this was a clear day XD
@SlowHandClap If you or other community members would like to test the engagement zones here they are;
The scales make it a bit of a pain in the arse.
Is this on the dev server?
This has been in production for a long time now. It was changed around xmas I think.
What is it that needs to be tested because I’ve basically been playing the stormer exclusively since the changes and have racked up about 250 air kills, i assume it’s about the minimum engagement range feasibility in game currently?
Look at the engagement zones and try to kill targets that meet that criteria.
In my experience anything under 1km is almost no go and basically garenteed to miss, but i will have a look at this properly later
Unless it either a slower moving heli or a jet coming straight at me. I generally wont bother even trying to hit anything within 1-1.5km currently. Maybe even more like 2km
Hitting aircraft within 1 km most of the time is luck. You need to lead the target, and there’s no time for adjustments. If there were a lead indicator like some SPAAs have, perhaps targeting them would be more feasible.
All the engagement zones are for head on engagements, due to the boost stage abeam targets are the most challenging.
Yeah, that is the issue
The problem is even with head on engagements due to the missiles drop gaijin have implemented it’s always slightly lower than what it seems. It’s not as noticeable as in atgms but it definitely messes with the accuracy of the missile, especially within the 1-2km range.
Yeh thats not possible because by the time the boost stage is finished and it breaks off for you to gain control of the missiles it’s already essentially gone past the target or its so close it’s too late to be able to turn it into the path. With helicopters it’s 50/50 jets it’s not even worth firing in most cases.
Yeh i agree, the boost stage has no control so will obviously straight line near the target but by the time you gain control of the missiles it’s past the target. It’s extremely difficult to flick it into a close target even helicopters hardly moving. I dunno what the solution is here, i suspect it maybe should have some directional control from launch no only once it’s separated from the first stage?
the only thing I can think off is some kind of lead aid, so that you know how much you need to lead before firing.
which I think is something it did automatically IRL
Yeh more than likely, it would certainly help
I mean im only messing around in test drive but this’ll give u an idea of what its like with head on attacks, this is just a slow AI jet and i kept going to give you an idea of what its like to hit a heli and close range whilst its barely moving past. Imgur: The magic of the Internet
@Hartsy1 @Morvran @xfgusta @Renamed62266
I think this second image is probably the most useful. 200 m/s is 720 km/h. So this image would imply a target flying 720 km/h perpendicular to the launcher should be in the engagement zone after ~2.5km. There is no way it’s achieving that in game at the moment. A low level Su25 would be going around that kind of speed, and it would be a complete fluke if I manually led it and got a hit at that distance.
edit:
Your video Hartsy shows that even at targets slower than 100m/s it’s completely underperforming at short range.
In this case, you would have to lead the target. You need to maintain the aim ahead of the target. That’s why, I think, a lead indicator would come in handy.
I know it was exaggerated by not moving the mouse at all. but you’ll see you have to lead with the aircraft basically off the screen.