Scimitar Engines

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Charlotta Menchaca

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Aug 5, 2024, 4:56:51 AM8/5/24
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TheReaction Engines Scimitar is a derivative of the SABRE engine technology, but intended for jet airliners (the Reaction Engines LAPCAT A2 concept), rather than space launch applications. Consequently, most of the Scimitar engine technology is similar to SABRE but designed for much longer life.[1] Both engines are designed around existing ramjet technology, but the Scimitar engine lacks the rocket features and has high bypass features for greater efficiency. The engines burn liquid hydrogen as fuel.[2]

The incorporation of lightweight heat exchangers in the main thermodynamic cycles of these engines is a new feature to aerospace propulsion.[citation needed] Similar studies of intercoolers used on jet engines show significant improvement of efficiency.[3]


It's because as soon as you get up to anything near high speed the rudder completely locks up. Once you get used to it, it is a very capable jet but the rudder makes it a very hard jet to fly for most people.


Back when missiles were first added it was probably quite OP, but when you consider other jets available at the same BR like the Javelin or Sea-Vixen with their much better missiles, the loadout of 4x9bs is actually a little underpowered these days, and when you consider the matchmaking means its probably gunna be matched against things that carry Ds/Es or Gs. and heck, it could even go up against Su-25s with all aspects. It fast, its got a half decent loadout, but its actually maybe a little underpowered these days


When we define whether a plane is op or not we should compare it with competitors at same BR. It's true that it has almost no chance to win when comes to an uptier. But the compression problem exists in all jets but not only in scimitar itself, for this issue we should blame gaijin but not the plane itself. If a jet is capable of massive kills at full uptier then no doubt it's OP, but when it can't fight against full-uptier enemies we can't simply say it's weak at its own BR. In spite of these, 4x9B at 8.7 is not that bad, maybe?


Yes, I agree, though weren't you talking about what? Raising its BR? which would increase the likelyhood of encountering those aircraft? and uptiers are the norm. Tried to do a few matches in the Lightning last night, which is 9.3. Every single match, I fought 10s. But again, the Javelin at 8.3 has 4x Firestreak a better missile than the 9B and 2x Aden. the Sea-vixen at 8.7 has 4x Red Top (which pre nerf were a lot better than even 9Es) and both of those have decent radar which whilst limited in usability in ARB, in Sim that is a huge power advantage that puts them ahead of a lof of the competition. It's a fast jet, but not a lot faster than a lot of things at that BR. Im not sure how nimble it is, I've not played it that much. But purely based on loadout, its actually probably quite underpowered these days


Second of all whilst she does have far more powerful engines than the MiG-21, you should take into account that the Scimitar is a much larger and heavier aircraft. Taking wiki stats into account, the Scimitar has a substantially lower TWR (the MiG-21 having in the region of 0.9 and Scimitar at best 0.76)


Whilst I entirely agree for CAS it is far too powerful (I've played it as a CAS jet and it has a very good damage potential), equally so are plenty of other aircraft. A-4E, Su-25 and so on come to mind.


This is quite a common problem with the 30mm Adens. I think its a combo of low muzzle velocity and wide spread make them hard to use. I struggle with them on a lot of jets, thought it was weapon placement location/poorly aligned with the reticule, but no issue on the Gr7 with its 25mm Adens.


ADENs are generally acceptable for this BR range (they perform quite well on the Hunter when they don't spark randomly), but on the Scimitar they do become borderline unusable at higher speeds. you require a good couple of seconds to get the nose and guns pointed where you want them.


Yep, though I actually dont mind the lack of tracers, usually always run stealth rack anyway, but would be nice to have a working gun sight on the Gr7 (In cockpit for Sim) as we currently dont have one. Until then though, tracers could be handy.


After a 14 year break from releasing an addon, I'm giving it a new shot. Helping fill out the British armed forces faction with the CVRT Scimitar and Scorpion. Light tanks designed and deployed in the 60s/70s, the CVRT range is an interesting anomaly in the history of armoured vehicles: light, fast and roadworthy. Scorpion had a 76mm gun, Scimitar the 30mm rarden cannon.


Scimitar is being replaced by Ajax/Scout SV and RWMIK over the next couple years and Scorpion dissapeared in the 90s, but these still seem like the perfect class of vehicle for the armaverse: Not totally impervious and steamroll capable like Challenger 2, but more than handy in an infantry support role or zipping around Altis as formation recce.


Planning to cover different variations from its timeline, but probably will hold off on Scimitar 2 (a UOR that mated Scimitar turret with Samson APC hull to add more IED protection and ECM gubbins) unless I get around to making CVRT Samson to the level of detail it deserves. Similarly, not gonna bother with CVRT Sabre (Fox armoured car turret on the CVRT hull). On the cards: different hidden selections, camo options, markings and potentially some OPFOR faction variations for Scorpion in particular - it got shipped around the world.


Late life uparmoured Scimitar. A diesel engine upgrade and Thermal Imaging extended the lifespan and capability of the tank far into our recent incursions in the middle east. Bar armour and ECM will also be an option.


The household Cavalry is a sub unit within. They are a specialist Light cavalry recon unit. Used sabre scimitars for years. Im a veteran myself so can explain the Sabre variant to do with the Cannon and yeah, great vehicles. 75kph forward reverse I think.


Ref the 3CB Scimitar: I am fully aware that their version is on the way. Please stop PMing me. I've spent enough of my evenings and weekends progressing with my build to not want to throw it away out of hand. Looking forward to showing more progress as I go, and will definitely enjoy 3CB's version in the meanwhile


How realistic are you planning to go with these turrets and weapon systems? It seems to be a common misconception with these vehicles that their turrets fully stabilised and fire like a modern CV90. Just curious :)


Definitely the aim. Off the back of the 3CB situation I'm planning on targeting the earlier versions of the tanks, where there is no form of powered traverse or elevation - hand cranked all the way. Steel Beasts have a really nice control scheme that represents how difficult it would be to fire a hand cranked turret that shifts sight position with every shot with no stabilisation, and it does make it feel like much more of a chore to get a shot on target.


Due to limitations of the Arma I won't be able to fully recreate most of these elements, but I think they're important points for balance, especially in the context of online PvE operations - way too easy to steam-roll everything when you have a hench set of optics and some armour plating. Plan is to have slow traverse speed, per-shot reload time to represent re-centring on to target and a gpmg of dubious quality and accuracy.


My research has given me the understanding that later models with the BGTI package have laser rangefinding FCS, but the turret is still manual T+E. I suppose a good representation of that would be similar to how FCS works on some of the historic RHS' tanks, where the aim point is moved to the required super elevation, but the gun itself still requires manual movement to get that aim-point on target.

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