AA missile
Posted: 2010-07-28 05:47
Ive done some research on the most commen AA missile in PR the AIM - 9 or commenly known as the sidewinder. The AIM -9 is a short range AA missile (1km to 18km or 0.7miles to 11.7 miles) that is most commenly found on aircraft. Anyway... to my suggestion.
Problem
Currently Air to Air missile are overpowerd due to their lack of realistic mechanics...
That being said this is all in my opinion...
Countless times i've been flying and been shot down by a sneaky little bugger with a hand eld AA mearly 100 meters bollow me or... a fixed AA position. Veiwing AA missiles being fired and operating AA in PR I have observed three aspects which IMO opinion need to be tweaked/changed.
Observations
1: Acceleration: When fired it looks like the AA missiles reach full speed instaneously and seem to have a speed equivelent to light speed... lol a little bit drastic. But to mirror the AA's range which I think is linked with the maximum view distance on the map being played... I think the acceleration / top speed needs to be reduced. (BTW the top speed of the AIM9 in RL is 2.5mach or 2.5 times the speed of sound) Also i dont think the acceleration can be tweaked at all with the engine being used? (Maybe mosquill can find a way
)
2: Turning circle / change of direction of missiles: I find that since the current speed of AA missiles are well mirrored to that in RL their turning cirlces are F&#$&%$&%!!! ridicoulous!!!! Since when could a AA missile make a near 270 degree turn in 0.5 seconds at top speed? (all inaccurate info all just assumptions made from observations) I think that turning circles need to mirror more like of missile in PR like ATGM's or Heavy Anti tank but obviously better for AA.
3: Flares: The current flare system seems to not work the way it was designed to. Flares are used to Alter a missiles flight path away from the aircraft correct? But with the system now it gives the pilot A TERRIBLE amount of time to re-act to incoming AA especially if its only a few 100 meters away.
Ways to fix issues
All im suggesting is one or two of these not all... but its all up to the devs ^_^
Ive read that the AIM9 has to surpass 200 meters per second to be armed... Maybe that can be introduced? Simply by adding a timer to the missle before being armed... and the time at which the missile is armed mimics the time of which it takes the missle to reach that speed. This will stop AA being so effective at rangers at like 100 meters...
Reduce top speed of the missiles
Reduce the turning circle of the missile... Then this way it will actually bring in "skill" when using AA. Therefore if a target is moving away in a straight line from a AA its more likely to bring on a kill, where as if a target is moving along side a AA the operator would have to fire infront of the target to compensate from the AA's newely increased turning circle.
Intoduce two tones of Alarm for pilot... "When targeted by a AA and when missile is fired" but NOT when the aircraft is being locked on.
Because of this reason... Flares in PR disrupt what the AA is locking on to, So this way the pilot can make a decision when to deploy his flares to successfully counter either the locking on process or the missiles flight.
Introduce a timer between flare sets (only in choppers)... This way a pilot can only deploy a set of flares lets say every 2 or 3 seconds because all what choppers now do is deploy their numerous flares in a constant stream to avoid ever being locked on.
Please PR community feel free to tell me Im crazy or add on to my suggestion! All im aiming for is to make PR more enjoyable and more realistic at the same time!
Thanks all for reading...
Diabolos
Problem
Currently Air to Air missile are overpowerd due to their lack of realistic mechanics...
That being said this is all in my opinion...
Countless times i've been flying and been shot down by a sneaky little bugger with a hand eld AA mearly 100 meters bollow me or... a fixed AA position. Veiwing AA missiles being fired and operating AA in PR I have observed three aspects which IMO opinion need to be tweaked/changed.
Observations
1: Acceleration: When fired it looks like the AA missiles reach full speed instaneously and seem to have a speed equivelent to light speed... lol a little bit drastic. But to mirror the AA's range which I think is linked with the maximum view distance on the map being played... I think the acceleration / top speed needs to be reduced. (BTW the top speed of the AIM9 in RL is 2.5mach or 2.5 times the speed of sound) Also i dont think the acceleration can be tweaked at all with the engine being used? (Maybe mosquill can find a way
2: Turning circle / change of direction of missiles: I find that since the current speed of AA missiles are well mirrored to that in RL their turning cirlces are F&#$&%$&%!!! ridicoulous!!!! Since when could a AA missile make a near 270 degree turn in 0.5 seconds at top speed? (all inaccurate info all just assumptions made from observations) I think that turning circles need to mirror more like of missile in PR like ATGM's or Heavy Anti tank but obviously better for AA.
3: Flares: The current flare system seems to not work the way it was designed to. Flares are used to Alter a missiles flight path away from the aircraft correct? But with the system now it gives the pilot A TERRIBLE amount of time to re-act to incoming AA especially if its only a few 100 meters away.
Ways to fix issues
All im suggesting is one or two of these not all... but its all up to the devs ^_^
Ive read that the AIM9 has to surpass 200 meters per second to be armed... Maybe that can be introduced? Simply by adding a timer to the missle before being armed... and the time at which the missile is armed mimics the time of which it takes the missle to reach that speed. This will stop AA being so effective at rangers at like 100 meters...
Reduce top speed of the missiles
Reduce the turning circle of the missile... Then this way it will actually bring in "skill" when using AA. Therefore if a target is moving away in a straight line from a AA its more likely to bring on a kill, where as if a target is moving along side a AA the operator would have to fire infront of the target to compensate from the AA's newely increased turning circle.
Intoduce two tones of Alarm for pilot... "When targeted by a AA and when missile is fired" but NOT when the aircraft is being locked on.
Because of this reason... Flares in PR disrupt what the AA is locking on to, So this way the pilot can make a decision when to deploy his flares to successfully counter either the locking on process or the missiles flight.
Introduce a timer between flare sets (only in choppers)... This way a pilot can only deploy a set of flares lets say every 2 or 3 seconds because all what choppers now do is deploy their numerous flares in a constant stream to avoid ever being locked on.
Please PR community feel free to tell me Im crazy or add on to my suggestion! All im aiming for is to make PR more enjoyable and more realistic at the same time!
Thanks all for reading...
Diabolos