Eurofighter Typhoon (UK versions) - Technical data and discussion (Part 2)

The ones that are currently implemented lack a proximity fuse, yes.

But there is the FALCO (AGR-20F) variant that has a proximity fuse.

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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.

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Perspective with the sun positioned behind

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Perspective with the sun positioned in front and above

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Perspective with the sun positioned directly in front

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Perspective with the sun positioned to one side

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It’s much better, but it’s still not quite there. Considering how easy it would be to replicate the Gripen’s tint

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Exact same as the one I made 5 months ago

true lol

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.

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careful if you mention too much good coding practice you’ll scare the gaijin devs

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image

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grafik

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Five RAF Typhoon FGR.4’s arrive into Borcea Airbase, Romania from RAF Coningsby, for Operation Biloxi on the 27th March 2026.

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Imagine if we had proper BRs (aka Decompression) and they could be on different BRs for GRB :(

Zusammenfassung


nah clearly spice 250s make absolutely no difference in effectiveness (as laser brimstones are just that overpowered)

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(Found a new Eurofighter cockpit issue: when using separate engine control, the cockpit does not properly display the engine’s status at which % its currently running)

Left Engine on

Right Engine on

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Dare I say this. Do any? Not something I’ve tried on any aircraft

Dont ask me how I came to that Idea xD
Was kinda Bored so I messed around in the settings and set it up xD

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It isn’t the only plane. Seems like generally cockpit view of engine parameters for multiple engines is brocken. For example on the F-15 and F/A-18 (only planes I’ve tested it) the cockpit instruments for both engines show the same values even if one engine is damaged, running at lower settings. It doesn’t matter which engine is damaged, it always shows the parameters for the undamaged engine.

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I tested it and every US f15 worked… The F/A18C (premium & tech tree) have the same bug tho.

Cockpit view is an afterthought. Majority of players dont play sim, and even the majority of sim players dont use the cockpit instruments and displays much because the in-game displays are leaps and bounds better (radar/RWR/aircraft info all act like an HMD display in sim), being a massive arcade crutch for sim players. Hell, theres even a push from sim players to get some of the additional info some cockpits provide to the pilot added to the in-game HUD because they complain that its unfair that people using cockpit instruments sometimes have a little extra info (tho often cockpit instruments have less info, not that the players complaining care, they just want as many advantages to be as easily accessible as possible).

To my knowledge, the only people that typically use cockpit displays routinely are sim VR players, and thats because for VR players, in-game HUD elements DONT act like an HMD, and outright block your view, making them a disadvantage to have active if you have a functional equivalent in the cockpit already. This is how they should be modelled in sim, but players dont like that suggestion because they’re so used to their free HMD.

Seeing as sim VR players are just about the tinniest community of players in all of WT (pretty sure there are more naval players than VR ones), I highly doubt this will be ever be fixed.There have been bigger bugs that have gone unfixed for longer.

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Quick question regarding notch-angles: Why does the notch-gate become so incredibly big high up in the sky? I have missiles which come 45° at the target according to the radar screen (0° being exact front and 90° being exact side) and go for chaff above 6000 meters and sky being in the background. Datalink is of course ignored in these cases anyway.