I think this might be a server issue compounding the difficulty of actually making APKWS follow your laser. I could shoot the AI MiG-15s down with APKWS about 1/3 of the time in my A-10C in test flight mode; but the server there is local and even still there’s no symbology to indicate where to point the nose. That compounded with the need to actually lead the APKWS for air targets (the laser tends to lag slightly behind aircraft when locked). Both of those plus server lag makes APKWS really hard to use for A2A.
So probably some Starstreak style phasing going on as well in anything but perfect ping (We’ve already seen this happening with Brimstone more than a few times)
I mean, thats great and all, but it still doesnt change the fact that in an actual match, the things are borderline worthless vs air targets, and niche vs ground targets at best.
Clip I was referring to regarding firing APKWS at a nearly stationnary heli:
Of the 6 AGR-20’s I fired, 4 tracked, and none hit, and the heli wasnt trying to avoid them, for 2 of the rockets misses, it was lazily hovering up, and for the other 2 misses, it was fully stationnary.
Beyond that, they can only be fired below M1.0, which can make them pretty hard to employ.
APKWS in general in-game are abysmal, they dont get access to proxy fuze from the AGR-20F Falco’s for anti air work, and they dont even get access to HEAT warheads for CAS, which we know isnt a balance issue either, since the Chinese get access to the Fire Snake 90A’s on the JF-17 with HEAT warheads.
The ONLY time using APKWS has actually been a net benefit to me was during the Nuclear Thunder event, because mavD’s have too low a track rate to reliably hit convoy targets moving at the 80kph gaijin had them moving at, so I had to resort to APKWS to take out BMP’s before I could use my gun to track all the remaining vehicles and THEN hit them with bigger munitions
Yeah currently no proxy fuse option yet, and the multitude of different rocket motors and warheads are all just ignored. Gaijin putting their fingers in their ears and screaming whenever someone mentions the Hydra-70 is a modular rocket and can be fitted with multiple types of fuse, motor and warhead :v
They’re surprisingly agile sometimes. I’ve seen them suddenly decide to pull super hard randomly.
Never understood why that’s such a big problem in this game. If you have hitboxes moving so fast that they can phase through each other because of insufficient tick-rate, you just have to take the moment where the distance between both becomes bigger instead of smaller again. Then you draw a line between the last and second last coordinate of both and calculate the minimal distance points between those lines on those lines. Apply the hitboxes with their respective orientation of both entities at these points and check if they intersect. If yes then hit, if not then miss. For performance reasons you can also use the delta velocity so that this check is only applied in a scenario where the positive speed difference (closure rate) between the entities is above what the tick-rate can safely/reliably handle.