Well of course, as I said the calculated impact angle is the angular difference between the launching platform and the target. So if you launch hellfires from directly above the target, it’ll hit the roof.
You can test impact angles with the Freccia for example, with its Spike ER. Take it for a test drive, launch at the most distant targets as the strike angle should be steepest, and see how it strikes the front of their barrel.
It isn’t 5500. “Understand five thousand one hundred range”
Or whoever was modelling it was going by the values stated in US Army field manuals, such as (for example) FM 1-140 Helicopter Gunnery (said document is unclassified and unlimited distribution btw), where it states 37 seconds to max range at 21°C ambient air temp:
Honestly, idk why gaijin hasnt just added AGM-114L but just modelled it as a mix of either SALH or like a SARH using the longbow radar…
It would give the US a quasi F&F capability and enhance the AH-64D’s survivability, but itd still need to keep its radar in LOS of target and couldnt guide as many missiles at once.
We all know gaijin just doesnt care about realism so this would be a decent compromise I think
Could be, point is that in some firem modes hellfires are quite a bit faster to the target.
I’m familiar with that manual, 37s TOF would be OK if the missile would fly along apropriate trajectory (HI) and climb to corresponding altitude (according to that manual) and remian controlable. It fails to do so in every aspect.
So no whoever did the modeling either ignored half of this manual and other sources or just did not follow it at all.
The hellfire k iog also works wrong. It should guide the missile to the last known laser location, but instead, when the laser is turned off, it stops whatever it was doing and starts flying in the straight line or falls down the sky, depending how close it was to the last known laser point.
Lock On After Launch has been bugged for a while now, which is one of the headline features of the hellfire. Instead of following towards the target’s last known position using IOG, it instead holds its current angle of attack at the moment of laser loss. As far as I know, it should instead continue on its ballistic trajectory until it either re-locks a target or impacts the ground.
With the Spike missiles coming to the top French and Italian helicopters in the upcoming patch, maybe we can finally see an improvement or fixes for the Hellfires?
Even if it had proper LOAL /IOG it would be a great buff for it to give it some sort of unique advantage over the current missiles ingame… I’m not sure if the Longbow Hellfires can be added currently due to ignoring smoke (no F&F A2G missiles ingame is capable of doing this at the moment) but at least this might be some sort of compromise to further improve the current Hellfires
Ah… In that case, devs wont fix it then. By the time bug reports get past about 6 months, I loose hope of them ever getting fixed. Seen CR2 bug reports that are 2 years old still unactioned
Probably be worth tagging or DMing a tech mod. Is probably not going to go through but worth a shot. Might be extra info that can get merged with the other ones.
There’s nothing similar, it’s Longbow or bust. But I am guessing that we won’t see them this patch, either way with the upcoming ARH update in december, there might be a chance.
That above is the trajectory as it appears in the game.
However, if you want to replicate the trajectory depicted in most sources, you can manually induce loft in your hellfire by turning off its laser while in climbing phase, and turning it back on when it is at an acceptable height to reach the target.
Under the same conditions as the first test, but this time with manual lofting, my hellfire has reached the target. Better yet, if it werent for the missile exploding after 8km, it would have reached even farther. Below are my tests with manual lofting