Yup, in game the realistic range for Brimstones is <5 km, above anything past 5 it takes way too long to get to the target and makes you vulnerable. IOG doesn’t really work on Brimstones either, once it loses lock it just drifts and falls out of the sky.
The KH-38s do not have inertial drift because their value is set to 0. The ML specifically can literally be fired exactly like a GPS only munition with the “turn laser on before launch” setting set to off.
It will only “drift” if you turn the laser on and then back off, as that disables the IOG, same as any laser munition.
What this means is you can fire it from well outside of Laser range as a high speed GPS munitions against SPAA, much like an ARM would be able to… Curious 🤔
I think the confusion here is that the footage he shows is from the live server. The Kh-38ML on the live server has an inertial drift of 1.25 m/s. On the dev and next update it will have 0.
SALH + GNSS weapons are configured a little different in-game. They initially can guide on GNSS (basically IOG anyway) but after loss of lock it switches to IOG. Where the weapon retains its current heading, so if it was maneuvering, it keeps doing that as well. So this GNSS change is pretty significant for the ML.
SALH + IOG currently do not turn back on IOG after loss of lock yes. Not sure how accurate that is though.
It’s dev. In fact you can see the version on the top right corner when I paused
I am aware
How does this make sense actually? Shouldn’t IOG follow where the laser was last? Yet it still drifted
ah
It probably should yes, but currently doesn’t, for weapons in-game.
In a Datalinked system it 100% should update the IOG, but I don’t think any weapon in-game would be included in that.
I only just noticed you turned on the laser. It should still technically have 0 drift, i think, unless the code for the ML is still in the old configuration from when it was SALH + IOG only.
You can test it by turning on and off the laser (granted the missile is within acquisition range) whilst it’s maneuvering and see if it holds the maneuver. Things like LJDAM or EPaveways do that for instance.
If that seems to be the case, it may be that in the video, it acquired the laser, made a correction upwards too much, and so made one downwards again, but the loss of lock at that moment caused it to hold that wrong heading as it hadn’t stabilized yet.
I only know that for LJDAM, when it loses the laser, it will switch to IOG with newly calculated coordinates from the laser. But the enhanced paveway does not, and instead either reverts to old GPS coordinates (if laser was very brief), goes ballistic or retains current velocity vector.
So just kinda shows it depends on the system. I haven’t found sources on the loss of lock logic for things like Brimstone or Hellfire, but likely those are more sophisticated than enhanced paveway (I hope…).
This video (not mine) from few days ago when Kh-38ML IOG drift change was first documented
Do the same test the missile lock the target and leave the laser off and see if it drifts and misses that time.
Wouod be interesting to see
I’m confused, on GNSS mode? GNSS works like any other GNSS if that’s what you’re wondering
Would need to do the test on the live server vefore GNSS is added to see what the drift is like from just marking the target and giving no additional guidance.
people are talking about GNSS like its the boogey man, since it was added i died to GNSS weapons maybe 3 times, and each time it was because i was sitting in spawn and not moving the whole game
The issue is that all gnss based weapons are quite slow. The kh38 is the only outlier. We’ll have to see how it performs when the update goes live
its just gonna be the same tbh
gnss dont add much from what i see really
not nerfing it is what pmo, its way too fast and too hard to intercept
you can already see that in the live server with the kh38ml , i dont why people want to use kh38mt as grom 2s when groms 2s are better for bombing bases.
I’m not very hopeful for these new systems is this is what it looks like for Pantsir, the best SPAA in the game…
Still a beautiful sight to see though, hate them so much.
pantsirs missile pull like 20Gs max in game , beyond 12km they pull between 3-10Gs. SLM is much better upto 12km , but beyond that it loses its energy which may get fixed if they fix/buff its speed to mach 3. with the SLM u can easily intercept munitions and protect yourself and importantly your team from enemy missiles and any aircraft closer than 8km will die. i think the SLM will easily dethrone the pantsir.
I remember playing on the F-15E and throwing a GBU towards the respawn at the nav point, I didn’t even know what was there, and got X5 for destroying the armor. There were 5 of them at the respawn. I don’t know why they take so many Pantsirs.
I think it would be ideal to introduce Pantsir SM in a couple of years.