maxVelocityAngleAdjusmentRate is the max amount of how much your missile can turn. As long as it's below or has the same value as Heading, it should be fine.
maxHeadingAngleAdjustmentRate is the max amount of how much your missile can point it's nose at the target. This is basically a limiter to how much your missile can turn.
Example:
-Condition 1:
if you leave the Heading at 50 and the Velocity at 60, the missile will not turn as hard as it should (60° rate/second). Instead it will limit it's turn (50° rate/second).
-Condition 2:
If you put the Heading to 60 and the Velocity to 60, it will have 60° rate/second, most likely every time.
-Condition 3:
If you put the Heading to 80 and the Velocity to 60, you will have a missile that tries to turn very hard, but it will not change it's direction above 60° rate/second. Kind of like how aircrafts do PSMs. But since it's powered with a rocket booster, it won't be too slow. This is the one I usually use for high capable missiles, like the AIM-9X or the Python-5.
Now, keep in mind that I haven't tested if the turn rate of the missiles are the exact same rate that I have put, simply because I do not wanna go and put a flight computer in missiles just to prove this. And that is exactly why we need at least replays. If can, tacviews.
If you don't already know, Tacview is a feature in DCS where it works as a replay, and also an observation view. It lets you see the exact turn rates, speed, altitude, it's range to other crafts, G-forces pulled, and maybe more stuff. Idrk, I haven't played DCS, but I do watch them. Oh, also they have trails for every single aircraft. Although unlike replays, it's pretty much colorless. As a map for the ground and terrains, and the aircrafts are colored depending which team the aircraft is on.
@ELGATOGAMEPLAYS
You're welcome.
@ZeroWithSlashedO thanks you so much my friend :)
@X99STRIKER
Oh, believe me. Somebody made one longer.
@ZeroWithSlashedO that’s the longest comment I’ve ever seen…
maxVelocityAngleAdjusmentRate
is the max amount of how much your missile can turn. As long as it's below or has the same value as Heading, it should be fine.maxHeadingAngleAdjustmentRate
is the max amount of how much your missile can point it's nose at the target. This is basically a limiter to how much your missile can turn.Example:
-Condition 1:
if you leave the
Heading
at 50 and theVelocity
at 60, the missile will not turn as hard as it should (60° rate/second). Instead it will limit it's turn (50° rate/second).-Condition 2:
If you put the
Heading
to 60 and theVelocity
to 60, it will have 60° rate/second, most likely every time.-Condition 3:
If you put the
Heading
to 80 and theVelocity
to 60, you will have a missile that tries to turn very hard, but it will not change it's direction above 60° rate/second. Kind of like how aircrafts do PSMs. But since it's powered with a rocket booster, it won't be too slow. This is the one I usually use for high capable missiles, like the AIM-9X or the Python-5.Now, keep in mind that I haven't tested if the turn rate of the missiles are the exact same rate that I have put, simply because I do not wanna go and put a flight computer in missiles just to prove this. And that is exactly why we need at least replays. If can, tacviews.
If you don't already know, Tacview is a feature in DCS where it works as a replay, and also an observation view. It lets you see the exact turn rates, speed, altitude, it's range to other crafts, G-forces pulled, and maybe more stuff. Idrk, I haven't played DCS, but I do watch them. Oh, also they have trails for every single aircraft. Although unlike replays, it's pretty much colorless. As a map for the ground and terrains, and the aircrafts are colored depending which team the aircraft is on.