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Posted

This is not the first time it has come up, and every time it does come up, it is said to not be a bug. Can we at least get an explanation as to why this missile being unable to detonate and destroy a B-52 flying straight and level is not a bug?

 

The missile also needs proper Proportional Navigation, as it currently it is at 0.5 all the way to the target, resulting in a miss behind pretty much 100% of the time, unless you intentionally fly into the missile. Should it not instead try to fly ahead of the target and detonate to destroy it in a cloud of shrapnel?

 

This post should give more information about the guidance modes of the SA-2: https://forums.eagle.ru/showpost.php?p=4044289&postcount=6

  • 1 month later...
Posted

Bump. If this is truly not a bug as previously stated, can we please at least get some kind of answer as to why the SA-2 is not performing as well it's infamous track record in the Vietnam War implies?

Posted

Here's my post from some time ago.

 

SA-2 combo.

50000' Launch, 25 nm. (F-15).

40000' Launch, 34 nm. (ECM 21.0 nm).

30000'Launch, 25 nm. (ECM 16.0 nm).

10000' Launch, 19 nm. (ECM no launch / 6.5 nm).

1000' Launch, 8.0 nm (ECM 6.6). KILL. This is the only way to get killed. Head on straight into its face.

500'. No launch.

 

You don't need any countermeasures with this one, it will never hit you. Missile will always pass behind on a lag persuit. Devs say, "it's working as intended".

Found a plane it can kill. A-10 is slow enough for it to get near enough for the proxy fuse to go off, but not in a crossing situation. Load the Harrier with a decent weight to slow it down and it might have a chance. Pity such a good looking rocket, has such poor performance in DCS, despite having a huge number of kills IRL, maybe more than any other SAM in history. It had a huge damage blast radius, which increases with altitude, something that is poorly represented in DCS.

 

 

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ASUS 2600K 3.8. P8Z68-V. ASUS ROG Strix RTX 2080Ti, RAM 16gb Corsair. M2 NVME 2gb. 2 SSD. 3 HDD. 1 kW ps. X-52. Saitek pedals.


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Posted

I believe the reason it was marked as correct in the past is that this pure pursuit it does is one of several guidance modes. I’m hoping it’s expanded with all the other missile work that is happening

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Posted

Afaik, none of the missiles have prox fuses. They hit or they don't. That's why it's ''not a bug'', because it's not. A bug is something not functioning properly/as intended. Prox fuses are wholly absent, ergo working as intended within current limitations of the game.

Де вороги, знайдуться козаки їх перемогти.

5800x3d * 3090 * 64gb * Reverb G2

Posted

Missiles, do have proximity fuses.

 

 

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ASUS 2600K 3.8. P8Z68-V. ASUS ROG Strix RTX 2080Ti, RAM 16gb Corsair. M2 NVME 2gb. 2 SSD. 3 HDD. 1 kW ps. X-52. Saitek pedals.


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Posted
Afaik, none of the missiles have prox fuses.

 

Yes they do

 

They're a bit hit and miss but they're there - from my incredibly limited testing they have an approximate +/-45 degrees cone in front of the missile.

Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

Posted

Proximity fusing is simulated, at least to an extent. Missiles don't actually hit the target aircraft before they explode. I tested yesterday with an AMRAAM, in slow motion. Perhaps the fusing distance is lower than IRL, but that might be an intended decision, because of DCS's limited explosion modelling.

 

One issue that's been discussed before is that the fuse activates at a certain distance from the pilot's head, not the aircraft itself, leading to some weird occurrences.

The vCVW-17 is looking for Hornet and Tomcat pilots and RIOs. Join the vCVW-17 Discord.

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F/A-18C, F-15E, AV-8B, F-16C, JF-17, A-10C/CII, M-2000C, F-14, AH-64D, BS2, UH-1H, P-51D, Sptifire, FC3
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i9-13900K, 64GB @6400MHz RAM, 4090 Strix OC, Samsung 990 Pro

Posted
One issue that's been discussed before is that the fuse activates at a certain distance from the pilot's head, not the aircraft itself, leading to some weird occurrences.

 

If this is true (and it seems so) then I imagine it would severely impact tail-aspect shots, the missile might pass within it's fusing distance of say, the tail, but too far away from the pilot's head.

Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

  • 1 month later...
Posted

Just wanted to bump this and add I just noticed recently while tweaking the missile mod that the Nr_Max value or the max allowed G is set to 17 for the SA2 in game. This is well above its 6G rlf limit, and if you set it back to 6 the missile gets even worse! Hopefully ED will look into both fixing the Glimt and giving it half-lead/full-lead guidance. Along with the "K" aiming sub mode that prevents the missile from being dived into the ground.

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