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PostPosted: Sun Aug 17, 2003 02:24 am 
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any consensus as to which Flankers have the alleged rear facing RADAR and how that can be modeled in FA? I'd hate to give them a RADAR with 100 mile rear view, but they wont take 2 radars (one forward one rear)

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PostPosted: Sun Aug 17, 2003 04:28 am 
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KAPTOR wrote:
any consensus as to which Flankers have the alleged rear facing RADAR and how that can be modeled in FA? I'd hate to give them a RADAR with 100 mile rear view, but they wont take 2 radars (one forward one rear)


As far as I know just the Su-35 though I wonder if some of the Su-30 mods have it installed? It would be better used in short range modes to fire a rearward facing IR missile at an enemy in a dogfight rather than BVR stuff because that can be seen, unless its an AIM-120 of course.

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PostPosted: Sun Aug 17, 2003 18:31 pm 
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yeah I just dont like the idea of detecting a target 100 miles to the rear

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PostPosted: Sun Aug 17, 2003 19:50 pm 
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How far does this radar work out to?

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PostPosted: Mon Aug 18, 2003 01:19 am 
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Both the Su-35 prototype and the Su-27IB (Su-34) development aircraft have provision for a rear facing radar but I don't know if they ever actually carried one. IIRC the range numbers I heard were like 5-10 miles max, just enough for cueing "backfire" missiles. This makes more sense for the Su-34 as it would have no capability with the helmet mounted sight. Depending on the modes of the missile or how good your neck can turn around, backfire shots can be possible with helmet sight cueing. I've seen a video of this with the Python 4, it fires forward from a F-15 then curves up through 180 degrees and hits a target trailing the launch aircraft.

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PostPosted: Mon Aug 18, 2003 04:31 am 
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might also be usefull for continuouse updating of SARH missles while retreating from an enemy.

dont know yet what I'll do on this

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PostPosted: Mon Aug 18, 2003 11:15 am 
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Zephyr wrote:
Both the Su-35 prototype and the Su-27IB (Su-34) development aircraft have provision for a rear facing radar but I don't know if they ever actually carried one. IIRC the range numbers I heard were like 5-10 miles max, just enough for cueing "backfire" missiles. This makes more sense for the Su-34 as it would have no capability with the helmet mounted sight. Depending on the modes of the missile or how good your neck can turn around, backfire shots can be possible with helmet sight cueing. I've seen a video of this with the Python 4, it fires forward from a F-15 then curves up through 180 degrees and hits a target trailing the launch aircraft.

Zephyr


Yeah the AIM-9X does stuff like this but it has only 90 deg FOV. It'd launch and then take a sharp turn into the A/C and bam! Painful.

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PostPosted: Mon Aug 18, 2003 11:57 am 
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THis rear facing radar and 'backfire' missiles were never implemented. The AA-11 derivitive was dropped from development and the project abandoned, so you are attempting to model something that will never exist. Guess that solves the rear facing radar issue.

However if you still want to model the effect in FA, then simply make the 1 radar the game allows have a 180 degree FOV then it will see targets behing the aicraft and display them on the far right and left sides of the MFD...


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PostPosted: Mon Aug 18, 2003 14:56 pm 
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Yes but those RDRM-2 Archer's are pretty nice I have to say, aside from the week warhead, the poor glass quality, and the fact that an AIM-9X will do circles around it. Put one of those on a pylon facing backwards and bye bye birdie!

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PostPosted: Mon Aug 18, 2003 17:36 pm 
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BTW The Russians also built a swivelable pylon for use with these missiles to attack from any position without maneuver...

However they never implemented that either...


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PostPosted: Mon Aug 18, 2003 18:11 pm 
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yeah dont suppose those swiveling pylons affected flight at all do ya LOLOL

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PostPosted: Mon Aug 18, 2003 20:41 pm 
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Its a shame the AA-11 system with the AA-11B and the phylon are something, if the times were different they mayhave entered service but its a shame they will never.

So how would one make a movable phylon.

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PostPosted: Tue Aug 19, 2003 02:35 am 
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Make the weapon a gun so it is slewable when the hardpoint is given slew limits.

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PostPosted: Tue Aug 19, 2003 03:48 am 
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I have the "swiveling pylons" on several of my Flankers with the AA-11 IIRC as the gun/missle

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PostPosted: Tue Aug 19, 2003 10:22 am 
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But again it isnt realeastic... Not funded and never planned to be implemented.

This is where you start to get into realism vs arcade... The main problem with FA is the utter lack of realism out of the box, thus if you start incorporating 'fantasy' weapons then you take a huge step backwards in the quest for advanced realism...


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