12/3/2023 0 Comments Doppler radar big bear![]() ![]() Highs 70 to 80 above 6000 feet to 76 to 86 below 6000 feet. A slight chance of thunderstorms in the afternoon. Partly cloudy with a slight chance of showers. Areas of winds southwest 15 to 25 mph with gusts to 35 mph.becoming 10 to 15 mph with gusts to 30 mph overnight. Lows 47 to 57 above 6000 feet to 55 to 65 below 6000 feet. Mostly clear in the evening.becoming partly cloudy. Areas of winds south 15 to 25 mph with gusts to 40 mph. Highs 74 to 84 above 6000 feet to 79 to 89 below 6000 feet. Gusts to 50 mph.becoming 45 mph overnight. Lows 47 to 57 above 6000 feet to 53 to 63 below 6000 feet. Obviously a 3D mapped situation is much more complex with at least 3 angles to be calculated ( x, y and z).92314 WEATHER WARNINGS (SEVERE T-STORM & TORNADO) Please be advised that, in the cases of scenarios 4 and 5 you may get a lock if you have a high enough altitude. ![]() I am not 100% sure if this is the case in real life, but I am 100% positive that this is how things work currently in War Thunder. In the 4th and 5th scenarios, the relative velocity will be less than your own speed, and therefore these will be filtered out. In the 3rd Scenario, the target simply has no speed towards your plane which will be treated as a ground clutter, and hence filtered out. In the 5 scenarios included above we can see that the successful lock can only be obtained in Scenarios 1 and 2. If we create a 2D diagram of the Relative Velocity of a target plane (b) to your plane (a) we will have the following: The rule of getting a successful lock with Pulse Doppler radar in War Thunder is that the Relative Velocity needs to be greater than your own speed: In which Velocity of object *b* relative to object *a* equals the Velocity of object *a* minus the Velocity of object *b*. The equation for Relative Velocity will be: Relative Velocity in classical physics is the velocity of an object relative to another object. I am not an expert on the matter of how a Pulse Doppler radar works in real life, however in the game it works based on the Relative Velocity. This is obvious from the fact that Pulse Doppler radar does not show the minimum or maximum search distance, rather it shows the minimum and maximum relative speed in Km/H.Īlso Pulse Doppler radar cannot detect friendly or foe (IFF). This means if a target was above another, it has a higher relative velocity, as opposed to if it was further away from the other target which is the case in Continuous Wave (CW) radar. Please note that the radar will not be showing the distance, only the relative velocity. The more speed increase, the bigger the smearing area: In this type of radar, the smearing effect (or filtering out effect) will appear when you gain speed. Here's a schematic of a Pulse Doppler Radar in War Thunder:Īfter obtaining the lock, the following information can be seen on the screen: It is currently available on the following planes: Pulse Doppler radar on the other hand works based on Relative Velocity, which helps to filter out the ground clutter meaning regardless of the altitude you are flying at or the direction you are facing (ground/sky) it can search and track targets, with a caveat which will be explained below. Think about the ground as a giant target itself, that it is so big it hides anything smaller than itself. Reason for Ground Clutter or noise appearing on the radar is the fact that radar waves will be bounced back, therefore the radar will be unable to lock on any specific targets. This smearing effect means that the radar cannot search (and hence track) targets wherever it appears. Unlike Continuous Wave radar (or normal radar) in the game, it is immune to Ground Clutter which appears as a smearing effect on the radar when flying low or facing the ground. Pulse Doppler is a type of radar for planes in War Thunder. ![]()
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