[Q] Air to Air Gunnery - Deflection Modifier?

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Primarchx
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[Q] Air to Air Gunnery - Deflection Modifier?

Post by Primarchx »

Just wondering if there are any deflection, speed or range of shot modifiers to air to air gunnery?
Dimitris
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RE: Air to Air Gunnery - Deflection Modifier?

Post by Dimitris »

They are coming in v1.07.

From the B638 release notes:
* Thoroughly revised mechanics for the endgame of AAW weapons against aircraft:

a) Speed is life: Most AAW weapons are optimized for engaging highly-subsonic (500-600 kts) targets since this is by far the most common flight regime in the jet age. Target aircraft at lower speed, and especially at higher speed, are proportionally more difficult to engage both for guns and guided weapons. The degradation depends on the maximum target speed of the AAW weapon (listed on the DB viewer); for example a SAM with a 1500-kts max target speed will be severely degraded against a 1200-knot target while a missile with a 5000-kt max target speed will barely notice the difference. This makes high-speed aircraft like the SR-71 and MiG-25R (and UAVs like the D-21 and Tu-123) very tough targets even if the intercept geometry is achieved, which is consistent with RL reports.

This also means that an aircraft evading a missile (and having its speed reduced as a result of the manouver) will, for at least a few seconds, have reduced ability to dodge subsequent attacks until it accelerates again to higher speed. This means that oft-quoted real combat examples like the "Kosovo Slammer Dodger" (the Serbian MiG-29 that evaded 3 AMRAAMs before finally succumbing to the fourth, probably because it was close to stall speed by then) are actually now reproducible in the sim. So ripple-fire those AAMs/SAMs!

b) The evasion bonus must now be earned: Until now all aircraft got their full evasion bonus (as long as they detected the incoming weapon) regardless of their actual geometry at the time of impact. This allowed players to "cheat" by disabling auto-evasion on an aircraft, heading stright down their target (or enemy shooter) and still get the full evasion modifier. Now however, the projected impact angle is critical: High-deflection ("crossing target") impacts maximize the agility effect, while head-on (less so) and tail-on (severely more so) impacts significantly reduce the actual evasion modifier (with further variations for forward-oblique and rear-oblique geometries). So now it often comes down to "beam or die", as in known RL engagements.
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Primarchx
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RE: Air to Air Gunnery - Deflection Modifier?

Post by Primarchx »

Grondoval
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RE: Air to Air Gunnery - Deflection Modifier?

Post by Grondoval »

[X(][X(][X(][X(]

....speechless, simply amazing what amount of high grade features you add on a update-2-update-basis [&o] ... didnt even had this one on my radar screen at all. [:)]
jarraya
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RE: Air to Air Gunnery - Deflection Modifier?

Post by jarraya »

Amazing level of detail!
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