Since aircraft in game get G-Limits +50% shouldn’t missiles as well? Why are missiles limited to 30G but the pilot can pull 16G in a Mig 29 to avoid it? It should be +50% for missiles if we are going to do it for planes.Their are other issues as well:
No boresight mode for the Sparrows or the Sidewinders.
The Aim-54C has the wrong speed.
Phoenix and Sparrows radar not triggering/tracking correctly.
Sparrows detonating with “lock loss” when they shouldn’t be.
“Wahhhh Wahhh my missiles don’t give me guaranteed kills!!! Gaijin pwease buff the F-14!!!”
Buddy, radar missiles are currently overperforming ingame and should be nerfed. There are a couple of ways to do this, one of the better ones is the proper implementation of multipath propagation which will make the majority of radar missiles track worse in lower altitudes and make chaff a lot more useful than it is now. The US especially is currently overperforming af, and yet Gaijin keeps giving them and the Russians a new meta toptier jet EVERY SINGLE FUCKING PATCH while leaving the minor nations with half-baked vehicles or utterly fictional vehicles like in the case of the F-16AJ as a whole or the F-16D Barak II’s completely incorrect weapon loadouts.
Most of those already have bug reports submitted and some even acknowledged. The problem is the devs literally dont believe the reports or the documentation provided.
The image i just posted was from the AIM-54 thread where Ialong with multiple others were directly arguing with a dev who categorically refused to believe the AIM-54 was good at anything but hitting bombers at long range.
I don’t think that you can make the claim that it’s “usually” the case. Even if we talk exclusively about missiles, there’s several things that show otherwise.
The lock-on range of MANPADs against things like helicopters seems to be super far from the “ideal” case, and remains so despite the numerous reports about it being incorrect. A source was provided by Sarrazin that had a direct figure for the lock-on range of the Mistral against a target with thermal suppression, yet we can’t lock targets that have exposed engines at the same range.
The missiles that top tier SAMS carry like the VT1 never hit the ideal maximum G limit even if steered incredibly aggressively.
The photocontrast on the Strela / Type 93 missiles seem to work in the worst case scenario possible. Missiles fail to track easy targets for seemingly no reason.
Stormer HVM doesn’t deal anywhere near the ideal amount of damage or have the ideal amount of guidance. You can see players land repeated strikes on helicopters, which doesn’t deal enough damage on the first pass, leading to their death from a retaliatory ATGM. The penetration of the Stormer HVM carried Starstreak was nerfed to haveless penetration than the helicopter variant despite being the same missile (not sure if this one has been fixed).
TOW-2Bs have almost a worst case penetration due to not having the dual warhead being modeled, resulting in ERA randomly eating the damage.
That’s just to name a few. Which I think contributes to @DirectSupport 's point that they need some rework to missile simulation.
Because of realism. The maximum g listed in an aircraft’s manual is the most the pilot is allowed to pull, it is not the g at which the aircraft will experience structural failure. In the US it is stated in law that aircraft must have a factor of safety of 1.5 for g limit (i.e. be able to endure at least 1.5x their listed maximum g load before failing); most other countries mandate a similar factor of safety. That is why gaijin multiply the maximum allowable g by 1.5 in game. Missiles on the other hand generally do not pull more than their listed maximum g (some can under some launch conditions, but nowhere near 1.5 x).
In short: aircraft being able to pull 1.5 x the g limit listed in the manual is realistic, while missiles pulling 1.5 x their listed g wouldn’t be.
Yeah, there’s alot that needs fixing for radars and missiles.
Bringing F or M Sparrows has been mostly useless because even maintaining hard lock they either spontaneously blow up or miss the target entirely. Forcing IR only loadouts which is not optimum for top tier.
The dogfight mode is irrelevant, it should pull max G to intercept upon active seeker lock on target. All ARH missiles should be able to be spooled up on the rail and use their seeker like an IR missile currently can though.
Multipathing is a greater issue for SARH missiles I presume, it’s possible a missile with a ARH seeker could do better calculation for multipathing, right?
It does not have NCTR as you’ve been explained multiple times, and I am not certain about it’s capabilities for STREAM RAID.
It’s missing a reduced smoke motor, not a smokeless motor.
@ofekk213 imo they don’t approve most Russian reports without very solid evidence and their standard for what is a good / bad source is pretty standard. American stuff hast he most available information and as such gets approved a lot more often. When it comes to what is implemented into the game and what they think is balanced… it goes back and forth between Russian and US stuff most often.
Multipath is indeed modelled incorrectly but pulse dopller equipped missiles should have no probem with static ground. Multipath is explained here : Multipath Height Finding Method - Radartutorial
The reason for missiles going under is because they combine the fake and real return and go for it. Ground clutter plays no role.
Ground clutter is when radar beams return obscured because they hit the ground and get messed up due to ground noise, an issue Pulse Doppler and MTI bypass. The reason PD and MTI counter ground clutter is that they ignore anything that isn’t moving from their prespective, hence ignoring any radar beams that return from non-moving objects.
Ground noise absorbtion is when you fly so low to the ground that your aurcraft is engulfed by the passive ground radiation. In that case, the radar can clearly see the target, but the missile seeker is receiving diffuswd radar returns due to the passive ground radiation. The counter for this issue came very late with inverse-monopulse seekers, which Gaijin did not model likely for balance.
A proper implementation of multipath propagation would make it so eariler radar missiles would have trouble tracking below 3000m due to ground noise effecting the seeker of the missile, so evasive maneuvers and chaff are a lot more useful against them and you can’t just launch one from 4km and expect a guranteed kill.
So many people get this wrong, I might make a drawing to differenciate and explain the two…
There is a severse lack of information provided in the game regarding the way radar’s/missiles ect work. I see guys daily asking why chaff didn’t work in a PD lock. When you explain you need to notch the radar in order to lose this lock they’ll ask what a notch is. Even if they notch, they might not know that some aircraft can switch from a pd track to a normal track and need to dropp chaff in order to have a chance to dodge the missile.
So I think it’s also important to make a dedicated tutorial explaning to people to how the radar mechanics work on a level so they understand how to avoid getting hit. Because if the sarh missiles will track below ~30m a lot of people will complain they don’t understand why they suddenly get hit by it while hugging the ground. As they probably won’t read the forums or watch video’s ect, they need to be provided the necessary information do adapt to it. Especially once fox3 missiles will arrive into the game.
I think that brings the issue back full circle though. iirc, gaijin did make a “radar missile tutuorial” but all they said in it was to fly low to the ground to avoid radar missiles… So its intentional
That’s sad. I really think to many people just don’t bother going to other places to search for information other than using ingame infomation. I think there would be a lot of content creator’s out there able to make a good tutorial for Gaijin. But saying that go to the ground to avoid radar missiles is indeed running around in circles…
I checked what you meant on the internet and I think I understand.
AIM-7F’s seeker should get “overwhelmed” by non-moving ground (idk why since it is not moving).
And AIM-7M should not because the ground messes up polarization or something. Which also automatically means that multipath is no longer a problem.
AIM-7F should not “hit” but get close enough to kill. And it has no problem tracking below 3000m. The issue is if it has ground in it’s line of sight and is reasonably close to it.
Nah, that was the poll on the thread that started the push to change the repair system from the average SL per death to the rank base system we have now.