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Down load realplayer for mac
Down load realplayer for mac








  • F-4J - fixed a bug that caused IRCM to incorrectly fire forward of an aircraft (report ).
  • AH-1G (Israel) - fixed a bug which caused the aiming marker to drift down after firing half of the unguided rockets mounted on an outboard weapon in slots 6 or 8 (report 1, report 2 ).
  • Fixed assault fuze not working correctly, in which a dropped bomb exploded even if less than a second passed from the moment of drop (report ).
  • Milan - fixed bug with limitation of maximum launch speed of the AIM-9B.
  • Kh-25, Kh-25ML, Kh-29L, S-25L, AS-30L - added targeting of IR from aircraft aiming system and de-targeting of IR prior to missile launch.
  • AIM-9D - removed the IR disarming before missile launch.
  • Removed restriction on maximum launch vehicle overload at air-to-air missile launch.
  • The activation time and the operating time of the IR of some air-to-air missiles with infrared IR have been reduced to 1s.
  • Added information about the type of warhead to the card of aircraft missiles.
  • Added information about the maximum possible speed in dropping bombs to the card of aerial bombs.
  • Having analysed the available sources, we’ve decided to remove the strict limit on the overload of the aircraft during the launch of air-to-air missiles, since these limits are merely recommended and in the game serve to restrict the options of using missiles in specific close combat cases. Here’s an example for F-14 from “F-14 Tomcat Pilot`s Flight Operating Manual”. Description and Operation” stating the reason why the launch is not recommended, but also not forbidden, in case of overload over 2g.įor later missiles the overload is often limited by the aircraft’s maneuvering capabilities. Here you can find the information from “AIM-9B Guided Missile. Over time, however, we have received additional information that allows us to infer that the overload limits are in most cases recommendations provided to ensure the required probability of the target being hit. Initially when we introduced air-to-air missiles, we added limits to the overload of the aircraft at the moment of launch that were stated in the missiles’ documentation. Revising the maximum overload of the vehicles during missile launch The missiles whose operation time in the ready to launch mode is severely limited by the amount of coolant will retain the previous activation time and operation time in the ready to launch mode. These missiles’ activation time in the game will be changed to 1 second, and their operation time in capture mode will be set to 20 seconds.

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    Yet the majority of prototypes of the air-to-air IR seeker missiles that appear in War Thunder can remain in the ready to launch mode for extended periods, up to several hours.

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    If we recall the real prototypes, there are missiles like MANPADS 9M39 “Igla”, whose operation time in the ready to launch mode is severely limited by the amount of coolant.

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    Due to the appearance of more modern vehicles, weaponry and countermeasures, we’ve decided to revisit this aspect and make it more realistic. Since weapons with infrared seekers appeared in the game, their activation time was conventionality designed to better balance these weapons. Changing activation time for missiles with an infrared seeker










    Down load realplayer for mac