Ive skimmed through the thread and I see alot of references to the DLZ, NEZ and long range shots.
1st) The DLZ is totally worthless in DCS. Learn by trial and error the lethal ranges for different missiles in DCS. When I look through the Hud I no longer see the DLZ, its filtered out by my brain as clutter.
2nd) In DCS the NEZ/RTR (the trIal and error one not the DLZ) etc are not even close to a guarantee of a kill. It is merely the range the bandit must immeadiately respond to your launch at, nothing more. Notching, CMs, line of sight, netcode, and blind luck cause missiles to miss. When they are notched they have this silly habit of pulling away from the bandit. It looks stupid, but it doesnt really matter,that missile is wasted.
3rd) it is very easy to drive missiles into the ground by pitching down. This works even at 4nm. The missile makes an exaggerated lead pursuit manuever when its already low driving it into the ground. Frustrating, but possibly not that unrealistic since as far as i know A2A missiles dont have radar altimeters or terrain avoidance. Of course most A2A engagements dont happen at 50ft in real life.
4th) Some of the ranges discussed in this thread are hopelessly optimistic against experienced PVP pilots. 120 and SD10 20nm kills just dont happen unless someone falls asleep or does something stupid. Most kills are when the missile motor is still burning. On the deck that would be 5-10nm. In a well fought squad match you can expend almost all your missiles at that range and perhaps achieve one kill. That would be considered a good result. In a busy MP server it is potentially easier because of the general disorganisation and varied level of pilot skill.
In essence, ignore the DLZ, and recalibrate your expectations.