I’ve seen you guys posting videos, I’ve not seen this happen myself.
It’s not lazy, it’s intentionally simplistic. It’s an arcade game.
I’ve seen you guys posting videos, I’ve not seen this happen myself.
It’s not lazy, it’s intentionally simplistic. It’s an arcade game.
then why are we here ? why do we bug report or search the net for free for documents and data about military data which we know are probably not there ? are you kidding yourself?
It seems to me you’re of the opinion that there should be absolute realism or no realism at all… perhaps not the game for you then…
I’m fairly open minded, I understand that they can have simplistic guidance code and still accurately model the missiles intended range, time to target, etc. I bug report despite the fact that it’s an arcade game because I enjoy the game for being that - arcade. If I wanted more realism I’d go play Falcon BMS or something else.
this is less than realism , if being arcade was the only reason for the game to be like this then why on earth do we have missile changes like ones on TOW or other ATGM or SPAA missiles is being produced??
why do we even have radar mechanics then? it is a arcade game just do : if locked =track . monopulse missiles being what they are is a bug and has been seen a recorded many times I don’t see why are you against fixes about it every times the topic is brought to light.
They plan on improving realism in area, but this is still an arcade game. That is why tanks slide to the left or right when a track is shot off in motion. That is why fighter jets do not suffer structural damage from over-G. Again you think there has to be a black and white side with a clear divider in the middle between arcade and simulator. This game is arcade, but it has realistic elements. It’s wonderful, and it’s why I enjoy it.
It was explained to you that it is not a bug, rather a by-product of a system they have made which they intend to improve over time. You could deduce this to an “intentional bug” or a “compromise”. The fact that we’ve gotten dev responses on this subject and you continue to act as though it’s a major concern when it really doesn’t affect players properly utilizing their missiles is… weird.
Python 3s are a different class, they are superior to the AIM-9L in every aspect
Python 4 are also completely different to the AIM-9M. They are much more maneuverable and have longer range
How do Python 4s have longer range?
Aim-9Ls have a range of 18km.
Python 3 & 4’s range is 15km.
That range is a bit understated, the Python 4 uses a much stronger motor. There’s a reason why they made a Fox-3 based on the Python 4
The Derby missile is physically larger & has far more fuel than the Python 4.
That’s true but it’s also heavier. Don’t forget that the Python 4 is still in active service so its actual performance isn’t accurate to what sites like Wikipedia might say
I’m not using Wikipedia personally.
On top of that, Aim-9M is in active service along with AAM-3, and a whole host of other older missiles, because they’re more affordable.
We’ll just have to wait and see how those missiles are implemented in game
The Python 3 and AIM-9L have approximately the same range but the AIM-9L is slower over the course of distance traveled in war thunder iirc. Both in-game share the same seeker as well.
The AIM-9L and Python 3 are the same in war thunder for the most part aside the acceleration and maximum overload (which is hardly ever necessary).
How much stronger could the motor be? The Python 3 and 4 do not differ much in terms of year of introduction that I could find. It also seems that the two missiles are the same in weight, and also that the Python 4 has a higher drag design nullifying some advantages in motor tech. So I’d have to see once it comes what the range difference is.
Python 4 should have a better flight computer that eliminates the shaking mid flight giving it a longer range than the Python 3 with a 15-18km high probability of kill range
Removal of oscillations would only give about maybe 1 km of extra range i would assume. In-game missile shaking in mid flight occurs in the last 1-2km of a missile’s flight.
All missiles in game generally have a considerable amount of shake
Even when the missile has plenty of energy? Show?
Heres a video from Mig23M testing the Skyflash SuperTEMPs max rear range at altitude in a straight line.
Where’s the missile shaking?
Try firing the missile at lower altitude at a target that isn’t moving perfectly straight