Several questionables about new scenarios (mostly Libya). Hpasp won't probably find time to address that in the sim, but nevertheless...

Volkhov:
- RPK lamp does not switch off immediately after missile explosion, does not react even on hitting EKV - a death sentence

- no HARM launches visible on display - c'mon, a Mach 3 object should be somehow visible for our ol' SNR!

.
- SNR elevation is locked at the start (several deg.) and then, after pressing the UNLOCK button immediately jumps to 0 deg.
Neva:
- no missiles in Linebacker scenario #1
Krug:
Once they jam, they do it all the time (good target in passive mode). I like it. I also like that decimeter wavelength P-40 seems at present somehow immune to HARM

. I don't like the HARM shower (in one AAR - accidentally deleted - I have counted no fewer that 191 HARMs launched at me). Considering the cost of a single missile - definitely a bug.
A side-observation for all KRUGers shooting at jammers in passive mode: switch PA (manual range input) on while remaining at CU from P-40 - you gonna get periodical range updates from P-40 and quite accurate launch envelope calculation.

I understand that the jamming visible only when SNR transmits (me-on-when-you-on-too

) is a feature of modern jamming pods, got used to that

Is it so exactly in real life?
Could you consider a separate button for transmitter on-off? I feel handicapped against real Volkhov FCO who is able to dedicate one hand to Q screen and at the same time observe effects on A/Z screen.
Does this new C button in Vega launch officer panel mean "S-for-Special" - in the context of your new nuclear works?