DCS F-4 & Nav Gaming

F-4E: Stop struggling in Air-to-Air

After nine articles discussing some features of the APQ-120, air-to-air and AIM-7 employment, I went back to comments and feedback and noticed how several players struggle with the F-4E in the air-to-air arena. This article discusses some “macro issues” players may encounter whilst playing in the Phantom II.

DCS F-4 & Nav Gaming

F-4E APQ-120 – Chaff effects

The Chaff is one of the oldest forms of conventional countermeasures created. Its representation in DCS is hugely simplified, but Heatblur has implemented some effects on the APQ-120 radar.

DCS F-4 & Nav Gaming

F-4E APQ-120 – Jamming effects

Noise jammers in DCS operate by negating information to the observing aircraft. In particular, they deny the range determination, making the computation of a proper firing solution either impossible or very difficult. However, in certain conditions, the APQ-120 can still track the “angles” of a target.

DCS F-4 & Nav Gaming

F-4E APQ-120 – Radar Cross-Section (RCS) and Detection range

Heatblur’s fantastic APQ-120 simulates the effects that Aspect Angle and external ordnance have on an aeroplane’s detectability. This discussion shows, via tests and examples, the impact those variables have on radar operations and situational awareness.

DCS F-4 & Nav Gaming

F-4E APQ-120 – Elevation, Range, Azimuth

The AN/APQ-120 is a late-60s radar system developed to satisfy the requirements of the F-4E Phantom II. Due to technological and practical limitations, it cannot provide the same wide variety of azimuth and elevation options as modern devices.