So this time, I'm asking the devs to put an effort to make the missile physics actually more realistic.
Recently, I've been doing alot of dogfights in my F-15C with the custom made AIM-9X. I made it so it has 45° targeting angle, and I think 70° turn rate. Turns out this costed me some huge problems. And those problems were my missiles hit my fuselage every so often because either I was staying still, or if the bandit has a lower altitude and I was at a roll angle of 70-90°. This lead to either 1. The missile is stuck until I move, or 2. The missile exploded on me. Of course, this makes me mad which leads me to making this post. I didn't want to make the missile have no collision (despite it having a proximityDetonationRange) mainly because it makes it kind of uglier, or making it have super fast forward thrust force. It kind of ruins it. And I couldn't move the pylons further from the fuselage, because I'm making a replica that kind of prevents me from doing it.
So what I'm suggesting is:
1. Have the missile not track for a split second so that no more colliding with your missile without having the missile go through your fuselages. Can be customized?
2. Limited fuel because why not? It needs to be more solid. And once out of fuel, it will still track. (I know somebody made this, this is one of the reasons why I wanted to make this post)
3. Long range missile behaviours. If the target is beyond 8nmi (which is already considered long in SP) the missile will go up instead of just going forward.
4. Proximity detonation as default. So that kills can be more satisfying without having to modify the missile through overload.
5. And finally. IR missiles. Please. Oh and also, can you please nerf the countermeasures?
That's all I have today. Once again, sorry for being such a pain, this is surely going to be hard to do, but it makes stuff better. I wish for these features to be implemented. As well as my other suggestions. Like HOBS, Camera Zoom, Replays, you know what I asked. Like always, fly safe.
@Dathcha
True. That's also what I asked in another post of mine.
I just wish flares actually worked like flares lol. Even just making the missile go after the flares would be a good change @ZeroWithSlashedO
@Dathcha
Yeah lmao Idk what the hell did I just do
I honestly just wanted SP to be slightly like DCS since I like the game so much but sadly my device sucks
Sounds like a skill issue
Dude i said that i agree with countermeasures being nerfed/reworked, and the things i dont agree with have literally nothing to do with what you just told me lmao @ZeroWithSlashedO
@Dathcha
You fool, uneducated, little baby who likes to go on easy mode! That's how missiles supposed to work!
You know why IRCMs and RCMs are op as heck? It's because the missiles are too op! It doesn't matter the range, it will, and I mean will have a perfect track every. Single. Time. And missiles are more common to use Solid Rocket Fuel motors which can't be throttled, where as Liquid Fuel which is similar to what we see in game can be throttled. Do your research. Sure, SimplePlanes is supposed to be simcade, and not full on simulator. But think about it. How do you dogfight in this game? Turn your nose at them, and if they lock you, launch countermeasures. That is boring as heck. If they add these, it's going to make the game better. People can actually learn how to stay out of the WEZ, how to merge, and more. Where as now, it's just turn, fire a missile, turn, reverse, and repeat.
I disagree with a lot of things such as prox as default and limited fuel and the not tracking for a second, but i totally agree of countermeasures being nerfed/reworked
yes, i have no idea why the devs are adding VR yet not improving the actual gameplay aspects of the game
meh