game. Not sure if the remaining pylons add rcs

naive nimbus
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Issue is it doesn’t go away when you fire them, or so I hear

If you launched with pylon weapons that’s the RCS you have, even once they’re all detached

radiant vigil
scenic topaz
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tbf, low priority for a "fix" as pylons alone will impact RCS

radiant vigil
grand meteor
drifting portal
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Why would it? Pylons dont help any

grand meteor
drifting portal
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Pylons are still there reflecting a ton of radar
worse than the munitions due to all the sharp angles, likely

radiant vigil
grand meteor
naive nimbus
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Buying our own planes does give us more “I want it this way” bargaining power than usual… (yes, yes, I know it’s an abstraction.)

scenic topaz