Page 1 of 3
Remove the New Hydra rocket deviation
Posted: 2009-06-24 18:30
by Punkbuster
Hello Guys,
I used to be a very good attack huey pilot, I used to last for the whole round nad get more than 30 kills and I used to kill a lot of enemy APCs in Muttrah.
But now after adding the new deviation system, It is impossible to kill in apc with your 14 hydra in one strafe.
I have asked everyone flying an attack huey that I saw so far about it and they said that they arent impressed, neither I am
So please can you remove it in 0.9????
PS: I searched for something similiar to this topic but found nothing.
Thanks,
Rudy,
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 18:33
by AquaticPenguin
Learn to cope and learn to aim, the deviation isn't that bad if you get used to it and it feels more real.
"If you can't kill it, leave it alone or it will kill you"
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 18:36
by Punkbuster
AquaticPenguin wrote:Learn to cope and learn to aim, the deviation isn't that bad if you get used to it and it feels more real.
"If you can't kill it, leave it alone or it will kill you"
Thanks but I have learned to aim but the 4th or 5th missile willl hit really far away from where you are aiming and...
"If you can't kill it, leave it alone or it will kill you"
Naaah it wont, I can still easilly avoid AAs and APCs
PS: Yesterday I was playing muttrah as MEC as an APC gunner and so the cobra hovering next to me so I killed it, But I wont be able to kill an attach huey doing flips and going upside down
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 18:43
by Alex6714
I managed to do it once on jabal, but that was luck tbh, rockets are really area effect weapons.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 18:49
by Kirra
Whats the kill radius on the hydras now?
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:04
by CAS_117
Well the hydras have more realistic deviation (its a bit high), but they are missing realistic damage and fragmentation, which should be about half of a 155mm shell.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:06
by crazy11
rudy_eila wrote:Hello Guys,
I used to be a very good attack huey pilot, I used to last for the whole round nad get more than 30 kills and I used to kill a lot of enemy APCs in Muttrah.
But now after adding the new deviation system, It is impossible to kill in apc with your 14 hydra in one strafe.
I have asked everyone flying an attack huey that I saw so far about it and they said that they arent impressed, neither I am
So please can you remove it in 0.9????
PS: I searched for something similiar to this topic but found nothing.
Thanks,
Rudy,
Provide sources that this is not realistic.
The DEVs are not going to put something back just because you cant hit anything. The hydras are very effective if used right.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:20
by unrealalex
They're still good for taking out infantry. You cant really use them as precision weapons anymore. Just area attack. You need a spotter to tell you where to shoot. You can still hit APC's but unlikely you will kill them.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:24
by CAS_117
Edit: Should be about 1/3 actually.
http://www.fas.org/man/dod-101/sys/miss ... _info2.pdf
The 17 pound M229 uses 4.8 pounds of composition B-4 High Explosive.
http://en.wikipedia.org/wiki/M107_(projectile)
* Composition B: 6.985 kg plus 0.136 kg TNT supplemental charge.
* TNT: 6.62 kg plus 0.136 kg TNT supplemental charge.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:35
by Zoddom
the deviation is quite realistic even a bit too small!!!
the only thing that is unrealistic is the new speed.. ...

in simulation games like Lock On, hydra rockets fly 3-4M and not that HAT like its now in 0.86
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:35
by Cp
rudy_eila wrote:Hello Guys...
...
You'd love DCS:Black shark
40 S-8 FFARs wont kill infantry most of the time...
Anyways, Kudos to the CA team for the deviation.
The FFARs have been used unrealistically quite a long time now, esp back when the AH-6 with hydras was used effectively as a tank hunter on qwai.
Now we only need the miniguns to have some more deviation and we are set.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:47
by CAS_117
Here is the damage values for convenience sake from PR.
rem ---BeginComp

efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius 20
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage
150
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 1.5
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
ObjectTemplate.material 3707
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerSizeModifier 0
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage
333
I will assume this is a 155mm shell. However if it were anything smaller that would simply mean the hydra is even more deficient.
rem ---BeginComp

efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80
ObjectTemplate.detonation.explosionRadius 35
ObjectTemplate.detonation.explosionForce 30
ObjectTemplate.detonation.explosionDamage 6000
ObjectTemplate.detonation.detonateDistanceToTarget 1
ObjectTemplate.detonation.endEffectTemplate e_exp_XlargePR
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
ObjectTemplate.material 44
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.minDamage 1
ObjectTemplate.damage 6000
Differences in materials aside (Multiply the hydra damage by 0.3 for APC front/side armor and by 0.6 for top/rear armor. Does very little). The Artillery shell damage does 100% of the damage it has to all materials.
Both of these explosions are wrong more or less.
Since both are fragmenting weapons, the actual blast force and fragmentation radius have basically been merged into one. This means that either the blast, or frag radius is losing out. They must be separate.
From CA:
Fragmentation Radius:
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 0
ObjectTemplate.armor.hitPoints 0
ObjectTemplate.armor.defaultMaterial 32
ObjectTemplate.armor.hpLostWhileUpSideDown 75
ObjectTemplate.armor.hpLostWhileInWater 50
ObjectTemplate.armor.hpLostWhileInDeepWater 80
ObjectTemplate.armor.waterLevel -0.3
ObjectTemplate.armor.explosionForce 5
ObjectTemplate.armor.explosionForceMod 0
ObjectTemplate.armor.explosionForceMax 5
ObjectTemplate.armor.explosionDamage
200 <- kills out to 20m or so I think.
ObjectTemplate.armor.explosionRadius
30
ObjectTemplate.armor.explosionMaterial
3050 <- This is the .50 Cal material. Probably the most suitable.
ObjectTemplate.armor.criticalDamage 1
rem ---EndComp ---
Blast Radius (very small for this projectile):
rem ---BeginComp

efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius
15
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage
350
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 1.5
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
Impact damage: (This should really be zero, and then merged with the blast radius. However, I believe that the damage/distance from impact function is linear instead of exponential. If this is the case then this should remain, as a direct hit does as much as it should).
ObjectTemplate.material
3707
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerSizeModifier 0
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage
500
I'd post the 155 but meh, wall of text is scary enough.
My point: While the actual properties of the hydras up until 0.86 were not realistic, their effectiveness was not. The blast and fragmentation from hydras can and do rip right through apcs and tanks (I am not arguing about this, but let me say that when there are 6000 60 grain fragments going thousands of meters per second landing around anything, they will make holes. This has been proven by tests of 155mm shells on armor during the Cold War).
So really adding the damage without deviation or deviation without damage sort of makes the hydras a lot less effective than they really should be.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 19:55
by Rissien
The deviation is fine, now you can attack a wider radius without having to jink and juke, perfect for anti-infantry and it is still acuurate. Clean and I strafed the aa bdrm on Jabal, he had just crossed the bridge as we came over the hill to aid in the assault of the city itself and it went down fast in our single strafe.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 20:04
by gclark03
Deviation without damage. They never have been particularly friendly to aircraft...
CAS, I love that you can make points just as well as Warren or Truism, but without wrapping the information in 1000 words of useless prose. There's something inherently respectable about that.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 20:08
by Alex6714
To the point about speed, in general it is correct, they reach 740m/s after about 1 second of acceleration, though the british apache should be similar except up to 1000m/s more or less.
S5 and S8 vary depending on the rocket type it seems but similar to 740m/s it is. Il go looking for those sources now.
http://en.wikipedia.org/wiki/S-8_rocket
http://www.rbs.ru/vttv/99/firms/applphys/e-s8.htm
http://warfare.ru/?catid=346&linkid=2512
http://www.fas.org/man/dod-101/sys/missile/hydra-70.htm
http://www.bristol.ca/Motors.html
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 20:52
by Hitman.2.5
just aim slightly below you target and its all good. At least it give MEC a break if a inexperienced pilot is flying.
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 22:34
by Punkbuster
[quote=""'[R-MOD"]crazyasian11;1064833']Provide sources that this is not realistic.
The DEVs are not going to put something back just because you cant hit anything. The hydras are very effective if used right.[/quote]
I didn't say that I cant hit anything, I said you cant kill APC and AAs with the new deviation, Beucase you need to hit them about 11 hydras to kill which is impossible to be done in 1 strafe, You will have to do 2 or more strafes and shoot a few missiles in each strafe to kill
'= wrote:H[=ElvishKnight;1064892']The deviation is fine, now you can attack a wider radius without having to jink and juke, perfect for anti-infantry and it is still acuurate. Clean and I strafed the aa bdrm on Jabal, he had just crossed the bridge as we came over the hill to aid in the assault of the city itself and it went down fast in our single strafe.
Well, I am not talking about the BRDM AA because this one need 4-5 hydras to kill which can be done in 1 strafe
[quote="Hitman.2.5""]just aim slightly below you target and its all good. At least it give MEC a break if a inexperienced pilot is flying.[/quote]
Thats what I do, there is a new problem now.
The Devs have limited the vehicles spawn limits on training maps, So now only 1 attack huey spawn in training, and its usually taken, so it makes it hard to practice
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 22:36
by Hitman.2.5
^^^ ahhh i see, crate local?
Re: Remove the New Hydra rocket deviation
Posted: 2009-06-24 23:27
by Masaq
CAS_117 wrote:Here is the damage values for convenience sake from PR.
I will assume this is a 155mm shell. However if it were anything smaller that would simply mean the hydra is even more deficient.
Differences in materials aside (Multiply the hydra damage by 0.3 for APC front/side armor and by 0.6 for top/rear armor. Does very little). The Artillery shell damage does 100% of the damage it has to all materials.
Both of these explosions are wrong more or less.
Since both are fragmenting weapons, the actual blast force and fragmentation radius have basically been merged into one. This means that either the blast, or frag radius is losing out. They must be separate.
From CA:
I'd post the 155 but meh, wall of text is scary enough.
My point: While the actual properties of the hydras up until 0.86 were not realistic, their effectiveness was not. The blast and fragmentation from hydras can and do rip right through apcs and tanks (I am not arguing about this, but let me say that when there are 6000 60 grain fragments going thousands of meters per second landing around anything, they will make holes. This has been proven by tests of 155mm shells on armor during the Cold War).
So really adding the damage without deviation or deviation without damage sort of makes the hydras a lot less effective than they really should be.
If you use CODE tags around it, you'll get a scrollbar instead of a wall of text

Re: Remove the New Hydra rocket deviation
Posted: 2009-06-25 00:09
by 503
AA should kill you. Not you kill it.
Should hydras even hurt armor? I thought they were used as anti-infantry. If they're not, than the Z-10 just got a hell lot more powerful.