Things like TOW missles still almost drop on the ground when you fire them. Like, watch a video of this thing launching a missle. There is you prove, now please fix this. Its one of those things that been in this game way to long. Please dont always take 4 years to fix something. I beg you.
If I had to guess it’s due to a combination of;
- Poor low end modeling of the mapping of the lift at low speed & Angle of Attack
- Erroneously low ejection velocity out of the tube
- No Control surface lockout post launch , combined with improperly maintained guidance Null consistency between the Tube and Sighting system and the interaction between it and the fact that the gunner sight may optionally either be from the barrel or realistic (not necessarily the correct optical aperture, pending the actual vehicle in question).
- Low tick rate of servers leading to poor polling rate for point of aim calculations.
Basically a lot of energy is wasted by the missile trying to immediately correct positional errors that shouldn’t actually exist but only occur due to Gaijin’s own implementation as abstracted, the Gunsight is taken to be the reference line of sight and the parallax of the TOW not being Gun launched creates a significant initial offset that is corrected.
Further there is probably grounds for a report using FM-3-22-34 / FMFRP 6-90-1, Tow Weapon System, Paragraph 17. & Figure A-1
To prove that the dip is vastly overstated as it is supposed to be able to (near) always clear the ground if provided 18-30" (0.46~0.76 meters) of space. where in game it has a fair chance of a ground strike if launched at a level target even though the launcher is about two and a half meters (98") off the ground.
You’re using gunner through barrel sight, which is lower than the sight that Gaijin intends you to use.
There is nothing to fix, TOW missiles drop correctly when using the correct sight.
It was fixed over 2 years ago; and fixed again shortly fixing SACLOS missiles as a whole for being too maneuverable and unrealistic.
Edit: @tripod2008 All dropping correctly.
M901:
M113:
Desert Warrior:
But that is the issue, in and of itself, why is there suddenly an induced parallax error and excessive drop using the gunner sight?
Shouldn’t the true point of aim of the system remain the same regardless of which sight is used? Its not as if the system proving angular error correction to the missile has access to the gunner sight optics to permit it to perform corrections using its FoV.
I get that due to the fact that the since both sights’ geometry probably doesn’t converge (I haven’t actually confirmed that this isn’t the case) at some distance the sighing cross would not be at all a useful reference for the other weapon system. So it becomes an issue on Gaijin’s end that neither the supplied or constructed sights provide a reference point for the alternate system. and that switching between them is not able cycle though the sighing apertures as a gunner / commander could IRL.
Would probably be best to test in live gameplay(and using Gunner-sight option toggled off), not the test range since it’s likely that polling rate of the servers & ping have some influence over the flight characteristics of missiles. which would be what is being accessed.
There isn’t. Look at the videos.
Also gunner sight toggled off would be bad-faith lying so I won’t do it.
Vehicles are supposed to function realistically, which means with gunner sights, not barrel sights.
Balanced for barrel sights would be incorrect and I would bug report it myself.
That’s fine, it’s more so that there should be no difference in point of aim (or flight path caused by parallax) regardless of the use of the Barrel or Gunner sights and the fact that there is, is the issue. Since the guidance null the missiles should be tracking is generated (on the Bradley) from the ISU (Integrated Sighting Unit) not the player’s line of sight.
The “beam” comes from the sight you use.
That itself is incorrect, but probably more of a fact that WT doesn’t use PIP for sights.
WT not using PIP for sights is why Type 90 and Ariete have incorrect zoom amounts.