That is not the FOV of the commanders sight, it’s narrower than that. Additionally, the commanders sight is pointed in the same direction as the gunners sight automatically when in gunners sight (in game, not IRL). So the Commanders sight is going to be aiming down in that image. Not only that, the commander sight itself isn’t what needs to see the missile, it’s an IR seeker that is pointed in the same direction as the commander sight that might have a narrower view compared to the commanders sight.
A tip for playing it in game is using the commanders sight and “commander aim mode” to guide the missile, just aim the commander sight up a bit so that the IR seeker sees the missile and then you can guide it back down and to the target.
A dirty little secret, is that ATGM’s require “gathering” time, which isn’t implemented in game. The Shillelagh for example had a mimimum range of about 700m as the guidance system simply couldn’t see the missile to correct it before then.
That’s ok though, as it would largely render ATGM’s in game useless so I see why it wasn’t implemented.
I don’t feel like people would even be able to kill with an atgm further than 800-900m anyway’s, whether it is a skill related issue or the surrounding’s / moment in time.
The sight has a horizontal fov of 38 degrees, assuming the aspect ratio similar to the BILL field launcher of 16:7 that gives us vertical fov of around 17 degrees, and given the clear ability of the sight to depress and elevate the fov shown in the picture (around 40 degrees), is totally plausible.
The reason why it is bugged is because the game doesn’t take into account the commander sight as the guidance optic for the atgm, but the gunner’s sight, that not only has much lower fov but is also positioned much lower than the atgm launcher (inside the gun barrel in the game) so when on a slight slope the missile flies up completely outside the gunner’s view but well within the commander’s view. This isnt an issue in other SACLOS atgm vehicles because their sights are positioned correctly, not inside the atgm tube or the barrel of a secondary gun.
and that is total, so from center of view to the top is only 8.5deg, meaning that if you depress the aim down more than that the commanders sight won’t see the missile aimed 0 deg forward.
the missile is RIGHT there yet it flies to space and explodes, what do you mean the sight won’t see the missile?
And it is not about if the sight sees behind a hill or not, the game doesnt care about that, if the the missile is inside the gunner sight fov, even through terrain, it will track, once it gets out of the fov angle of the gunner sight it will lose track. It works the same way for beam riding atgms, for example the bmp2m’s missile is limited to launch angle of the gun depression of the main gun, the commander sight can depress more but the missile wont follow it it will just go where the barrel is pointing.
If that is your issue then i would agree with you, but that is not what you have been saying. The missile should still be able to be guided in that situation as the commanders sight is above the hill and can see the missile to guide it even though the gunners sight cannot. But it currently can’t.
Probably because you haven’t activated “commander aim mode” . At least that’s what i’m guessing, will test soon.
I’ve jammed a lot of 10.3 recently and the 9040 has treated me good. It requires trigger discipline for sure so you can’t just spray and pray, but you should be able to kill MBTs with 2-3 well placed shot to the side. Frontal attacks are risky but I usually just shoot the cannon and that’s the end.
With the bushmaster variants I feel it heavily depends on the br. I’m trying out the mk iv and it’s a struggle, otoh I quite enjoyed the Finnish variant.
And afaik, those CV versions with heavy calibre guns are quite meta. I’ve not unlocked the 120 variant but I’ve only heard good things about it.