Difference between revisions of "R-60"
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− | [[File: | + | <div class="ttx"> |
+ | <div class="ttx-title">R-60</div> | ||
+ | <div class="ttx-table"> | ||
+ | <div class="ttx-table-line ttx-table-head">Information</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">Infrared Homing Missile</span><span class="ttx-name">Type</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">USSR [[File:USSR_flag.png]]</span><span class="ttx-name">Country of Origin</span></div> | ||
+ | <div class="ttx-table-line ttx-table-head">General Characteristics</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">No</span><span class="ttx-name">All-aspect</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">800 m/s</span><span class="ttx-name">Maximum Speed</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">18 G</span><span class="ttx-name">Maximum Overload</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">3.0 Seconds</span><span class="ttx-name">{{Annotation|Motor Burn time|How long the missile's rocket motor burns for (Note: the visual exhaust effect may last longer)}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">21 Seconds</span><span class="ttx-name">{{Annotation|Max flight time|Maximum time the missile can be in flight before it self-destructs}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">6,000 m</span><span class="ttx-name">{{Annotation|Max flight distance|Maximum distance missile can travel before it self-destructs (Note: this is not equal to the distance between you and the your target)}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">~3,500 m</span><span class="ttx-name">{{Annotation|Recommended max range|The maximum recommended range between you and your target when you fire the missile}}</span></div> | ||
+ | <div class="ttx-table-line ttx-table-head">IR Seeker</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">5,000 m</span><span class="ttx-name">Max lock range in rear-aspect</span></div> | ||
+ | <!--<div class="ttx-table-line"><span class="ttx-value"> N/A </span><span class="ttx-name">Max lock range in all-aspect</span></div>--> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">6 seconds</span><span class="ttx-name">{{Annotation|Power up time|Time taken for seeker to power up after it is turned on}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">15 Seconds</span><span class="ttx-name">{{Annotation|Max acquisition time|Maximum time seeker can be powered on for before it shuts down}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">5°</span><span class="ttx-name">{{Annotation|Seeker FoV|Field of View of the seeker (how big the lock on circle is)}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">Yes</span><span class="ttx-name">{{Annotation|Uncaged seeker|If the seeker can be uncaged prior to launch}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">No</span><span class="ttx-name">{{Annotation|Can be slaved to radar|If the seeker can be slaved to the aircraft's radar}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">12°</span><span class="ttx-name">{{Annotation|Seeker gimbal limit pre-launch|How far off-boresight a target lock can be maintained using an uncaged seeker or radar slaving, before firing missile}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">35°</span><span class="ttx-name">{{Annotation|Seeker gimbal limit|How far off-boresight a target lock can be maintained in flight}}</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">30°/s</span><span class="ttx-name">{{Annotation|Tracking rate|How fast the seeker can gimbal to track a target (higher number tracks better)}}</span></div> | ||
+ | <div class="ttx-table-line ttx-table-head">Warhead</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">3.5 kg</span><span class="ttx-name">Explosive mass</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">TNT</span><span class="ttx-name">Explosive type</span></div> | ||
+ | <!--<div class="ttx-table-line"><span class="ttx-value">{{TNTequiv|mass=??? |type=??? }} kg</span><span class="ttx-name">TNT Equivalent</span></div>--> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">3 m</span><span class="ttx-name">Proximity fuse range</span></div> | ||
+ | <div class="ttx-table-line ttx-table-head">Specifications</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">44 kg</span><span class="ttx-name">Missile mass</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">2,100 mm</span><span class="ttx-name">Length</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">120 mm</span><span class="ttx-name">Diameter</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">Fins</span><span class="ttx-name">Steering system</span></div> | ||
+ | <div class="ttx-table-line ttx-table-head">Production History</div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">Vympel </span><span class="ttx-name">Designer</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">Full Production</span><span class="ttx-name">Production Status</span></div> | ||
+ | <div class="ttx-table-line"><span class="ttx-value">1973 - ???</span><span class="ttx-name">Produced</span></div> | ||
+ | </div> | ||
+ | </div> | ||
== Description == | == Description == | ||
− | + | ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' | |
− | |||
− | |||
=== Vehicles equipped with this weapon === | === Vehicles equipped with this weapon === | ||
<!-- ''List out vehicles that are equipped with the weapon.'' --> | <!-- ''List out vehicles that are equipped with the weapon.'' --> | ||
− | * {{Specs-Link|mi_24p}} | + | * {{Specs-Link|mi_24p|short}} |
− | * {{Specs-Link|mi_24p_german}} | + | * {{Specs-Link|mi_24p_german|short}} |
− | * {{Specs-Link|mi_24p_german_hfs80}} | + | * {{Specs-Link|mi_24p_german_hfs80|short}} |
− | * {{Specs-Link|mi_24v}} | + | * {{Specs-Link|mi_24v|short}} |
− | * {{Specs-Link|mig-21_mf}} | + | * {{Specs-Link|mig-21_mf|short}} |
− | * {{Specs-Link|mig-21_smt | + | * {{Specs-Link|mig-21_smt|short}} |
− | |||
− | |||
− | |||
== General info == | == General info == | ||
− | '' | + | The R-60, a short range infrared homing missile, is usually most effective at ranges between 800m-2200m (Sea Level). The burn time of the R-60's propellent is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (The Aim-9J's fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force ). The R-60's have better total-force-to-weight ratio when compared to the Aim-9J's. Comparing the Aim-9J's to the R-60's, R-60's have almost half the weight of the Aim-9J's, meaning the R-60's pulls better at lower speeds and higher altitudes. |
+ | |||
+ | It is also important to note that this missile can uncage it's seeker which allow the user to lead the target before launching. | ||
+ | |||
+ | When compared to the Aim-9J's, the R-60's have double the inner FOV of the seeker head, meaning it is easier to aquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other counter-measures, since these may come into the view of the missiles (This is also the reason why Aim-9J's are less likely to be fooled by flares when compared to R-60's) | ||
=== Effective damage === | === Effective damage === | ||
− | '' | + | When comparing to the Aim-9J's, Aim-9J's has almost 4x the explosive mass of the R-60s, meaning the Aim-9J's do more damage when detonating further away from a target. Though the R-60's still completely destroy a target. |
+ | |||
+ | == Usage in battles == | ||
+ | '''Important details:''' | ||
+ | |||
+ | Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't use of any countermeasures, missile's accelerate faster, pull harder and reach higher velocites at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles does aswell which means that you shouldn't put yourself in a position where enemies can engage you with your pants down while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60's and every other missile. | ||
+ | |||
+ | The higher the speed of which the missile is launched, the faster the missile will reach it's optimum manevurability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill. | ||
+ | |||
+ | Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible. | ||
+ | |||
+ | '''Launching at a target flying away from you''': | ||
+ | |||
+ | This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2000m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in coparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is. | ||
− | + | '''Launching at a target, perpendicular to you:''' | |
− | '' | ||
− | + | When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough G's to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, aswell as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target. | |
− | + | ||
+ | Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes. | ||
− | + | '''Remember:''' | |
− | + | Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target. | |
=== Pros and cons === | === Pros and cons === | ||
− | |||
'''Pros:''' | '''Pros:''' | ||
− | * | + | * Large Seeker FOV (Making it easier to obtain a lock without pointing the nose directly towards the target). |
− | * | + | * Light missile (In comparison to other similar missiles, better performance at lower speeds and higher altitudes). |
− | * | + | * Longer burn time (Useful for longer range engagements). |
+ | |||
+ | * | ||
'''Cons:''' | '''Cons:''' | ||
− | * | + | * Large Seek FOV (More prone to counter-measures such as flares, due to the increased likelyhood of the counter-measures coming into view of the seeker). |
+ | * Lower propellent force (Closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target). | ||
+ | |||
+ | * | ||
== History == | == History == |
Revision as of 13:12, 15 January 2021
Contents
Description
Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.
Vehicles equipped with this weapon
General info
The R-60, a short range infrared homing missile, is usually most effective at ranges between 800m-2200m (Sea Level). The burn time of the R-60's propellent is 3 seconds. Compared to other missiles, the R-60 accelerates slower but for longer when comparing to other missiles (The Aim-9J's fuel last for 2.2 seconds with more force, R-60s having 3 seconds but with less force ). The R-60's have better total-force-to-weight ratio when compared to the Aim-9J's. Comparing the Aim-9J's to the R-60's, R-60's have almost half the weight of the Aim-9J's, meaning the R-60's pulls better at lower speeds and higher altitudes.
It is also important to note that this missile can uncage it's seeker which allow the user to lead the target before launching.
When compared to the Aim-9J's, the R-60's have double the inner FOV of the seeker head, meaning it is easier to aquire a lock when doing turning engagements, though this comes at the cost of being able to be fooled easier by flares and other counter-measures, since these may come into the view of the missiles (This is also the reason why Aim-9J's are less likely to be fooled by flares when compared to R-60's)
Effective damage
When comparing to the Aim-9J's, Aim-9J's has almost 4x the explosive mass of the R-60s, meaning the Aim-9J's do more damage when detonating further away from a target. Though the R-60's still completely destroy a target.
Usage in battles
Important details:
Every missile greatly performs better when at higher altitudes, this should be used to your advantage as missiles becomes unavoidable when launched at a reasonable range and altitude if the target doesn't use of any countermeasures, missile's accelerate faster, pull harder and reach higher velocites at higher altitudes due to the reduced drag. This comes as a double edge sword however as your missiles perform better, the enemy's missiles does aswell which means that you shouldn't put yourself in a position where enemies can engage you with your pants down while you're engaging a target. Coming in at unexpected angles while being undetected is the best way to utilize R-60's and every other missile.
The higher the speed of which the missile is launched, the faster the missile will reach it's optimum manevurability, therefore keeping your speed high and obtaining optimal launch conditions are instrumental to a successful missile kill.
Use of slaving the missile to the radar may prove to be incredibly useful when leading a target, especially when the dogfight continually changes angles and pointing the nose towards the target may not be possible.
Launching at a target flying away from you:
This is the optimum launch angle against a target. When at sea level, the maximum range in relation of yourself to the target is around 2000m, given that the target is flying at the same speed and same direction. This changes depending on whether the target is moving slower or faster than you. The slower the target in comparison to you, the further you can launch your missile at the target. The faster the target in coparison to you, the shorter the range is of your missile. Range is also heavily influenced by the altitude of yourself and of the target. The higher the altitude, the less drag and therefore, the higher the range is.
Launching at a target, perpendicular to you:
When the target is flying perpendicular to you, the important factors are giving your missile the optimum launch conditions to be able to pull enough G's to hit your target. These optimum conditions include; launching your missile at a high speed (preferably above Mach), keeping enough distance between you and the target, aswell as leading target as much as you can to reduce the amount of energy the missile has to use to reach the target. If the target is slower, these conditions are easier to fulfill when engaging a target. However, if the target is moving at very high speeds, such attempt at hitting the target will likely result in missing the target and greater launch conditions are required to hit the target.
Once again, higher altitudes greatly improve the performance of the missile, meaning that such angles for a missile towards the target may be impossible at lower altitudes, while being easy for the missile at higher altitudes.
Remember:
Your goal when using missiles, are to obtain the optimum launching parameters for your missile to successfully hit the target. Positioning and teamwork are instrumental to be able to obtain these launch conditions for your missiles. Using missiles to force your target into an optimum position may be necessary to launch a second missile at the target.
Pros and cons
Pros:
- Large Seeker FOV (Making it easier to obtain a lock without pointing the nose directly towards the target).
- Light missile (In comparison to other similar missiles, better performance at lower speeds and higher altitudes).
- Longer burn time (Useful for longer range engagements).
Cons:
- Large Seek FOV (More prone to counter-measures such as flares, due to the increased likelyhood of the counter-measures coming into view of the seeker).
- Lower propellent force (Closer targets are more likely to avoid your missile as the missile cannot reach speeds fast enough to pull into the target).
History
Describe the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-name)/History) and add a link to it here using the main
template. Be sure to reference text and sources by using <ref></ref>
, as well as adding them at the end of the article with <references />
.
Media
An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.
See also
Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:
- reference to the article about the variant of the weapon;
- references to approximate analogues by other nations and research trees.
External links
Paste links to sources and external resources, such as:
- topic on the official game forum;
- encyclopedia page on the weapon;
- other literature.