The power end of infrared guided missiles such as IRM-S1 and MMR-S3 is abnormal, and the missile begins to slowly slow down a few milliseconds after leaving the launch pad. This makes the infrared fighter lose the suddenness of attack, and it is more like a shell because in fact, the missile only accelerates for a few milliseconds before starting to slow down. Referring to the AIM-9 missile, the acceleration time is 5 seconds, which allows the missile to continuously accelerate within five seconds and begin to slow down after reaching maximum speed. Because I have seen that other missile power terminals in the game are working properly, only infrared missiles have this issue, so I suspect it is a bug and hope to see this problem resolved.
#Abnormal thrust of infrared missile
51 messages · Page 1 of 1 (latest)
there is no bug with the IR missile speed, this is how they are intended to fly
they are supposed to be used at short range
MMR burns for a second or two no? Besides the IRM is a very short range missile by design, almost like a slightly souped-up Stinger strapped to a plane
I think you may not have understood my meaning, sorry that I may not be able to express myself clearly when using translation software.
The infrared fighting missile in the game now looks more like an RPG than a missile, because its engine only works for a few milliseconds and stops working after accelerating the missile by about 800 meters, which will cause the missile to slow down after firing. In reality, the infrared fighting missile, like the AAM-29, has a rocket acceleration time, but the rocket engine works for a very short time, about five seconds. During this time, the infrared missile can achieve very high speed and flexibility. When the engine stops working, due to the large wings of the fighting missile, it will quickly stop moving and self destruct. Therefore, the range of the missile in the game is not a problem, but the problem lies in the acceleration part of the missile after launch. He should give the missile a fast speed and a fast turning performance within 5 seconds, after which it will rapidly decay.
Of course, this is based on the display of infrared fighting missiles in daily life. If the launch system of the fighting missile in the game is created by the development team, then its range scale is not displayed correctly. Taking MMR-S3 as an example, the red box should display the power end of the missile, that is, the distance at which the rocket engine works. If according to the situation in the game, it should be displayed as 800 meters and occupy a very small proportion of the range scale, just like other missiles.
Yes, I understand what you mean, BRO. Trust me, I also understand the appearance of various missiles. You can take a look at the prompts in my reply below. The current launch system in the game is more like an RPG than a missile. It was accelerated for less than a second, actually only a few milliseconds, so it was ejected instead of pushed out. And this is not consistent with the non escape zone (power section) displayed on the HUD, so I think this is a mistake,
I am very worried that using translation software may make my words impolite, so I would like to take the liberty of explaining again. If there are any problems with my words, please remind me. I am very sorry
what language do you speak?
Chinese🇨🇳
if you'd like to message me directly in Chinese with your concerns I can try and make sense of it
好的,十分感谢!以下是我想反馈的BUG
游戏中的红外格斗弹现在更像是一枚RPG而不是导弹,因为他的发动机只工作了几毫秒,在把导弹加速大概800米后就停止工作了,这会让导弹射击后就立刻开始减速,而现实中的红外格斗弹跟AAM-29一样会有一个火箭加速的时间,只是火箭发动机工作的时间很短,大概五秒左右,而不是几毫秒,在这个时间内红外弹可以获得非常高的速度和灵活性,当发动机停止工作,由于格斗弹的弹翼非常大,所以他会很快停止前进并自毁,所以游戏中导弹的射程是没有问题的,出问题的是导弹在发射后的加速部分。他应该在5秒内给导弹一个很快的速度并且有一个很快的转向性能,在这之后就会急速衰减。
当然这是参考了现实生活中的红外格斗弹,如果游戏中格斗弹的发射系统是开发组自创的,那他的射程标尺显示的并不正确,我们以MMR-S3为例,红色框内显示的应该是导弹的动力端,也就是火箭发动机工作的距离,如果按照游戏里的情况他应该显示成800米,并且占据射程标尺很小的一个比例,甚至看不清楚。
You'll see that the basis of the IRM-S1 is that of a MANPAD. It does not have the rocket engine burn time as a matter of principle to keep light weight and low cost
I apologise if i misinterpreted it. I was also using a software but I paid for its license hoping it would be better.
文件
图片
103/10000
实时翻译
划译
Actually, I know that IRM-S1 is a single soldier empty missile similar to the "Stinger" missile. I just gave an example and put it on. My original text is that all infrared missiles have this problem, including MMR-S3 similar to AIM-9 and fleet air infrared missiles. So it's not just referring to IRM-S1.
That's also why I think the developers misunderstood what I meant. If it's IRM-1S, this is acceptable, but other infrared guided air-to-air missiles also have this issue, so I think it's a bug.
can you list out the specific problems you've identified in English, with quantifiable evidence?
Oh my god, you even paid for it separately. I'm so flattered by it. Thank you!
Sure, I hope you can directly remind the developers that this is actually a very obvious mistake. Wait a few minutes, I will make a picture.
thankyou. please ensure it is in English with no text visibly in any other language, if you find any issue, try and use Google Lens or other picture translation software.
Don't worry, I'm good at this, I just need to wait a few minutes.
take your time!
reference material→
https://www.imfdb.org/wiki/Talk:FIM-92_Stinger
so would you say the missile has a unrealistic level of acceleration?
To be precise, there is no problem with the total range. The problem is that the acceleration process of the fighting missile and the single soldier empty missile should last for a few seconds, and the speed rapidly decreases after reaching the maximum speed. Another picture is about aim9 and MMR-S3
Drag is unrealistically depicted in nuclear option
in nuclear option, positive vertical movement is more efficient at reducing a missiles energy
In fact, there is no problem with the operation of radar mid-range missiles and anti radiation missiles, only infrared combat missiles have this issue.
is there a possibility you can calculate the G forces the IRM-S1 would undergo when launched from a stationary position?
Yes, but currently we are discussing the motion logic of infrared missiles, which does not conform to scientific common sense. He is simply an RPG rocket!
This is difficult. The missile information in the game map is refreshed every 0.5 seconds. I think the official has professional tools.
I agree, the launching velocity relative to burn time is simply unrealistic. however we need to take into account the future sci-fi setting of nuclear option
What would you suggest be done to "fix" the thrust of the missile?
That's the problem here, BRO, If the missile is ejected, then the range scale of the aircraft is wrong! He mistakenly displayed an excessively long missile power section!
顺便说一句,图表制作得非常好
谢谢
These two pictures can illustrate the question I raised. Below are the accompanying references. If you have time, you can take a look at my first reply to you. Sorry for the trouble!、
AIM-9X
https://en.missilery.info/missile/aim9x
https://airpra.com/aim-9-sidewinder-missile/
FIM-92
In the U.S. since 1996, Raytheon has been fully developing the Air-to-Air Short Range Guided Missile (AIM-9X), which is designed to engage air targets in close maneuverable air combat day and night.
@rich flower 这可能是一个代码错误.. 您能否提供一个简短的视频来展示您的问题?
Hi @rich flower, this is the intended burn time for the IRM-S1
Also, the stinger does not burn for 19 seconds, I can guarantee that. The comment in your image you sent is just referring to the maximum flight time (time that missile spends in the air) before it self destructs.
I do agree however that the burn time on the MMR-S3 is a little short, possibly it could be extended to 3-4 seconds.
Also note that the NEZ just shows the half of the maximum range that the missile can reach, NOT the burn time.
I hope this makes sense of whats going on with the missiles
Thank you for your reply. It is also possible that I am using the air launched version of IRM-S1, and this feeling is more pronounced when it is launched from the sky. However, if you have time, you can take a look at the situation of MMR-S3, whose problem is more obvious than IRM-S1.
In summary, when my friend and I were introducing the power side of the game, we accidentally discovered this issue. Thank you for taking the time to pay attention to this matter. Wishing you all the best and looking forward to the game update.😁 👍
Yes, i have noticed that it only burns for 1.5s, it should burn for about 3-4 seconds in my opinion. Luckily this doesnt change much about how the missile performs
The S1 performs realistically though i believe
Appendix: The problem with short combustion distance is that the missile rapidly decelerates after launch, making it difficult to fully utilize its performance advantages during engine operation. At present, I believe that there is no problem with the range of these two missiles. Of course, these are my personal feelings. I look forward to your future adjustments to infrared missiles, and I hope this will not bring you too much extra work.
The text I posted is in red, I don't know if it's due to network issues.
Yes the NEZ at the moment is just the max range divided by two. This is the case for all the weapons. the developers confirmed this on discord somewhere. It will change later in the future.
If a missile spend so much longer to accelerate the same amount, this would just make it slower, increase the time to target. Thus increase the possibility to counter the missile right.