Why do TOW missiles not track to the center of the crosshair?

Actually no, I gave it a test and the BMP-2M missiles also seem to sink slightly below the crosshairs, though less pronounced than with a TOW. (I turned on thermals to make it easier to see the tracer).

1 Like

Yeah it might be what WalletWorrier said about the missile “correcting” for its slow speed by pointing slightly up. I just was under the impression (completely self-given) that they just wouldn’t model it that way. I also don’t have a Konkurs to test so I can’t comment on that.
But if it is modeled in that way, it is a little misleading because obviously the flare/engine sits below the crosshair and there’s not much that can be done about that besides switching it back to the “old” flight model. Not the missile controlability, just the pointing slightly up.

From my understanding, although keep in mind I have not researched this at all, the missile should have an initial “boost” phase and then a second “glide” phase, as it seems unlikely that the rocket motor burns the entire time the missile is in the air. But I have no knowledge of the TOW tests or anything like that so I can’t say for sure if that’s how it works.
But it also doesn’t help that the TOW has to “recorrect” for the center of the crosshair if it is launched off kilter, like on the Bradley or M901, which means that it goes a bit out of control for a second until it lines up.

1 Like

Yeah I’m not entirely sure either, since it seems to be flying below but hits the aim point anyways, it’s quite confusing.

And yeah most ATGMs are modeled weirdly, they shouldn’t have such a big drop when they fire afaik, the initial launch motor in the TOW provides more than enough energy to keep it relatively on course.

And the correction is the main cause of the weird behavior of the TOW, since it tries to align itself with the gun barrel sight. Before the physics change this was nothing noteworthy, but since then the correction left/right throws off the missile for a short while since it keeps overcorrecting and fighting inertia. It is a game-wide change though; even the BMP-2M’s missiles can be seen flying left/right and down, before pulling right/left and up to try to come back to the crosshairs. Gun launched ATGMs escape some of this jank since there’s no horizontal difference luckily, but even they still have a drop upon firing.

3 Likes

I wonder if it still behaves weird if you are using the “camera from gun sight” thing. IE. the actual sight and not the gun barrel. Something to test.

Really quick edit lol I did test it. Only once though, so take that as you will. Initial shots are for proof that I am indeed shooting from the gunner’s sight.

Second edit lol
Searched up a video explaining it (TOW)

Grabbed this screenshot from what I presume was a test firing. The missile IRL does indeed come in at an angle, so props to them for modeling that.

It does also seem to sight barely below the “crosshair” (at least on the tripod/single tube launcher they were using) just like it does in game, although it’s hard to tell because of the video quality.

2 Likes

if you switch to the gunners sight (at least in the bradlys case ) the TOW’s actually do follow the crosshair

1 Like

There is no keybind to do this.

there isnt, you have to change it in ground vehicle settings and it affects all vehicles

1 Like

Yes I’ve used it before, with the Bradley specifically at 8.3 as it lets you have better depression for shooting the missile.

Without a keybind, having to go in to settings to hot swap for accurate firing is not a workable solution.

I think I can answer the original question. It’s not only the TOW that is impacted, but all missiles. The issue lies with servers being pretty bad or internet issues. The thing is, the missile does not follow the crosshairs itself. It follows a point that usually should be your cross hair, but instead of being infinitely precise, that point can only move in small increments. Because of this, when moving the cross hair very slightly, you’ll see that the missile kinda jumps from one point to the other.
I have fiber optic for the record, and only have this bug every so often (especially when I’m in a non European server, since I’m EU based). But a few months ago, when I was still on ADSL, I had this issue pretty consistently.
There’s sadly nothing to do other than hoping that gaijin tweaks either the servers or the mechanic

Edit : you also can’t reproduce this issue in test drive. That’s because it’s only when you are on a server that you get this issue

2 Likes

They do model missiles gravity since a few years ago.
There has been more issues since the guidance rework including the one mentioned above that straight up makes it nearly impossible to aim pass around 1500m

I generally don’t like ATGM vehicles since they changed the missiles. There’s already lots of maps where they are almost unusable and naturally APFSDS is going to outperform in most cases. Add on to that the missiles are falling out of the tube and have wildly inconsistent damage, they’re harder to use than cannons now. I especially am frustrated with the TOW2B because its real world performance eclipses what we see in game.

1 Like

Seems like most missiles don’t track the center of the crosshair, but its very inconsistent. I usually find myself aiming above what I want to hit.

This is especially noticeable when an enemy is behind a hill or some other cover. Is this just due to weird placement of whatever component is “guiding” the missile? For example, use the missile on BMP-2 or Marder seperately, and its seems to actually be guided by the cannon sights.

its in options its not a key bind

ummm that might be your system, I’ve never had that issue

It’s dependent on the internet connection and the server mainly. This usually only happens at longer ranges where precision becomes important

you playing on PC?

yeah of course.
I’m not the only one with this specific issue that has been here since introduction of new guidance mechanic.
You can look at this video which explains everything in details

It’s seems to me that’s it’s more of a floating point position error when the Server/Client communication is not good enough, aka when the internet is bad or when servers are struggling

1 Like

explains it, for some reason PC players experience connection issues like 100x more than console players

also, the video is shows normal tow behavior as they actually made them do that but it should only do that for half a second or so and then switch to soclos mode. that said though the tows do act like that when fire from a helicopter.

Tow should more or less oscillate around the crosshair. As of now, the issue I showed you is that the TOW only goes at discreet directions, which make it extremely hard to hit between 2 discreet positions. I did not record it, but Yesterday I had massive issues hitting a Maus at 2.3km using the AMX10 ACRA since my missile only either went for the left or the right track. There was just no way to hit center of mass unless with a very carefully timed switch between 2 different direction right when the missile arrives at the target