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Aircraft?


Atgxtg

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I was working on statting up aircraft for BRP and was wonder if anyone else would be interested, and if they though that these stats looked good or not. Stats given are mostly the same as in the BRP rules with the addition of EngSTR. EngSTR is a rating of how powerful the aircraft's engines are on the STR table, and are there for future design purposes and for siutations like one vehicle towing another, tugboats, superheroes holding back jets and so forth. EngSTR for propellor aircraft is a bit suspect, and all values could shift by a point or so as I fine tune this. 

Anyway, here's the sample, does this look like I'm on the right path?

Type Skill Rated Speed Handling ACC MOV Armor SIZ HP EngSTR
F-16C Block 50 Pilot 43 10% ±12 2432   71 71 73
F-15C Pilot 47 10% ±13 2965   77 77 79
AV-8B Harrier II Plus Pilot 32 5% ±9 1209   69 69 68
A4D-5 / A-4E Skyhawk) Pilot 32 5% ±5 1209   65 65 57
B-52H Pilot 31 -5% ±3 1173   97 97 83
B-17G Pilot 22 0% ±1 516   79 79 83
Boeing 707-120 Pilot 30 0% ±4 1117   88 88 78
SR-71A Pilot 53 0% ±4 3953   91 91 81
LZ-129 Hindenburg Pilot 13 -5% ±1 151   105 105 83
└-cruise speed   12     134        
F-86F-40-NA Sabre Pilot 32 5% ±4 1235   64 64 53
F-86 Sabre Mk.6 Pilot 32 5% ±5 1253   64 64 56
MiG-15bis Pilot 32 5% ±5 1236   70 70 62
SAAB J29F Tunnan Pilot 31 5% ±6 1184   60 60 53
SAAB J35F Draken Pilot 45 5% ±7 2736   70 70 65
SAAB JA37 Viggen Pilot 43 5% ±8 2491   74 74 71
SAAB JAS 39C/D Gripen Pilot 42 10% ±10 2345   67 67 66
Supermarine Walrus I Pilot 16 0% ±1 242   56 56 60
Sopwith F.1 Camel Pilot 14 0% ±1 203   37 37 41
Fokker Dr. I Pilot 14 0% ±1 201   36 36 39
PBY-5A Catalina Pilot 18 0% ±1 352   74 74 74
Boeing 314A Clipper Pilot 19 0% ±1 380   84 84 86
Bell 47G-3B Pilot 14 0% ±1 117   45 45 49
C-130H Hercules Pilot 24 -5% ±1 659   91 91 98
C-5M Galaxy Pilot 28 -5% ±3 956   110 110 94
Airbus A380-800 Pilot 29 -5% ±2 1008   115 115 130
Wallis WA-116 Agile Pilot 14 5% ±1 180   26 26 34
Vickers Wave Pilot 16 0% ±1 246   40 40 42
SeaRey (2006) Pilot 15 0% ±1 217   37 37 36
Bell X-1 Pilot 46 5% ±5 2897   62 62 53
F-104G Pilot 45 5% ±8 2746   68 68 64
Edited by Atgxtg
Corrected Bell 47G

Chaos stalks my world, but she's a big girl and can take of herself.

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Likely you want a "Ceiling" rating, too; that can be important.

Also "climb rate" (but be careful not to take "world record" numbers, here, as those are generally set by specially-prepped planes, stripped of all possible excess weight (extra fuel, any weapons/ammo, etc)).

What's the relationship between "MOV" and "Rated Speed" ?
My intuitive sense is that they'd just be two different numeric scales for the same factor, but that clearly isn't the case.
 

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1 hour ago, g33k said:

Likely you want a "Ceiling" rating, too; that can be important.

Possibly, not so sure in a RPG context how often that would come up, except with missiles. But it would be easy to add and something based on the Flight Levels used in real aviation, where 1 level = 100 ft might work out well with Rated Speed and Acceleration.

Range would be another one I could add. 

1 hour ago, g33k said:

Also "climb rate" (but be careful not to take "world record" numbers, here, as those are generally set by specially-prepped planes, stripped of all possible excess weight (extra fuel, any weapons/ammo, etc)).

Again, possibly. I think for most purposes ACC would be close enough, since I used the thrust to weight ratio for ACC. Maybe pilots could trade off some ACC for Altitude Levels (or vice versa, come to think of it).

1 hour ago, g33k said:

What's the relationship between "MOV" and "Rated Speed" ?

Good question. I don't think there is any official correlation listed, so I used regression and curve fitting and would up with:

Rated Speed = 1.39*(MOV^0.44).

or approximately:

 

MOV Rated Speed
0 0
1 1
2 2
4 3
9 4
15 5
23 6
34 7
47 8
62 9
80 10
100 11
123 12
148 13
176 14
207 15
241 16
278 17
318 18
361 19
407 20
455 21
508 22
563 23
621 24
683 25
748 26
816 27
888 28
964 29
1045 30
1131 31
1222 32
1318 33
1419 34
1527 35
1640 36
1760 37
1887 38
2021 39
2162 41
2311 42
2469 43
2635 44
2811 46
2996 47
3191 48
3397 50
3615 51
3844 52
4086 54
4341 55
4610 57
4893 58
5193 60


It doesn't match up exactly with all vehicles, but it does give a rated speed that is within a point of the official values, which is the closest I've been able to get so far. I'll probably need a more complex equation to get a better fit. But we might not need a better fit if its only off by a point. So my Hindenburg is slightly faster than BRP's but then mine has a top speed of 135 KPH as apposed to the cruising speed of 123 KPH. Does it matter all that much in a chase? Probably not as anything moving at a speed where is matters will be rated on the same scale, and anything close in speed will still be close in speed. 

BTW, based on the travel speeds listed for vehicles it appears that MOV=KPH*67/60

1 hour ago, g33k said:


My intuitive sense is that they'd just be two different numeric scales for the same factor, but that clearly isn't the case.
 

It's definitely some sort of increasing scale to keep the values low and thus playable. It makes sense too, since in a chase it's more about the relative speed between the vehicles than the absolute. That is a 10 KPH difference in speed matters a lot in a foot chase where the average person runs at 25 KPH than it does in a with supersonic jets with an average speed is 2500 KPH.

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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4 minutes ago, Atgxtg said:

Possibly, not so sure in a RPG context how often that would come up, except with missiles ...

If they are flying with military gear, they may be facing similarly-equipped opposition.

Flying above the enemy's flight-ceiling has been one of the ways some missions have achieved success.

I expect players interested & playing in such games will likely be interested in exploring such tactics...

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1 minute ago, g33k said:

If they are flying with military gear, they may be facing similarly-equipped opposition.

Flying above the enemy's flight-ceiling has been one of the ways some missions have achieved success.

I expect players interested & playing in such games will likely be interested in exploring such tactics...

Good points. Plus it would make sense for those flying CAP to be higher up. That would mean that someone in a dive could get up to 10 points of ACC from gravity (1G=10ACC) to bounce someone below. Hmm, they would also be able to exceed Rated Speed a little when diving.  

Chaos stalks my world, but she's a big girl and can take of herself.

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3 minutes ago, Atgxtg said:

Good points. Plus it would make sense for those flying CAP to be higher up. That would mean that someone in a dive could get up to 10 points of ACC from gravity (1G=10ACC) to bounce someone below. Hmm, they would also be able to exceed Rated Speed a little when diving.  

Diving to gain speed has been a combat-tactic for millions of years!
😁

But the SR-71 was such a hard target in part because of its altitude... almost nothing could reach it.
What *could* get up there was flying in clear sky, so it couldn't hide from radar.
The Blackbird's defensive protocols were typically just to bump their speed, and out-ran it; or alter course a bit, and cruise past with 50 miles of clearance; or similar tactics.

If they'd been flying down at 15000 feet or somesuch, they'd have potentially been facing hundreds of planes, and thousands of missiles... and likely gotten hit.

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1 hour ago, g33k said:

Diving to gain speed has been a combat-tactic for millions of years!
😁

Yup. Oh, that also means that someone could trade off speed for altitude. Basically by taking negative ACC

 

For instance, lets say you are flying around at 5000 feet in your Sopwith Camel at 180 kph/MOV21, Rated Speed 14 when your engine conks out. You could pull up on the stick and turn some of that speed into altitude  but since the engine isn't working you'd wouldn't get the speed back until you started to dive. 

 

1 hour ago, g33k said:

But the SR-71 was such a hard target in part because of its altitude... almost nothing could reach it.
What *could* get up there was flying in clear sky, so it couldn't hide from radar.
The Blackbird's defensive protocols were typically just to bump their speed, and out-ran it; or alter course a bit, and cruise past with 50 miles of clearance; or similar tactics.

If they'd been flying down at 15000 feet or somesuch, they'd have potentially been facing hundreds of planes, and thousands of missiles... and likely gotten hit.

Yeah, you're quite right about that. Not only was the altitude a problem to get to, but by the time something actually managed to reach the  20-25km that the SR-71 was flying at, the Blackbird would have been 20-100km further along. 

But, I'm trying to keep this as simple as possible and 3D combat gets complicated fast. Maybe something like Altitude Bands could work? The SR-71 could be up at Extremely High (EH) and only other aircraft/weapons rated for EH could reach it?

And then all these jet's max speeds are only obtainable at higher altitudes, the ACC only with afterburners, and so on. It's tricky to figure out just where to draw the line for game rules; what to include and what to leave out.

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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On 6/12/2023 at 4:40 PM, g33k said:

If they are flying with military gear, they may be facing similarly-equipped opposition.

Flying above the enemy's flight-ceiling has been one of the ways some missions have achieved success.

I expect players interested & playing in such games will likely be interested in exploring such tactics...

I've been given this a bit of thought, and had a few ideas.

First off, I think we need to consider how altitude and differences in altitude would likely play out in game, since this is an RPG and not a flight simulator. To that end I can think of three basic situations that would crop in in play.  

  1. The Ambush: This is where somebody is flying around when they get "bounced" by someone else. In this circumstance the initiative lies with the attacker, who mostly gets to pick when, where, from what direction, from above or below, etc as restricted by the relative capabilities of each side's aircraft, and might even be determined beforehand in a set piece encounter.The defender actions mostly consist of countering or limited the attacker's advantage by spotting the attacker visual or through devices (radar?).  
  2. The Intercept: This is a situation where  someone is flying somewhere and someone else must scramble or divert aircraft to try reach them before they get to their objective or escape. In this instance altitude is more of a matter of the with the relative merits of the aircraft. as limited initial potions and speed, This would be were ceiling and time to climb would matter. It's more of a beat the clock chase with the interceptors hoping to intercept before the target reaches the finish line. THis covers most millie attacks too.
  3.  The Crash: This is where an aircraft loses power or suffers damage that causes it to fall from the sky. In such cases altitude matters mostly in terms of time- that is how long will it take for the aircraft to reach the ground, can they find a good place to put down in time and so on. Piloting skill and glide ratio would be important to land the airplane, and repair skills might help to fix an engine in some cases.
  4. The Take Off: This is when somebody has to reach a certain altitude within a limited amount of time to avoid hitting an obstacle. Here is is all about the aircraft's ability to climb, the pilot's ability to push the aircraft (=skill), the height of the obstacle, and the time available. 

I think the above, with some variations covers most of situations that would come up in a role playing game. Now let's see about addressing them while trying to keep things simple.

Option 1 - Altitude Levels: This would mean introducing Altitude Levels into the game. Each level would be a set height (say 100 ft or 500 feet, or more likely 100 o r 200 meters), although the actual values could be abstract or increasing like with relative speed, as in play it would mostly come down to relative altitude between aircraft for range purposes.   For climbing we could use ACC as thrust-mass ratio and power-mass-ratio are both good indicators, perhaps modified by wing loading, and g limits (both of which I already use to determine handling, so a Climb stat could be worked out). A pilot could use ACC to change altitude instead of speed to climb, or in addition to speed when diving, basically trading off Altitude for ACC, or even Rated Speed for Altitude. Aircraft would be (mostly) limited by their ceiling.

This would mean tracking each aircraft altitude all the time, rules and limits for changing altitude, and what the effects would be on ranges in combat, what weapons could be brought to bear, and some other stuff I have't considered yet, like stall speed.

Option 2 - Simplified Altitude Bands: This would introduce altitude as altitude bands, say about 1 mile or 2000 meters high each. Basically we divide the sky into a half dozen or so bands that the aircraft fly in. Aircraft in the same band ignore height in play, and those above or below used simplified version of the climbing/diving rules from Option 1 to change altitude by about 1 band per game round.  Ceiling and ACC would still matter but we wouldn't need as much bookkeeping.  We's lose some of the fine tuning, but it probably wouldn't matter so much.

 

Option 3 - Abstract E-M Theory: Okay the idea here is to simply things down to the bare essentials. So what we would need would be to:

  • Note the relative positions of each aircraft and how much of an advantage that provides.
  • Aircraft limits in terms of ceiling and performance.

To do this lets delve into the idea of Energy Maneuver Theory where they consider altitude to be potential energy that can be traded off for performance in a dogfight. Now if we did that we could treat Altitude like a pool of Power Points/Fate Points that could only be spent to improve aircraft performance. When spent they are used up and gone (and the aircraft is on the deck). 

Pilots could gain more Altitude Points, if they have time by climbing, say  ACC points per minute,  but their pool of points would be capped by their aircraft's ceiling stat. Likewise aircraft would have range limits in terms of Altitude Points. So they can't shoot guns at a target that's ten miles above them. 

Pilots about to engage in an areal battle could get a skill roll to earn a few extra points, and dogfighting could be abstracted as opposed piloting (or even opposed rated speed for boom & zoom fights) to earn E-M points. 

The abstract method seems the simplest but I don't think it looses much in terms of game play situations. Player would just get some extra points to spend that reflect altitude, without the need for 3D positioning. 

What does anyone else think?

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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Another batch of aircraft stats for comparison.

F-5E Tiger II Pilot 39 0% ±6 1944   65 65 59
F-20 Tigershark Pilot 42 10% ±10 2372   65 65 65
Piper J-3C-65 Cub Pilot 13 0% ±1 156   35 35 33
Bede BD-5B Pilot 20 5% ±1 417   28 28 34
Bede BD-5J Microjet Pilot 23 5% ±3 593   32 32 17
Beechcraft T-34A Pilot 18 0% ±1 339   45 45 47
Beechcraft T-34C Pilot 20 #N/A ±2 442   47 47 58
MIG-17F Pilot 32 5% ±6 1279   61 61 55
Mirage IIIE Pilot 44 0% ±6 2624   68 68 62
Mirage 5F Pilot 44 0% ±5 2624   72 72 62
Mirage F1 Pilot 44 5% ±7 2611   70 70 65
Mirage 2000 Pilot 44 5% ±7 2609   72 72 67
Mirage 4000 Pilot 45 10% ±12 2730   74 74 76
IAI Kfir C7 Pilot 45 5% ±8 2725   69 69 66
MiG-21bis Pilot 43 5% ±8 2429   67 67 63
MiG-23MLD Pilot 46 5% ±9 2791   73 73 71
      5%          
MiG-25P / MiG-25PD Pilot 49 -5% ±6 3350   84 84 77
MiG-29 Pilot 45 10% ±11 2736   73 73 73
MIG-31 Pilot 49 0% ±9 3350   85 85 83
Harrier GR.1 Pilot 32 5% ±12 1295   66 66 68
Harrier GR.3 Pilot 33 5% ±12 1313   67 67 68
BAC Lighting F Mk.6 Pilot 44 5% ±8 2607   76 76 73
DH Vampire FB.6 Pilot 29 5% ±3 985   61 61 47
DH. 115 Vampire T. Mk. 11 Pilot 29 5% ±3 972   61 61 47
Canberra B. (I) Mk 6 Pilot 29 0% ±3 1039   77 77 63
Canberra B. (I) Mk 8 Pilot 29 0% ±3 1006   77 77 63
Harrier GR.3 Pilot 33 #DIV/0! ±13 1313   66 66 68
Sea King H.A.S. Mk I Pilot 16 5% ±2 257   65 65 78
747-200B Pilot 30 0% ±5 1049   102 102 93
747-8 Pilot 30 0% ±5 1042   104 104 97
C-47B-DK Skytrain Pilot 19 0% ±1 402   73 73 45
Learjet 28 Pilot 29 0% ±4 987   64 64 53
Learjet 31 Pilot 30 0% ±5 1079   65 65 55
Learjet 55 Pilot 29 0% ±6 973   63 63 56
A-10C Thunderbolt II Pilot 26 0% ±4 788   77 77 65
Chengdu J-20A Pilot 45 10% ±12 2757   79 79 81
F-84 Thunderjet Pilot 30 0% ±3 1118   67 67 53
F-100D Super Sabre Pilot 36 0% ±6 1660   72 72 65
F-101B Voodoo Pilot 40 0% ±7 2038   77 77 73
F-102A Delta Dagger Pilot 34 5% ±7 1483   70 70 65
F-105D Thunderchief Pilot 43 0% ±7 2501   74 74 70
F-106A Delta Dart Pilot 45 5% ±7 2740   74 74 70
P-47D-40 Thunderbolt Pilot 26 0% ±1 766   66 66 72
P-51D Mustang Pilot 26 0% ±2 793   59 59 71
Yak-9U Pilot 26 0% ±2 782   56 56 69
F4U-4 Corsair Pilot 26 0% ±2 801   64 64 75
F-111F Aardvark Pilot 47 5% ±6 2966   84 84 78
F-117A Nighthawk Pilot 32 5% ±4 1228   79 79 68
F6F-5 Hellcat Pilot 25 0% ±2 702   62 62 72
Spitfire Mk Vb Pilot 24 5% ±2 670   55 55 69
Bf 109G-6 Pilot 25 0% ±2 717   55 55 68
X-62 Vista Pilot 43 10% ±11 2423   71 71 72
Cessna Citation CJ2+ Pilot 27 5% ±6 864   57 57 51
Cirrus Vision V50 G2 Pilot 24 5% ±3 643   54 54 40
Phenom 100EV Pilot 28 0% ±3 958   56 56 43
Diamond D-JET Pilot 24 5% ±4 651   52 52 40
Antonov An-225 Mriya Pilot 28 -5% ±2 949   116 116 99
SPAD XIII Pilot 15 0% ±1 214   39 39 43
SPAD S. XIII Pilot 15 0% ±1 236   40 40 46

Chaos stalks my world, but she's a big girl and can take of herself.

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Yet Another batch of stats for comparison. Hope these seem about right.

Ju-87-B-1 Pilot 20 5% ±2 428   54 54 67
Ju 87D-1 Pilot 21 0% ±1 458   64 64 68
F-80C Shooting Star Pilot 30 5% ±3 1068   66 66 52
P-80C/F-80C Pilot 30 5% ±4 1068   62 62 50
Avro Vulcan B.1 Pilot 31 5% ±3 1160   90 90 76
F-4E Phantom II Pilot 44 5% ±9 2647   76 76 74
Tupolev Tu-22M Pilot 41 0% ±5 2230   97 97 87
F-14D Tomcat Pilot 45 5% ±10 2775   80 80 80
F-14D Tomcat Pilot 45 10% ±10 2775   80 80 80
Panavia Tornado GR.4 Pilot 45 0% ±8 2680   77 77 73
Su-27SK Flanker Pilot 46 10% ±11 2792   78 78 78
Su-27 Flanker B approx Pilot 44 10% ±10 2546   79 79 78
C919 Pilot 28 0% ±3 936   86 86 72
Cessna T-182 Q II Turbo Skylane Pilot 14 0% ±1 204   46 46 48
Douglas AD-6/A1-H Skyraider Pilot 23 0% ±1 578   66 66 76
Aichi B7A2 Pilot 24 0% ±2 633   62 62 77
Fairey Swordfish I Pilot 16 0% ±1 257   56 56 60
A-7E Corsair II Pilot 32 0% ±5 1231   72 72 64
F-8E Crusader Pilot 41 0% ±6 2204   72 72 66
F-11F-1/F-11A Tiger Pilot 33 0% ±5 1352   68 68 60
Icon A5 Pilot 14 0% ±1 197   38 38 38
F-15EX Eagle II Pilot 47 10% ±9 2966   79 79 78
Seamax M-22 Pilot 15 0% ±1 235   35 35 35
DH 110 Sea Vixen FAW. 2 Pilot 32 5% ±5 1240   76 76 68
Buccaneer S.2 Pilot 31 0% ±4 1195   81 81 69
Jet Provost T.5 Pilot 26 5% ±4 789   55 55 43
Dassault MD.452 Mystère IIC Pilot 31 5% ±5 1184   63 63 54
Hawker Hunter F.6 Pilot 32 5% ±6 1285   66 66 59
Short Sunderland III Pilot 19 0% ±1 380   80 80 81
Saro A33 Pilot 18 0% ±1 357   76 76 78
Saunders-Roe SR.A/1 Pilot 28 5% ±5 920   65 65 56
Convair F2Y Sea Dart Pilot 34 10% ±10 1483   70 70 69
Convair YB-60 Pilot 28 0% ±2 913   99 99 82
Ytu-95MS Pilot 29 -5% ±1 1033   101 101 110
Lockheed L-1049C Super Constellation Pilot 23 0% ±1 592   85 85 94
Douglas DC-3A-S1C3G Pilot 20 0% ±1 413   70 70 74
Saab 90 Scandia Pilot 21 0% ±1 503   72 72 77
Vikers VC1 Viking 1B Pilot 21 0% ±3 472   72 72 88
Bell 206B-L4 Long Ranger Pilot 16 5% ±1 246   45 45 49
Grumman G-21/JRF-5 Goose Pilot 19 0% ±1 361   57 57 63
Super Petrel LS Pilot 15 0% ±1 212   36 36 38
Pipistrel Panthera Pilot 19 0% ±1 401   45 45 49
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Some more in case anyone is interested.

Cessna 152 Pilot 15 0% ±1 227   39 39 39
Diamond DA-20-C1 Eclipse Pilot 17 0% ±1 286   40 40 41
AEROSPATIALE TB-30 Epsilon Pilot 20 0% ±1 422   45 45 51
ENAER T-35 Pillán Pilot 18 0% ±1 347   45 45 50
Saunders-Roe SR.45 Princess Pilot 24 0% ±2 681   100 100 110
Regent Seaglider Viceroy Pilot 18 -5% ±1 324   65 65 53
DG Flugzeugbau DG-800C (18m span) Pilot 17 0% ±1 302   36 36 30
Aeronca C-2 Pilot 12 0% ±1 143   29 29 24
Curtiss-Robertson CR-1 Skeeter Pilot 12 0% ±1 145   33 33 29
Goupy Hydroaeroplane Pilot 12 0% ±1 134   39 39 36
Stipa-Caproni Pilot 13 0% ±1 149   40 40 40
F-16 XL No. 2 Pilot 43 5% ±6 2423   78 78 72
FS-1 Flying Sub Pilot 45 10% ±15 2663   98 98 102
└-submerged Pilot 12 #N/A ±10 124   102 102 102

Chaos stalks my world, but she's a big girl and can take of herself.

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Radar

Here is a start on radar, to get a read on if people think this is a good direction.

  • Radar is given a range stat which works the same way range does with firearms, only with a Radar Operation skill.
  • Each aircraft has a Signature Rating, which is is how easy is is to be detected and tracked by radar. Multiple the radar's base range by the aircraft's signature to see at what the base range is to detect that aircraft.
  • Note that these values are educated guesses, both due to the difficulty in getting reliable info on top secret equipment, as well as trade offs made to simply the data for RPG use. For instance, a C-130 has smaller radar cross section than a B-52 and would only be detectable at about 95% of the distance that the B-52 would, but I doubt anyone wants a multiplier of 2.84. I might be able to work it out with the resistance table, but I'm not sure if people still like to use that. 

The following range table gives base ranges for some common radar along with detect ranges for typical fighter and bomber aircraft. For example the Sea Vixen radar aboard a Sea Harrier can detect a typical fight at a base range of 110 kilometers . Note that some radars have multiple values sometimes denoting upgrades, but mostly due to conflicting or imprecise data. I'll narrow this down in future (probably by taking the middle value).

Aircraft Radar Range (km)
Base Range (1m2) Typical Fighter (5m2) Typical Bomber (100m2)
  EL/M-2032 25 50 100
Eurofighter Captor E (ex-ECR-90) 90 180 360
JA.37 Viggen PS-46/A 20 40 80
JAS.39 PS-05A 45 90 180
F-4 AWG-10 20 40 80
F-14A/B AWG-9 105 210 420
F-14D APG-71 90 180 360
F-15 APG-63/70      
  APG-63/70 55 110 220
  APG-63/70 70 140 280
  APG-63/70 80 160 320
F-15 APG-63(v)2 100 200 400
F-16 APG-66 30 60 120
F-16 APG-66(v)2/3 35 70 140
F-16 APG-68 40 80 160
F-16 ABR 65 130 260
F-18 APG-65 35 70 140
F-18 APG-73 45 90 180
  (=AGP-65x1.2)      
F-20 APG-67 45 90 180
F-22 APG-77 115 230 460
MiG-21 RP-21 Spin Scan 5 10 20
MiG-21 RP-22 Saphir-21 5 10 20
MiG-23 High Lark 15 30 60
MiG-23ML Sapfir-23ML 20 40 80
MiG-25 RP-25 Smerch-A 25 50 100
MiG-25 Sapfir-25 35 70 140
MiG-29 NO-19 Slot Back      
  NO-19 Slot Back 35 70 140
  NO-19 Slot Back 45 90 180
  NO-19 Slot Back 50 100 200
MiG-29 NO-10 45 90 180
MiG-29 SMT-II NO-19ME Topaz 65 130 260
MiG-31 Zaslon 55 110 220
MiG-35 RP-35 70 140 280
Mirage F.1 Cyrano IV 25 50 100
Mirage 2000C-S1to S3 RDM 45 90 180
Mirage 2000C-S4/5 RDI      
  RDI 55 110 220
  RDI 70 140 280
  RDI 80 160 320
Mirage 2000-5 RDY      
  RDY 65 130 260
  RDY 70 140 280
  RDY 70 140 280
Rafale RBE      
  RBE 65 130 260
  RBE 70 140 280
  RBE 70 140 280
Sea Harrier FRS.1 Blue Fox 20 40 80
Sea Harrier FA.2 Blue Vixen 55 110 220
Su-27   55 110 220
Su-35   95 190 380
Tornado F.3 AI24 Foxhunter 50 100 200
  w/Stage 2G radar 95 190 380
E-2 Hawkeye APS-128 110 220 440
E-2 Hawkeye APS-145 135 270 540
E-3 Sentry APY-1/2 135 270 540
  Wedgetail MESA 175 350 700
Russian Tu-16 Liana 50 100 200
A-50 Shmel 50 100 200
A-50U Shmel II 115 230 460
    90 180 360
Russian Ka-29 RLD/31 75 150 300
Sweedish Erieye 115 230 460
F-35  
APG-81 90 180 360
  AN/APG-71 120 240 480
         
  AN/APS-20E 60 120 240

 

Here is a table of some objects with their radar cross section (RCS) and their Signature multipliers/dividers. 

Aircraft RCS (m2) Signature
F-15 10 x2
F-16A 5 x1
B-52 100 x3
MIG-21 3 x1
Su-27 10 x2
F-15SE 6 x1
J-10 1.5 x1
T-38 (F5?) 1 x1
F-4 Phantom 6 x1
MIG-29 3 x1
F-16C 1.2 x1
F-18 C/D 1 x1
F-18 0.75 x1
C-130 80 x3
M-2000 1 x1
Man 1 x1
B-1B Lancer 0.75 x1
Typhoon 0.1 /2
Raphale 0.1 /2
F-18 E/F 0.1 /2
F-16 IN 0.1 /2
B-2 Spirit 0.1 /2
F-117A 0.001 /5
bird 0.01 /4
F-35 0.0015 /5
F-22 0.0001 /7
Insect 0.00001 /9
Tomahawk TLAM 0.5 x1
Exocelt, Harpoon 0.1 /2
Generic Fighter 5 x1
Tornado 8 x2
A-10 10 x2
SR-71 0.01 /4
B-17 74 x3
707 512 x5

 

Example-

Let's say a F35 is trying to sneak into enemy airspace but a MIG-29 with Topaz radar is in it's flight path. The Topaz radar has a base range of 65 km and the F-35 has a Signature of /5 meaning that you divide the base range by 5. This reduces the base detection range down to 13km, and even at one-qaurt skill the MIG would be limited to 52 km, below it's normal detection range. Conversely the APG-81 radar on the F35 has a base detection range of 90km, and the MIG has a Signature of x1, so odds are the F35 will detect the MIG and change direction before the MIG pilot even knows the F35 is there. 

 

Oh, and a aircraft's RCS does vary based on it realtive facing, so the mtuiplier would probably goup up a step when facing the side or rear aspect.

What does anyone think of this? Work okay?

 

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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