Are MCLOS missiles affected by ping?

I use a controller joystick for mclos guidance and k/m for everything else but still aiming the missiles is wierd and feels not intuitive? Can packet loss or ping affect this?

most things in game are

4 Likes

everything is affected by ping, but

they are just weird in general tbh and ping will affect where they hit for real but you shouldnt really notice anything weird about them caused by ping until they hit or do not hit target due to client siding

in my experience the best controls for mclos missiles is just arrow keys set to not-relative control, with about 60-65% multiplier

then you just briefly tap the way you want them to go

2 Likes

This being the most important thing. I don’t know why they even default to relative for plane MCLOS

1 Like

I tried using keyboard and I think it’s easier somehow. Thanks.
But these missiles were controlled by analog sticks irl right?

yeah, normally little slew nubs i think, so kinda halfway between a controller stick and arrow keys

but this is a game, so why pick the harder option?

1 Like

well i just thought that since irl this is what they did then that means it would be more natural and easier than a keyboard

All rockets/missiles/bombs are affected by latency. Unlike cannon shells, all of those 3 seems to be fired on the server first instead of client first.

1 Like

Tbf, cannons are also affected by latency. With high enough ping, your shots might not be registered (and the reload reticle stays red).
But yeah, missiles are a lot more prone to going to rogue with latency, because unlike shells where the server and client can both infer the trajectory after it’s fired independently, missiles have to be synced between server and client across the entire flight path.

1 Like

Yea it’s because of how the game works (now at least). Cannons are affected by latency, yes, but the way the shell travels and whatnot are simulated on the client if that makes sense. Like it doesn’t matter how high your latency is when you fire a shot, the shell will look and travel as if it was on zero latency since the client simulates the “zero latency” shot. The result however is based on the server’s actual position which obviously takes the latency into account.

On the other hand, rockets/missiles will look and travel according to what the server simulates first and the client basically just displays what the happens on the server instead of simulating the “zero latency” shot as well. So on high latency, there is a delay for the client.

I believe it started doing it this way ever since they updated ATGM’s flight model to be more realistic. Before then, ATGMs and rockets seem to act like regular cannon fires.

2 Likes

Thanks for your explanation!
So thats why my reticle turn red! Always thought it was weird