How hard can it be to code missile damage?

We’ve had two hotfixes in the last week (Update 2.53.0.41 and Update 2.53.0.37), both supposedly fixing the damage (or rather the lack thereof) from air-to-air missiles on planes, but judging by what I find in games, it doesn’t seem so.

This week I’m using the Kfir C.10 for the air event, I only use Derbys and I find myself in scenarios like these more often than not.


I could argue that maybe it’s just bad luck because maybe it got notch at the last second, but the damage wouldn’t make any sense because the tail section is closer than the flap, but who cares.

But what in the what is this:


How can it be that 8kg of TNT from a missile just does THAT LITTLE damage to an Su-33 headon???

It is completely beyond my understanding how almost after every major update, developers manage to break something in the live when in the dev is working fine, and then, after TWO hotfixes these things still happen, but sadly i cant say that it surprises me.

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I believe they buffed the HP of jet modules, that’s why we’ve been getting alot of hits and crits but no kills.

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are these server or client replays?

I’m getting tired of that as well.

But back to the main topic, I’ve noticed that my MICAs albeit working decently, they do still land some crits from time to time, while the hits I’m refering were both fully on DL and under good kinematic profiles.
I suppose it’s either an unsolved modelling issue on the receiving plane’s end, or the spaghetti code did its thing on the missiles’ final interception phase on this patch.

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