FoxZz
Posts: 92
Joined: 4/28/2015 Status: offline
|
No need to get angry, I'm not criticizing your work, I was asking if this was considered in a future update. That being said, you tell me this is already implemented. But maybe it should be enhanced in the future because I don't think it works as it should. Indeed, even if your missile is going into a loft profile, if you fire it a low altitude, it still has to go through all the dense lower atmosphere before reaching the high altitude, which will severly reducce its energy and in the end it will loft lass far than a high altitude launched missile. Air friction causes drag, the more air you have, the more energy you have to spend. And as far as I know, both modern and ancient missiles are submitted to the laws of physics. I'm quotting wikipedia on the R77 : "For example, the Vympel R-77 has stated range of 100 km. That is only true for a head-on, non-evading target at high altitude. At low altitude, the effective range is reduced by as much as 75%–80% to 20–25 km.". That's what I'm talking about, sorry but this phenomenon is either not implemented, either greatly under-estimated. https://en.wikipedia.org/wiki/Air-to-air_missile#Missile_range (missile range paragraph). And also this : http://www.x-plane.org/home/urf/aviation/text/missiles/aam.html Concerning the pink circle, what I'm talking about, you're already doing it on the air to ground weapons range, the orange circle grows bigger when the aircraft gets higher and the contrary. That's what I meant. I know this is the max theorical range, even though, missiles have different max theorical range for each altitude. This would not require several circles, or target stuff nor complex calculations, it's just displaying the max theorical range of the missile at a given altitude, and a given launch speed, the later being more complicated to implement, and I would understand if you don't. Try the scenario, and you will see that the Typhoon can engage the SU as soon as it gets in range, independantly from the altitude. There is absolutely no differencies in the weapon release permission, and when you change the SU vector, both Typhoon won't be able to fire because out of weapon DLZ, but will switch green at the exact same time when they get closer. That's why I think it could be improved. If there is a difference, it's so slim that it's not visible without your pro edition. I never said cranking was unrealistic, I said firing at loiter speed was. Cranking is the answer to high closing speed, not slowing down, in air to air combat you need as much as energy as possible, both for energizing your missile and for the eventual merge. The cranking mecaning is good. But the fact that the player can just lower its speed should come with the disadvantages it has IRL. I'm not criticising you, nor trolling, I'm trying to propose things that might enhance the simulation, it seems I've not been clear enough and I apologize. I'm also not saying that this situation is broken and should be resolved asap, but rather that it might be something to put on your to do list and implement it when you have time and that higher priority stuff has been done. I love this game and that's why I cannot stop thinking how it could be even better. Since I'm making those proposal in good faith, here is the way I think it could be implemented : When I look into the armory, I can see that indeed, missiles have different speeds depending of the band, and they go trough all of them (or not) allong their pattern. However, they spend the exact same amount of fuel (which I guess is the abstraction of the missile total energy) in all the bands. The change I'm talking about is increasing the fuel spend per second in the lower bands. Also, once the burst duration is over, they should not be able to accelerate anymore. This could be implemented by setting for each missile a burst duration which would "load" the fuel bar at a constant rate of "fuel point/sec" (linked to the missile acceleration properties), once the burst is over, the missile would begin to spend its fuel/energy available at the rate of the altitude band it's situated in. The altitude band the missile is bursting in would impact the "loading rate". For example, if the missile load 50 fuel pt per second and the band where it is evolving reducce its fuel by 10 point every second, the missile will load only 40 fuel point per second. The pink circle would materialise the max theorical range of the missile against a head-on target in the same band as the launcher, based on the fuel consomption stuff I just talked about and your current calcuations. The altitude delta impact on the PH calculation could be donce by reducing the Pk by 10% each time the missile has to cross a band upwards and increase it by 10%/ or no modifier each time it cross a band downwards. So in the end, if a missile is fired at high altitude, it would have an optimal range because it would cross less bands upwards, and would be from the start in optimal fuel band. For now the simplest and quickest solution to resolve this precise issue would be to implement the different missiles fuel consomption values for each band. The burst stuff would be the next step. In the same way, but this is another topic, aircraft should be more or less agile depending on the altitude bands >> the altitude band would act on the aircraft agility modifier during the hit calculations. Aircraft would have bands were their agility is nominal and others where it is degraded depanding on their design choices, but in a general manner, at high altitude they should be less agile since the lower air density degrade their lift. Missile could also get agility modifiers, some could drag more (bigger control surfaces) but have a higher agility, while the sleeker designs would spend less fuel but have worst agility. Than the hit calculation would be done by comparing the missile final agility to the aircraft final agility, if one is higher than the other, there is a hit. Basically, all the modifiers would impact the nominal agility which would replace the PH. Of course, at equal generation, the missiles would start with a higher agility than the planes. The spoofing stuff would stay as it is. But I guess this is too complicated for now to implement. PS : Indeed, I have noted the different speed thingie on the direct flying missiles like the sparrow, even though, since they spend the same fuel in every band, this doesn't make a lot of differance in the range, even if more than the AMRAAM, however, they are still able to be shot at max range on head on target independantly from altitude.
< Message edited by FoxZz -- 5/2/2016 11:23:36 PM >
|