Difference between pages "Ro-Go Exp." and "Matra R550 Magic 2"

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{{About
 
{{About
| about = Japanese tank destroyer '''{{PAGENAME}}'''
+
| about = French air-to-air missile '''{{PAGENAME}}'''
| usage = the heavy tank
+
| usage = the other version
| link = Ro-Go
+
| link = Matra R550 Magic 1
 
}}
 
}}
{{Specs-Card
 
|code=jp_hiro_sha
 
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
 
 
== Description ==
 
== Description ==
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
+
<!-- ''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.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Japanese tank destroyer {{Battle-rating}}. It was introduced in [[Update "Ixwa Strike"]]. The Ro-Go Experimental is a modification of the [[Ro-Go]] platform. It features a French model 120 mm Schneider-Canet 1898 cannon as its main armament.
+
The '''{{PAGENAME}}''' is a French short-range, air-to-air missile developed by Matra [[Air-to-air_missiles#Infrared_homing_.28heat-seeking.29_missiles|infrared homing air-to-air missile]]. It is an advanced version of the original R550 Magic. Designed primarily for the French Air Force and Navy, this missile is renowned for its infrared homing guidance system, which is highly effective against heat-emitting targets, typically jet engines. The Magic 2 stands out for its improved countermeasures against electronic jamming and decoys like flares, making it more resistant to enemy defenses. It features an enhanced off-boresight capability, allowing pilots to engage targets that are not directly in front of their aircraft, thus offering greater tactical flexibility in dogfight scenarios. Initially deployed in various Mirage fighter jets, the Magic 2 has seen action in numerous conflicts, showcasing its reliability and combat effectiveness. Despite being surpassed by newer technologies, the Magic 2 remains a significant development in the history of air-to-air missile technology.
  
== General info ==
+
In game The Matra R550 Magic 2 missile is the best IR missile of the French Air tree, featuring very good manoeuvrability and a very strong IRCCM. It was was [[wt:en/game/changelog/current/1358|introduced]] during [[Update "Wind of Change"]].
=== Survivability and armour ===
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
Similar to the Ro-Go it is based off of, the Ro-Go Experimental's armour is mostly comprised of large flat armour plates, though some are slightly angled. Front armour maxes out at 30 mm, with the angled sections such as the upper glacis being 25 mm thick. The shield surrounding the cannon, and by extension the crew, is 12 mm thick. Given the mostly flat shape of the Ro-Go Experimental's hull and relatively average armour thickness for its battle rating, a majority of incoming fire will be taken with full force, especially if it hits the flat plates at the front of the vehicle. Slightly angling the front of the Ro-Go Exp. may result in some shell ricochets, however. Much like its predecessor, the Ho-Ro, the Ro-Go Exp. can be easily penetrated by most other vehicles at its battle rating, but it does feature some odd angles that may result in lucky bounces. The Ro-Go Exp. does have a large crew count of 7, although they are rather lined up and a majority of them are in the open.
 
  
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
+
=== Vehicles equipped with this weapon ===
<!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)
+
<!-- ''List out vehicles that are equipped with the weapon.'' -->
* Cast homogeneous armour (Turret, Transmission area) -->
 
  
{| class="wikitable"
+
* {{Specs-Link|mirage_f1c}}
|-
+
* {{Specs-Link|mirage_f1ct}}
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof
+
* {{Specs-Link|mirage_f1c_200}}
|-
+
* {{Specs-Link|mirage_2000c_s4}}
| Hull || 25 - 30 mm || 25 mm ''Top'' <br> 30 mm ''Bottom'' || 25 mm || 12 - 25 mm
+
* {{Specs-Link|mirage_2000c_s5}}
|-
+
* {{Specs-Link|mirage_2000d_r1}}
| Gun shield || 12 mm
+
* {{Specs-Link|mirage_2000_5f}}
!
+
* {{Specs-Link|mirage_4000}}
!
+
* {{Specs-Link|jaguar_is}}
!
 
|-
 
|}
 
  
'''Notes:''' <!-- Any additional notes which the user needs to be aware of -->
+
== General info ==
<!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. -->
+
<!-- ''Tell us about the tactical and technical characteristics of the missile.'' -->
 
+
{| class="wikitable" style="text-align:center"
=== Mobility ===
+
! colspan="2" | Missile characteristics
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
 
 
{{tankMobility|abMinHp=412|rbMinHp=256}}
 
 
 
The Ro-Go Experimental shares the same drivetrain as the Ro-Go, featuring an inline 6-cylinder engine. It has mediocre mobility, noticeably more sluggish than its Chi-Ha based counterparts.
 
 
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
 
 
== Armaments ==
 
{{Specs-Tank-Armaments}}
 
=== Main armament ===
 
{{Specs-Tank-Weapon|1}}
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
{{main|Schneider-Canet 1898 (120 mm)}}
 
 
 
The 120 mm main armament of the Ro-Go Experimental will penetrate almost everything at its BR within a reasonable distance. The cannon, while considerably antiquated having been designed in 1897, fires a Semi-Armour-Piercing Capped Ballistic Capped round, which penetrates a maximum of 68 mm of armour at 10 m, even at 1,000 m the SAPCBC round can penetrate 53 mm of armour, certainly powerful enough to deal with most opponents at this BR. The round has a relatively low muzzle velocity and an average firing arc. The HE round has a significant amount of filler but does not have one shot potential like the HE round of the [[Ho-Ro]] or the [[S.I.G.33 (150 mm)]]. The SAPCBC round can also incur HE-type damage even if it does not penetrate due to its high filler content. However, it may be wise to carry a few dedicated HE rounds.
 
 
 
{| class="wikitable" style="text-align:center" width="100%"
 
 
|-
 
|-
! colspan="5" | [[Schneider-Canet 1898 (120 mm)|120 mm Schneider-Canet 1898]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
| '''Mass''' || 89 kg
 
|-
 
|-
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
+
| '''Guidance''' || IR
! Stock !! Upgraded !! Full !! Expert !! Aced
 
! Stock !! Full !! Expert !! Aced
 
 
|-
 
|-
! ''Arcade''
+
| '''Aspect''' || All-aspects
| rowspan="2" | 16 || rowspan="2" | -10°/+15° || rowspan="2" | ±12° || rowspan="2" | N/A || 8.8 || 12.2 || 14.8 || 16.4 || 17.4 || rowspan="2" | 13.00 || rowspan="2" | 11.50 || rowspan="2" | 10.60 || rowspan="2" | 10.00
 
 
|-
 
|-
! ''Realistic''
+
| '''Lock range (rear-aspect)''' || 6 km
| 5.9 || 7.0 || 8.5 || 9.4 || 10.0
 
 
|-
 
|-
|}
+
| '''Lock range (all-aspect)''' || 3 km
 
 
==== Ammunition ====
 
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="8" | Penetration statistics
 
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
|'''IRCCM'''
! rowspan="2" | Type of<br>warhead
+
|Yes
! colspan="6" | Penetration @ 0° Angle of Attack (mm)
 
 
|-
 
|-
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
+
| '''Launch range''' || 10 km
 
|-
 
|-
| Schneider-Canet HE || HE || 25 || 25 || 25 || 25 || 25 || 25
+
| '''Maximum speed''' || 3 M
 
|-
 
|-
| Schneider-Canet SAP || SAPCBC || 63 || 62 || 58 || 53 || 49 || 45
+
| '''Maximum overload''' || 35 G
 
|-
 
|-
|}
+
| '''Missile guidance time''' || 25 secs
{| class="wikitable sortable" style="text-align:center" width="100%"
 
! colspan="10" | Shell details
 
 
|-
 
|-
! rowspan="2" data-sort-type="text" | Ammunition
+
| '''Explosive mass (TNT eq.)''' || 9.6 kg
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| Schneider-Canet HE || HE || 580 || 20.4 || 0 || 0.1 || 1,970 || 79° || 80° || 81°
 
|-
 
| Schneider-Canet SAP || SAPCBC || 580 || 20.46 || 1.2 || 19 || 1,430 || 48° || 63° || 71°
 
 
|-
 
|-
 
|}
 
|}
  
==== [[Ammo racks]] ====
+
=== Effective damage ===
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
+
Highest Explosive mass out of all short range missiles, making it quite good at dealing damage and reliably crippling and destroying enemies.
<!-- '''Last updated: 2.15.1.70''' -->
+
 
{| class="wikitable" style="text-align:center"
+
=== Comparison with analogues ===
|-
+
<!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' -->
! Full<br>ammo
+
Compared to competitors such as the [[R-60M]] or [[AIM-9L]], the Magic 2 exerts a huge amount of force on itself due to the incredibly high thrust applied by its booster, thus meaning it has acceleration on par with missiles such as the [[PL-5B]], a missile renowned for excellent flight performance.
! 1st<br>rack empty
 
! 2nd<br>rack empty
 
! Visual<br>discrepancy
 
|-
 
| '''16''' || 9&nbsp;''(+7)'' || 1&nbsp;''(+15)'' || No
 
|-
 
|}
 
'''Notes:'''
 
  
* Shells are modeled individually and disappear after having been shot or loaded.
+
== Usage in battles ==
* If you pack 9&nbsp;''(+7)'' shells, it will keep the left side of the hull empty of ammo.
+
<!-- ''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)'' -->
 +
The Matra R550 Magic 2 works incredibly effectively as a short-range [[Air-to-air missiles|air-to-air missile]], capable of pulling hard turns in very small distances.
  
=== Machine guns ===
+
At sea level, the Matra R550 Magic 2 is capable of destroying targets within 150 m to 2,500 m (assuming they're travelling directly away from your aircraft). This range is only attainable if the enemy aircraft does not manoeuvre - due to the Magic 2's G overload of 35G, it can pull incredibly high angle of attack (AoA) manoeuvres at the cost of its energy. Therefore, if an enemy performs a gentle turn the Matra R550 Magic 2 will burn a substantial proportion of its energy. Therefore, for a guaranteed kill, launching within 1.7 km of your target at sea level is recommended.
{{Specs-Tank-Weapon|2}}
 
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 
{{main|Type 97 (7.7 mm)}}
 
  
{| class="wikitable" style="text-align:center" width="50%"
+
Of course at higher altitudes the Magic 2 performs substantially better. Because there is less air resistance at higher altitudes, missiles are capable of travelling substantially further than they can at sea level. At altitudes around 5,000 m, you can safely launch your Magic at an enemy plane travelling away from you at 3.5 km, assuming that plane is travelling at an almost identical speed to you. If they are travelling slower, then obviously you can launch at higher distances - this also applies to engagements at sea level. As well as this, due to planes struggling to be able to perform high G manoeuvres at higher altitudes (due to smaller amounts of air flow under the wings), the Magic 2 will always manage to out perform an enemy aircraft in turning performance so, if you're fighting a Mirage F1 at high altitudes, do not turn - cut your afterburner and drop a substantial amount of flares before turning to the left, right or down (do not go up, this only bleeds your energy further).
|-
 
! colspan="5" | [[Type 97 (7.7 mm)|7.7 mm Type 97]]
 
|-
 
! Mount !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal
 
|-
 
| Rear || 1,950 (20) || 499 || -8°/+20° || ±110°
 
|-
 
|}
 
  
== Usage in battles ==
+
This also leads on nicely to another great feature of the Magic 2 - Infrared Counter-Countermeasures. Once fired, the FoV of the seeker will get substantially smaller, making the missile less susceptible at detecting Flares deployed by the target. Overall, it is very reliable when shot from side and rear aspects, and fired from as close as possible.  
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
The Ro-Go Experimental plays like its predecessor on the tech tree, the Ho-Ro, but with some key differences. It has a faster reload time, but is noticeably less mobile and a larger target, a trait inherited from its basis on the Ro-Go chassis. Also unlike the Ho-Ro, the SAPCBC round has very good penetration and does not rely solely on HE filler to cause damage. It is completely open topped and the gun shield is only 12 mm thick, making the exposed crew extremely vulnerable to CAS and heavy machine gun fire. However, the Ro-Go Exp. does have some tricks up its sleeve - specifically the rear machine gunner. Like the Ro-Go, this crewman is largely useless in terms of offense, but will rarely be the first to be knocked out in a fight, essentially giving the player a somewhat guaranteed crew replacement. Play the Ro-Go Exp. like you would other Rank I and II Japanese Tank Destroyers, either freelance and find a good spot to get the jump on opponents, or stay back with other players and support from the rear. Like other Japanese SPG's, you are somewhat of a glass cannon. Remember that you can only spawn with 16 rounds maximum.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
+
<!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' -->
 
 
 
'''Pros:'''
 
'''Pros:'''
  
* Fantastic main armament for the BR.
+
* Very high overload factor
** Low penetration fall off even at extreme ranges.
+
* Very high initial acceleration
** One shot potential against most matchups.
+
* All-aspect missile, making it possible to shoot planes coming at you, and has an easier time locking enemies from the sides from further away
** Faster reload than the Ho-Ro.
+
* IRCCM
* More crew members than other tank destroyers in the lower rank Japanese tree (Ho-Ro and Ho-Ni series).
+
* Low motor burn time, meaning the enemy will only have 2 seconds to see the missile and react to it after it was fired. It then becomes invisible after the motor burnt out.
** Rear machine gun position provides opportunities for a "free" crew replacement.
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Overall the armour is average at best, poor at worst.
+
* Low motor burn time of 2 seconds, meaning it has a hard time hitting targets above 2.5 km when chasing
** The crew is mostly exposed and is at the mercy of .50 calibers, aircraft, artillery and if flanked LMG fire.
+
* Loses energy quite fast once the motor finishes burning
* Mobility is overall worse compared to the majority of Chi-Ha based tank destroyers, the Ro-Go Experimental is comparatively sluggish.
 
** Mediocre top speed of 25 km/h.
 
* 16 shell maximum ammo count.
 
* Somewhat slow shell velocity can be hard to aim.
 
  
 
== History ==
 
== History ==
<!-- ''Describe the history of the creation and combat usage of the vehicle 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 vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
+
The Magic 2 missile, an evolution of the R550 Magic, stands as a significant chapter in the history of aerial combat technology. Its journey from inception to combat usage mirrors the evolving challenges and demands of modern air warfare.
 +
 
 +
In the realm of missile technology, the Magic 2's story begins with its predecessor, the R550 Magic, developed by Matra, now part of MBDA. The original Magic, emerging in the early 1970s, was France's response to the American AIM-9 Sidewinder, designed as a short-range, infrared-guided missile adept at engaging enemy aircraft from various angles. However, as the landscape of aerial combat evolved, so too did the requirements for more advanced weaponry. This led to the development of the Magic 2 in the 1980s, a missile that embodied significant enhancements over its predecessor, particularly in its infrared homing capabilities and resistance to electronic countermeasures and decoys such as flares.
  
The '''Ro-Go Experimental''' (sometimes incorrectly referred to as the Hi-Ro (sha) or Ji-Ro) was a prototypical field modification to the Type 95 Heavy Tank.
+
Technologically, the Magic 2 marked a leap forward. It featured a more advanced infrared seeker and boasted a wider-angle off-boresight capability, enabling pilots to target enemies not directly in front of their aircraft. This provided a substantial tactical advantage, offering greater flexibility and response options in combat scenarios.
[[File:Ro-Go Experimental Historical.jpg|thumb|Ro-Go Experimental at factory grounds]]
 
  
The Type 95 Ro-Go Heavy Tank was in itself a low production experiment, but its hull was the basis for a few other trials, namely for its use as an SPG. The result of using a remaining unused Type 95 hull, field modifying the tank by replacing the two turrets with a 120 mm Schneider-Canet cannon mounted at the front of the chassis. Both a long and a short version of the cannon were tested. These cannons were originally of French origin and built under license by the Japanese.<ref>斯加式十二糎速射加農砲, [https://i.imgur.com/hH2ioDe.jpg Ref.C01007469500]</ref><ref>斯加式十二糎速射加農砲, [https://i.imgur.com/Eol46sS.jpg Ref.C01003984100]</ref>
+
In terms of combat deployment, the Magic 2 first found its place with the French Air Force and Navy, notably enhancing the capabilities of their Mirage fighter jets. Its operational reach extended through exports to various nations, cementing its role in global air defense systems. The missile's combat prowess was notably demonstrated in several conflicts, including the Gulf War, where French and Qatari Mirage fighters employed it with notable success. In these high-pressure environments, the Magic 2 proved its mettle, showcasing its reliability and effectiveness.
  
A different configuration was brought to the drawing board by the original designer of the Type 95 Ro-Go, Tomio Hara. He designed what would be known as the Ji-Ro on the same hull but with more modification to the base hull, completely getting rid of all the 3 turrets, moving the engine and fully enclosing the casemate at the end of the vehicle.<ref>[https://i.redd.it/qrlwlvyyohl11.jpg Ji-Ro Blueprint]</ref>
+
Yet, like any missile system, the Magic 2 had its limitations, particularly when faced with advanced electronic countermeasures and newer generation fighter aircraft. It was often compared with contemporaries like the American AIM-9 Sidewinder and the Russian R-73, with each system exhibiting unique strengths and weaknesses. Nevertheless, the Magic 2 maintained a competitive edge in off-boresight capability and counter-countermeasure technology.
  
== Media ==
+
The Magic 2's story doesn't end with its combat achievements. The rapid advancements in missile technology soon ushered in newer systems, but the groundwork laid by the Magic 2 in infrared missile guidance and IRCCM capabilities significantly influenced future developments. As more advanced missiles like the MBDA MICA and the Meteor entered service, the role of the Magic 2 began to wane. However, its influence persists in the ongoing evolution of air-to-air missile technology.
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
  
;Skins
+
Looking back, the R550 Magic 2 missile represents a pivotal phase in the transition of air-to-air missile technology. It bridged the gap between early infrared missiles and today's sophisticated systems. Its deployment and usage in combat significantly advanced the understanding of aerial warfare tactics and missile guidance technology, cementing its legacy as a key player in the history of military aviation.
  
* [https://live.warthunder.com/feed/camouflages/?vehicle=jp_hiro_sha Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
== Media ==
 +
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
 
== See also ==
 
== See also ==
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
  
;Related development
+
* ''reference to the article about the variant of the weapon;''
 +
* ''references to approximate analogues by other nations and research trees.''
  
* [[Ro-Go]]
+
== External links ==
 +
''Paste links to sources and external resources, such as:''
  
== External links ==
 
<!-- ''Paste links to sources and external resources, such as:''
 
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''other literature.'' -->
+
* ''other literature.''
 
 
* [https://forum.warthunder.com/index.php?/topic/366138-type-95-hiro-sha/ <nowiki>[Forum]</nowiki> Original Suggestion]
 
* [https://www.reddit.com/r/Warthunder/comments/9erwsf/jiro_experimental_tank_destroyer/ <nowiki>[Reddit]</nowiki> Ji-Ro Experimental Tank Destroyer]
 
  
=== References ===
+
{{Missiles}}
<references />
 
  
{{Japan tank destroyers}}
+
[[Category:Suspended armaments]]

Latest revision as of 22:48, 30 October 2024

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Use Wiki 3.0
This page is about the French air-to-air missile Matra R550 Magic 2. For the other version, see Matra R550 Magic 1.

Description

The Matra R550 Magic 2 is a French short-range, air-to-air missile developed by Matra infrared homing air-to-air missile. It is an advanced version of the original R550 Magic. Designed primarily for the French Air Force and Navy, this missile is renowned for its infrared homing guidance system, which is highly effective against heat-emitting targets, typically jet engines. The Magic 2 stands out for its improved countermeasures against electronic jamming and decoys like flares, making it more resistant to enemy defenses. It features an enhanced off-boresight capability, allowing pilots to engage targets that are not directly in front of their aircraft, thus offering greater tactical flexibility in dogfight scenarios. Initially deployed in various Mirage fighter jets, the Magic 2 has seen action in numerous conflicts, showcasing its reliability and combat effectiveness. Despite being surpassed by newer technologies, the Magic 2 remains a significant development in the history of air-to-air missile technology.

In game The Matra R550 Magic 2 missile is the best IR missile of the French Air tree, featuring very good manoeuvrability and a very strong IRCCM. It was was introduced during Update "Wind of Change".

Vehicles equipped with this weapon

General info

Missile characteristics
Mass 89 kg
Guidance IR
Aspect All-aspects
Lock range (rear-aspect) 6 km
Lock range (all-aspect) 3 km
IRCCM Yes
Launch range 10 km
Maximum speed 3 M
Maximum overload 35 G
Missile guidance time 25 secs
Explosive mass (TNT eq.) 9.6 kg

Effective damage

Highest Explosive mass out of all short range missiles, making it quite good at dealing damage and reliably crippling and destroying enemies.

Comparison with analogues

Compared to competitors such as the R-60M or AIM-9L, the Magic 2 exerts a huge amount of force on itself due to the incredibly high thrust applied by its booster, thus meaning it has acceleration on par with missiles such as the PL-5B, a missile renowned for excellent flight performance.

Usage in battles

The Matra R550 Magic 2 works incredibly effectively as a short-range air-to-air missile, capable of pulling hard turns in very small distances.

At sea level, the Matra R550 Magic 2 is capable of destroying targets within 150 m to 2,500 m (assuming they're travelling directly away from your aircraft). This range is only attainable if the enemy aircraft does not manoeuvre - due to the Magic 2's G overload of 35G, it can pull incredibly high angle of attack (AoA) manoeuvres at the cost of its energy. Therefore, if an enemy performs a gentle turn the Matra R550 Magic 2 will burn a substantial proportion of its energy. Therefore, for a guaranteed kill, launching within 1.7 km of your target at sea level is recommended.

Of course at higher altitudes the Magic 2 performs substantially better. Because there is less air resistance at higher altitudes, missiles are capable of travelling substantially further than they can at sea level. At altitudes around 5,000 m, you can safely launch your Magic at an enemy plane travelling away from you at 3.5 km, assuming that plane is travelling at an almost identical speed to you. If they are travelling slower, then obviously you can launch at higher distances - this also applies to engagements at sea level. As well as this, due to planes struggling to be able to perform high G manoeuvres at higher altitudes (due to smaller amounts of air flow under the wings), the Magic 2 will always manage to out perform an enemy aircraft in turning performance so, if you're fighting a Mirage F1 at high altitudes, do not turn - cut your afterburner and drop a substantial amount of flares before turning to the left, right or down (do not go up, this only bleeds your energy further).

This also leads on nicely to another great feature of the Magic 2 - Infrared Counter-Countermeasures. Once fired, the FoV of the seeker will get substantially smaller, making the missile less susceptible at detecting Flares deployed by the target. Overall, it is very reliable when shot from side and rear aspects, and fired from as close as possible.

Pros and cons

Pros:

  • Very high overload factor
  • Very high initial acceleration
  • All-aspect missile, making it possible to shoot planes coming at you, and has an easier time locking enemies from the sides from further away
  • IRCCM
  • Low motor burn time, meaning the enemy will only have 2 seconds to see the missile and react to it after it was fired. It then becomes invisible after the motor burnt out.

Cons:

  • Low motor burn time of 2 seconds, meaning it has a hard time hitting targets above 2.5 km when chasing
  • Loses energy quite fast once the motor finishes burning

History

The Magic 2 missile, an evolution of the R550 Magic, stands as a significant chapter in the history of aerial combat technology. Its journey from inception to combat usage mirrors the evolving challenges and demands of modern air warfare.

In the realm of missile technology, the Magic 2's story begins with its predecessor, the R550 Magic, developed by Matra, now part of MBDA. The original Magic, emerging in the early 1970s, was France's response to the American AIM-9 Sidewinder, designed as a short-range, infrared-guided missile adept at engaging enemy aircraft from various angles. However, as the landscape of aerial combat evolved, so too did the requirements for more advanced weaponry. This led to the development of the Magic 2 in the 1980s, a missile that embodied significant enhancements over its predecessor, particularly in its infrared homing capabilities and resistance to electronic countermeasures and decoys such as flares.

Technologically, the Magic 2 marked a leap forward. It featured a more advanced infrared seeker and boasted a wider-angle off-boresight capability, enabling pilots to target enemies not directly in front of their aircraft. This provided a substantial tactical advantage, offering greater flexibility and response options in combat scenarios.

In terms of combat deployment, the Magic 2 first found its place with the French Air Force and Navy, notably enhancing the capabilities of their Mirage fighter jets. Its operational reach extended through exports to various nations, cementing its role in global air defense systems. The missile's combat prowess was notably demonstrated in several conflicts, including the Gulf War, where French and Qatari Mirage fighters employed it with notable success. In these high-pressure environments, the Magic 2 proved its mettle, showcasing its reliability and effectiveness.

Yet, like any missile system, the Magic 2 had its limitations, particularly when faced with advanced electronic countermeasures and newer generation fighter aircraft. It was often compared with contemporaries like the American AIM-9 Sidewinder and the Russian R-73, with each system exhibiting unique strengths and weaknesses. Nevertheless, the Magic 2 maintained a competitive edge in off-boresight capability and counter-countermeasure technology.

The Magic 2's story doesn't end with its combat achievements. The rapid advancements in missile technology soon ushered in newer systems, but the groundwork laid by the Magic 2 in infrared missile guidance and IRCCM capabilities significantly influenced future developments. As more advanced missiles like the MBDA MICA and the Meteor entered service, the role of the Magic 2 began to wane. However, its influence persists in the ongoing evolution of air-to-air missile technology.

Looking back, the R550 Magic 2 missile represents a pivotal phase in the transition of air-to-air missile technology. It bridged the gap between early infrared missiles and today's sophisticated systems. Its deployment and usage in combat significantly advanced the understanding of aerial warfare tactics and missile guidance technology, cementing its legacy as a key player in the history of military aviation.

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Missiles
USA 
AAM  AIM-54A Phoenix · AIM-54C Phoenix · ATAS (AIM-92) · AIM-120A · AIM-120B · Fakour-90 · Sedjeel
Sparrow  AIM-7C · AIM-7D · AIM-7E · AIM-7E-2 · AIM-7F · AIM-7M
Sidewinder  AIM-9B · AIM-9C · AIM-9D · AIM-9E · AIM-9G · AIM-9H · AIM-9J · AIM-9L · AIM-9M · AIM-9P
AGM  AGM-22 · APKWS II (M151) · APKWS II (M282) · BGM-71D TOW-2
Bullpup  AGM-12B Bullpup · AGM-12C Bullpup
Hellfire  AGM-114B Hellfire · AGM-114K Hellfire II
Maverick  AGM-65A · AGM-65B · AGM-65D · AGM-65E2 · AGM-65G · AGM-65L
ATGM  LOSAT/MGM-166A
TOW  BGM-71 · BGM-71A · BGM-71B · BGM-71C
SAM  FIM-92 Stinger · MIM-72 · MIM146
Naval SAM  RIM-24A
Germany 
AAM  AIM-9B FGW.2 Sidewinder · AIM-9L/I Sidewinder · Flz Lwf 63 · Flz Lwf 63/80
AGM  9M14M Malyutka · Flz Lwf LB 82 · HOT-1 · HOT-2 TOW · HOT-3 · PARS 3 LR
AShM  AS.34 Kormoran
ATGM  HOT-K3S · Spike-LR II
SAM  Roland
Naval SAM  Strela-2M
USSR 
AAM  9M39 Igla · R-3R · R-3S · R-13M1 · R-23R · R-23T · R-24R · R-24T · R-27ER(1) · R-27ET(1) · R-27R(1) · R-27T(1) · R-60 · R-60M · R-60MK · R-73(E) · R-77
AGM  9K127 Vikhr · 9M17M Falanga · 9M120 Ataka · 9M120-1 Ataka
  Kh-23M · Kh-25 · Kh-25ML · Kh-29L · Kh-29T · Kh-29TE · Kh-29TD · Kh-66 · S-25L · S-25LD
ATGM  3M7 · 9M14 · 9M113 Konkurs · 9M114 Shturm · 9M123 Khrizantema · 9M133 · 9M133FM3 · 9M133M-2
SAM  95Ya6 · 9M311 · 9M311-1M · 9M331 · 9M37M
Naval SAM  Volna-M
Britain 
AAM  Fireflash · Firestreak · Red Top · Skyflash · Skyflash SuperTEMP · SRAAM · R-Darter
AGM  AGM-65E · AS.12 · ZT-6 Mokopa
AShM  AJ.168
ATGM  BAe Swingfire · MILAN · MILAN 2 · ZT3
SAM  Starstreak
Japan 
AAM  AAM-3 · AAM-4
AGM  Ki-148 I-Go Model 1B
ATGM  Type 64 MAT · Type 79 Jyu-MAT
SAM  Type 81 SAM-1C · Type 91
China 
AAM  PL-2 · PL-5B · PL-5C · PL-5EII · PL-7 · PL-8 · PL-12 · SD-10(A) · TY-90
AGM  AKD-9 · AKD-10 · Fire Snake 90A · HJ-8A · HJ-8C · HJ-8E · HJ-8H
ATGM  302 · HJ-73 · HJ-73E · HJ-9 · QN201DD · QN502CDD
SAM  HN-6
Italy 
AAM  Aspide-1A · MAA-1 Piranha
AGM  AGM-65H · CIRIT · L-UMTAS · Spike ER
ATGM  Spike-LR II
Naval AShM  Nettuno
SAM  Mistral SATCP
France 
AAM  AA-20 Nord · Matra R511 · Matra R530 · Matra R530E · Matra Super 530D · Matra Super 530F · Matra R550 Magic 1 · Matra R550 Magic 2 · Mistral · MICA-EM
AGM  9M14-2 Malyutka-2 · AS-20 Nord · AS-30 Nord · AS-30L Nord · HOT-1 · HOT-2 TOW · HOT-3 · Spike ER
ATGM  HOT · SS.11
SAM  Roland · VT1
Sweden 
AAM  RB24 · RB24J · RB71 · RB 74 · RB 74(M) · RB 99
AGM  Rb05A · RB 53 Bantam · RB 55B Heli TOW · RB 55C Heli TOW · RB 75 · RB 75T
ATGM  Rbs 55 · Rbs 56
SAM  Rbs 70
Israel 
AAM  Shafrir · Shafrir 2 · Python 3 · Derby
ATGM  Spike-LR II
  AAM = Air-to-Air Missile   AGM = Air-to-Ground Missile   AShM = Anti-Ship Missile   ATGM = Anti-Tank Guided Missile (Ground mounts)   SAM = Surface-to-Air Missile