In regards to the APG-68 version on an '07 F-16C, SAR isn’t a thing for it, so not quite the same. I don’t think that SAR is the big hold up since it’s already been demonstrated with the JF-17 and Viggen, but the APG-73 in particular has a lot of very fancy modes for A/G and A/S use. I wouldn’t be surprised to see an A/G mode on the F-16C first, in fact.
EDIT: Thought I’d add some odd radar thought stuff.
Depending on the engine environment and mode, radar can be really easy… Or really hard. The Longbow FCR we did for ArmA2/3 was limited primarily by what display information we could have (I stopped development before getting into a display input DLL), plus having stuff like the various terrain modes and avoidance was probably excessive. As the primary use there was targeting, the main focus we had was using it as a detection and targeting system, nothing else. To get that, it was pretty much as simple as taking world objects we knew about – all the vehicle class objects that were on the ground. From there, we did a filtering mechanic and ran a line of sight check from the radar’s position to the target, did a simple range/size randomizer, a detection chance randomizer, and a few other small things like azimuth and elevation. We also ran this in timed sweeps (which weren’t adjustable) to get the information. That was all then added to two array databases, the first being the radar targets, the second being the unified target array which had all targets in it. Comparatively speaking, this was just a simple data filtering technique because we already had access to the information, we just needed to restrict it to what the radar could realistically detect.
The only reason we didn’t do more advanced modes was that displaying the data would be problematic, though not impossible; as well as the major ones of implementing stuff of limited utility for the game. I bring this up because I don’t know what ED has to do in terms of programming radar modes or what information the game engine knows about or has access to, but from my standpoint some modes are theoretically easier to implement than others.
I think you may be confusing SAR with terrain mapping there. SAR is a technique to combine radar sweeps from different positions of the carrier platform to increase the aperture size, which can greatly increase the radar resolution.
The Viggen doesn’t have the processing power to employ SAR and what i saw of Deka doesn’t indicate that they are actually simulating a synthetic aperture (yet?).
My mistake, I tend to use SAR liberally. Nonetheless, the JF-17, Viggen, and A-4E mod have all demonstrated a form of ground mapping radar, so I doubt that it’s a real big hold up for ED either.
Yup, so I’m thinking it’s probably just not a priority right now. Whether or not it should be is another matter, but I strongly suspect most folks would be happy with a ground moving target mode in the interim. Of course, the other thing is: what will it be used for? I get that it’s a desired feature, but I’m not entirely sure it’ll be a huge game changing feature for most players. Neither the Bug nor the Viper are dependent on the radar quite like an A-6 or F-111 would be.
Has there been any info as to whether or not PIDS or EPIDS will be a thing? For the uninitiated, these are pylons that carry additional chaff dispensers on the 3 and 7 stations. I believe a single pylon can hold 3 additional dispensers, though it’s typically chaff only.
We are pushing very hard to have the TGP with LGB self-designation ready for the launch. It will be very close, so it’s something I can’t promise. But, even if not, it will soon follow. The work on the Hornet has allowed us to greatly accelerate this and allow more initial functions at launch for the Viper as compared to the Hornet.