there arent many missiles in warthunder that can consistently hit their max G load because of this though, if a missile aims to always hit its maximum G load itll just bleed all its speed (assuming that it could even remotely hit its maximum G load at its current speed)
? I was just repeating what you said about AOA for G load
they arent very different, the only difference is that a missile in theory could always hits its maximum AOA regardless of its speed (even to its own detriment) but if it doesnt have enough speed a missile will never be able to hits its max G load
Statcard max G is a misleading statistic to begin with, it’s functionally worthless. The missile spreadsheet doesn’t have info for “actual practical G load maximum limits” but someone should probably test that so they can add those.
Also, the statcards regularly just outright lie. At least one weapon is stated to have ~15G maximum but actually in files it’s hard limited to 10 or less.
I can say CAMM/CAMM-ER are also not pulling over 25G, yet that is not something that can be reported, as Developers say it can in some unspecified and unknown scenario, that i was unable to recreate at any point.
They have some internal overload calculator which seems to be very very wrong
Maybe it aerodynamically can pull that but the autopilot can’t (Very common for missiles to have really poorly configured autopilots as demonstrated in the video on the original message)
Anyways, uh, yeah, besides the statcards being wrong, the actual replay view also is. Even testflights have server desync, so the only actually accurate replay data comes from user missions.
For the actual point of this though. Yeah, statcards aren’t really accurate. Fin AoA, fin size, and fin distance from CM are all much more important.
I stated as much in the bug report , but the falcon derived missiles are all underperforming in G-load, mostly because they are only allowed 9º of AoA when various SMCs suggests a maximum of 29º, if you discount the autopilot tuning. The real life aim-4F and aim-4G would orient themselves to maximize dual plane manoeuvring, but even if you take away that feature their ingame counterparts have a third of the turning ability they should have.