Why is the Stormer HVM so bad?

Not to be rude but this is a you problem I’m hitting MiG29 F14 etc pulling hard quite often all the way out 7km yes it’s harder at close range like upto 2km but it’s easy as hell at 3km. I’ve got nearly 2000 air kills in the stormer

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Yes it would and in the video it looked like it stopped spinning but that could be due to long distance which made it look like it wasnt spinning.
But the thing is if the projectiles stop spinning they will slowly go away from each other.It could make the gameplay more difficult.
I dont get your point, do you want it to stop spinning before hitting a target? It would only make it harder to hit small targets at long distance.

Why would they do that ?
Each dart has its own guidance, all 3 following the same guidance beam. they would fly in close formation to the target regardless the distance.

Darts separates from the rocket engine 400m from launcher, from that point darts are fully maneuverable.

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Yes that’s when the separate but they aren’t much use until about 1.4

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That video is using a clip from this:

This may provide more useful info to you.

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You are right though back then I thought those darts werent guided after the detachment

Are you taking about game or real thing?

In game

Great video, thanks for forwarding. Probably won’t count though.

@Gunjob This video shows a few problems with the implementation of Starstreaks in game.
At 7:05 he mentions how the laser grid for guidance is low energy to avoid detection by the enemy, but I’m fairly certain it triggers helicopter LWS?

It is also shown that the three projectiles do not continue spinning after releasing from the second-stage rocket, which is just burning kinetic energy for the sake of it. Inertia will make them continue spiralling for some distance, but they aren’t actively forced to fly in a spiral.

Finally, there is absolutely no evidence of the ~2km minimum launch range we currently have in game. In fact I’ve found sources which suggest the minimum range is less than 500m, and that 7km is the maximum effective range, not maximum absolute range. There is no evidence I’ve found that the projectiles explode after travelling 7km.

https://ftp.idu.ac.id/wp-content/uploads/ebook/tdg/ADNVANCED%20MILITARY%20PLATFORM%20DESIGN/Janes%20Land-Based%20Air%20Defence%201992-93%20by%20Tony%20Cullen,%20Christopher%20F.%20Foss%20(z-lib.org).pdf

I guess you can compare the information this book has for other weapon systems to see how reliable it is.

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This paper also mentions the low intensity of Starstreak being enough to not trigger LWS
https://indianstrategicknowledgeonline.com/web/isbn9512275465.pdf

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That is patently not true. I have had over a hundred reports closed with fixes in place.

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Maybe not all of the technical moderators are as diligent.

Do you have any thoughts/feedback on the comment I made above on the video and book relating to the starstreak behaviour/stats? Currently in game the minimum range is an order of magnitude larger than it should be.

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Depends on the issue in question
Some stuff is easy “that track is Running Backwards”
Some is more difficult
And some is impossible
Strv 103 Internal armor was changed to 10mm without any source
And here they are just asking for classified information same for the hstvl

Can’t imagine what would happen if someone slipped and changed the challengers 2 black knight armor to aluminium and then you need two documents saying to opposite (for the black knight only) to get it Fixed

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Minimum range from boost to maneuver is around 600-800m. I haven’t had a chance to catch up and read them is it much shorter that 600-800m?

I mean, in your screenshot the target is at 1.25km moving slowly (helicopter) and the projectiles are still not getting on target. That’s with you leading the target by a substantial amount - something you don’t have to do in real life but GJN have not modelled the LOSBR correctly.
Yesterday with the AH Mk.1 I was consistently missing a stationary light tank at 2.1km. The missile/projectiles just start tracking far too late/ineffectively.

In the book they claim an effective range of 300m - 7,000m. Even if that’s optimistic, currently you’re lucky to hit something within 2km, and it’s a total fluke to hit something within 1.5km. There are plenty videos online of Starstreaks hitting targets less than 2km away.

Aside from that - that the projectiles explode at 7km in game, which there is no evidence of in real life, giving it an artificial max range. They also claim “effective range” is for hitting a 9G manoeuvring target (which currently it will miss most of the time at any range, as GJN thinks this weapon is only for helicopters for some reason). The guidance laser also shouldn’t trigger LWS, but it seems like it does in game. Wouldn’t be surprised if the three kinetic projectiles are also triggering MAW…

If these are balancing decisions whatever… but why bother adding in extremely watered down versions of British weapons when they are happy to have weapons like Vikhrs vastly over-performing their real life capability?

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Problem with minimum engagement ranges is it doesn’t tell the whole story. If you look at firing envelopes for missiles, the closer the target is the more restrictive the target parameters are.

So with a head on shot it’s more likely a 400m minimum engagement range is valid. But against a target moving abeam from the launcher at speed. Not so realistic. And since the Starstreak doesn’t manoeuvre at all until the boost phase is over, a target moving abeam to the launcher will need to be lead by a significant amount. Now if the FCS accounts for that is another question and if that can be modeled in game is another.

Since the gun sight in game currently points the launcher exactly at the sighted location and isn’t automatically leading the launcher you would need to manually do that. Accounting for the boost phase and direction of flight for the missile and then the amount of time you will have to manoeuvre.

Edit: cleared up some phone typos

Sure. But the Starstreak currently misses stationary/slow targets at less than 2km. I don’t see how that’s a lead problem.

From Jane’s land-based air defence review:

image

Could you provide a source for this? The starstreak projectiles steer themselves by rotating and tilting fins on the front of the darts, which are in airflow for the entirety of the launch.
image

0:30 onwards you can see how short the boost phase is. Even if it doesn’t manoeuvre during the boost phase (unknown) and even if GJN aren’t able to properly model the FCS lead/elevation azimuth adjustment, I would still expect the projectiles to be able to get on target within 2km when the boost phase takes up such little distance. The projectiles are clearly nowhere near as agile as they should be, and they are also bleeding energy far too quickly, likely due to the forced spiralling which they don’t do in real life.

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If you want to formulate this into a report I will forward it.

I’d suggest trying to find something other than Jane’s, as that is not considered a reliable source by the devs.

Yeah issue is there isn’t a huge amount of information that isn’t restricted.
What’s the policy on submitting video evidence? For example the videos showing that the three hittiles shouldn’t be using energy to actively stay spinning in formation?

I’m also not sure how/if it is possible to prove some things. Three kinetic projectiles not triggering MAW is common-sense in my opinion, as to my knowledge no helicopter in the game is capable of detecting rapidly moving projectiles without the signature from a rocket motor.

It’s a shame they aren’t transparent about what sources they used during development, but we all know why this is the case I guess.

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Video evidence is fine. You should include time stamps and snippets if possible to help the TM team find the bits in the video you’re referencing.

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