Overall drag in game seems to (greatly) over exaggerated on most missiles. Gaijin seems to think that most missiles fly with air brakes and a parachute deployed.
This is annoying, but it’s the same for everyone, and reporting it is impossible, as you would need exact data in specific time point, that is impossible to get when it comes to modern systems.
And then comes the SM SV, that seems to take all the rules, and tosses them out of the window, with once again no way to report it, as data points are not available. Even if we consider obvious thing that most missile in game should retain much more energy than they do now, Pantsir retention is irrational.
“On December 11, an Aster 30 ground launched medium range surface-to-air missile underwent its first validation firing against a real target. The interception occurred at a distance of 30km from the launch point and at an altitude of 11,000m. The C22 target was flying at Mach 0.84. The Aster-30 missile climbed to an altitude of 15,000m before intercepting the target head-on and from above at Mach 2.68.”
Speed divided by 2, not a small underperformance. 1430 km/h the missile is basically dead. I mean would he not be head on for test purposes he would have avoided it by accident.
2860 km/h / M2.68 however, now that’s an other story
But yes it seems all missiles (except Buk and Pantsir) have this issue. Even when it’s bug reported, it goes to suggestions and stays idle for a decade
Drag in game in general is just extremely overstated across the board, its still crazy to me that they still give certain missiles extra thrust to counteract the terrible drag modeling.
Meanwhile Starstreak with roughly the exact same concept (hollow pre-fragmented missile body designed to break up when the fuse is activated) is limited to an arbitrary 30mm of kinetic penetration at all distances.
Consistency? What’s that? Some kind of new food or something?
AGM-65 with more drag than a parachuting pilot in the corner :v
i saw those people a few times, but i think they just have used auto guidance(WITH lead), its insane to say the least, a very easy way to notice the difference is with bad missiles such as the rolands(i never played it but i imagine the tunguska wobbly missile also applies to this having faced alot of em sometimes maneuveras dont do crap sometimes im invicible), you will instantly notice the missiles hitting shots you would have never hit yourself, the mina culprit here is likely the instant reaction to the movement of the target, also quick thing if you get your turret drive disabled the missile guides fine in auto guidance(which idk about being realistic for things like pantsir and tunguska, but for roland 3 which as SARH missile irl it should work like this).
and yeah i have used the the tor and hq16 quite bit now and with auto guidance + lead you are NEVER dodging those missile withing range with any sort of maneuvers. you either break los or die.
They indeed do. If you go into replays, you can see that when youo switch to third peron view (when in radar mode) there are lead indicators for each individual target. (Again, the system is supposed to do all of that automatically anyways)
Pretty much yeah, the radar indirectly buffed all SACLOS based missles. Though this is how they should’ve operated from the get go anyways, but yeah. Pretty sure that’s the reason Russia vested so heavily into track radars so early on, better at resisting jamming, higher hit probabilty if they’re already in visible range.
And even if it will get it’s fix you know what they would do? Just shift the acceleration graph. It would reach 2.6km in 7.3s, but the time to reach 3km would be like 5 business days and a coffee break.
Why would they limit a radar that all SAM systems have just to multi-vehiicles…
The radar screen is effectively what any Anti-air system would be seeing, I’m not sure if you’re suggesting that only certain vehicles should of got a capibility that everybody with a radar universally has…