The aim4F falcon should get a very tiny proxy fuse to acount for server desync

before anyone comments, keep in mind this post is for the radar guided falcon, not the IR guided one, now. let me explain.

so, the aim4F is mostly fired at front aspects, compared to the IR guided falcon the radar one usually spends less time on the target wich means that the missile will phase through the enemy dealing no damage/ not detonating 9/10 times, even if said enemy is flying straight without evading.

example:
{DD612DAB-9E9B-4419-AF87-77189B81900A}


clear hit, missile flies trough not exploding.

my solution would be to give the falcon a 1/0.5 meter proxy fuse, this should acount for server desync, making the missile at least usable

this is an every missile issue bro. its worse with high ping

i have spoken with other people that have told me they have the same issues with the radar falcon, so i know i’m not the only one

Yeah, seen the same happen with Brimstones vs Helis and Starstreaks.

A micro prox fuse or larger hit box probably wouldnt go amiss for any such weapon

2 Likes

it’s just funny to me that a WW2 missile, the X-4, has a pseudo-proxy fuse, while the AIM-4 doesn’t.

Honestly, given the way warthunder seems to be coded I wouldn’t be surprised if contact fuses are in reality tiny proxy fuzes the size of the missile’s wingspan, much like fighting games decide damage through collision boxes rather than actual sprite/3d collisions. If that is the case, your suggestion is already implemented, in a way.

Plus, the main problem of the aim-4F compared to it’s Aim-4g brother is that it literally stops tracking the target within 150 meters of it like all other pulse guided missiles in the game, but without the proxy fuse or speed than can make up for it. If they fixed the pulse guidance issue they would be a lot more useful.

https://community.gaijin.net/issues/p/warthunder/i/Ihcydxz49hrw

Well there are good reasons why the aim-4s weren’t designed with proxy fuses in the 50’s, it’s just that in warthunder proxy fuses are modelled to work perfectly no matter the situation to avoid having players complain (too much) about unfair randomness.