CrypticVillain Posted October 4, 2020 Posted October 4, 2020 So I know there have been lots of posts about this but here are 2 clips from my stream. If I am doing something wrong please point it out to me but there is no reason the tgp should move like it does. I promise I am not accidently hitting the slew it happens way to frequently for a slip of the finger like that. Side note on the first clip why do the vehicles get knocked back from the explosion then get sucked back in like they are made of paper? https://clips.twitch.tv/RenownedGlutenFreePancakeDansGame https://clips.twitch.tv/CogentStormyEchidnaRickroll
Tholozor Posted October 4, 2020 Posted October 4, 2020 (edited) It's a side effect of the design of the seeker head. Let's say the pod is on a fixed mount, nice and level, with the seeker head looking directly ahead along the boresight line. If the pod wants to look down, okay, sure, the seeker head angles down. If it wants to look up, it can't angle the head mount in the opposite direction, it has to roll the entire head assembly along the perpendicular axis to allow the seeker to look in that direction. That said, when rolling in to attack a target, as the pod's boresight begins to approach the intended viewpoint, the pod has to recalculate what orientation the head assembly needs to be in order to allow the pod to continue looking at the target. So what's you're seeing is the head assembly re-orienting itself as the seeker head is rolled. When this is happening, the pod can't maintain Area or Point track modes, as the position is masked since the sensor is technically offset from the boresight, but will attempt to return to Area or Point once it considers it is no longer masked, which unfortunately can happen before the head assembly has finished rotating. A simple way to observe this behavior would be to fly straight and level and have the pod look at a point on the ground in front of the aircraft. Look at the pod and note the roll orientation of the seeker head, then pitch down so that the pod has to begin looking "up" relative to the aircraft's waterline. Once the seeker hits the gimbal limit, the head assembly will rotate to allow the seeker gimbal to resume tracking. I've noticed this happens quite frequently when performing roll-in attack maneuvers, just given the nature of the maneuver. Generally I try to keep the pod in INR mode when executing a roll-in, as it usually doesn't mess up the tracking point once the seeker head has to reorient, but if I need Area or Point track, I'll extend further out and not perform a close-in maneuver to avoid it completely. TL;DR: You're not doing anything wrong (per say), it's a mechanical limitation of the pod. There are techniques that can mitigate the issue. Edited October 4, 2020 by Tholozor REAPER 51 | Tholozor VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/ Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/
ARM505 Posted October 4, 2020 Posted October 4, 2020 This is a lot more apparent now because of laser guided, boresight (ie. fired straight ahead) weapons like the APKWS. People are going to try and religiously get the pipper on the target, making the TGP have to rotate around a lot to try and keep on the point target if they get the nose even slightly low. I recommend biasing nose high and allowing the rockets to 'drop' a bit more to the target, keeping the TGP outside the zone where this can happen. The rockets will still hit.
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