Closed jaynus closed 1 year ago
And some VERY useful info from Steel Beasts Pro Spike implementation which is very accurate
Day sight:
Thermal sight (but in RL image is black white - black is hot):
Rocket cross-section:
You can read about it here too: http://www.steelbeasts.com/sbwiki/index.php?title=SPIKE_LR
Shooting in SB:
https://www.youtube.com/watch?v=M74OzSsxhyE
When you say MR, HR, and LR, do you mean MR, LR, and ER? There's a Spike-NLOS with even longer range, but I've never seen a Spike-HR.
From what I can see here and here, the Mini-Spike that we have in Arma has the same camera as the bigger spikes, but it's a very tiny 4kg missile, so I doubt there's a very good anti-tank version of it (the article calls it an anti-personnel weapon) although it does say it has a range of 1200 metres and three flight profiles.
Real life Mini-Spike http://sistemasdearmas.com.br/pgm/spikemini.html
I can't read that, but it looks like a translation of the first link I posted.
Fiber optic communication with camera guidance only start with the Spike LR. (4000m range)
the Spike MR (2500m) has only Fire & forget IR lock-on.
MR is F&O too. MR is only ligther version of LR missile, all other functions are identical.
:+1: (evidence below)
The Spike-MR has an optional Fire, Observe and Update mode of operation for the modern, multi-faceted battle.
Pulled from here. Except, both MR and LR versions have Fire and Observe as an optional feature, but not all functions are identical. Spike range is only 2,500 m for the spike MR, while spike LR has 4,000m range. Also, electro-optical (CCD) seeker, IR seeker and dual CCD/IR seekers are options on the LR version of the Spike. While spike MR only has IR seeker.
Closing due to age, inactivity or already solved. May be re-opened if the issue is still present, even better just open a new up-to-date Issue.
@gienkov has a person with details