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  • Aa missiles not tracking.


    XSV Sam

    • Bug Report Minor Resolved
      Assigned To: @Fitz

    I have had this issue since I came back which was 2 weeks ago, this issue is apparent as having a viable AAA defence is very much required for Pilots to have a breeze while flying. This issue has been repeatable from AA launchers, jets mid and short range missles, Cheetah and Nyx AAA assets. This is based from what I've encountered Helicopters I have no issues with AAA tracking (so far), jets from Gryphon upwards have a high chance of missiles not tracking and only tracking either 1 out of 4 shots or 1 every 6 fired. The buzzard is repeatable from 1 out of 2 would track, this is based on using a Nyx and Cheetah. Onto the Mid and short range jet missiles these are so stupid its put me off using CAS as it shits me sideways, I have used CAS on 2 occasions one being a Buzzard and 1 having access to a Blackwasp twice, the buzzard short range throughout this session had issues with 1 of the 2 missiles not tracking and due to having to deal with a Gryphon I found that the only missile tracking would always be flared off, thus I logged out of frustration being shot down from not being able to fight back. Lastly the blackwasp session was very similar I had encounters with a Buzzard AAA and multiple Gryphons, I had a basic load-out of GBU's, 4 mid and 2 short, all of the mid didn't track at all and I watched them on the map as they flew towards nothing, the short however same issue 1 tracked (flared off) and the other didn't track at all. This from what I've seen is repeatable for me but from other CAS pilots have seen or heard no issues which doesn't make sense.


    Reproducibility: Always

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    • thinking3d 1
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    Are you saying that your radar is on and the diamond is indicating that the missile is fully locked, but once fired it doesn't track towards the enemy?

    If so, the only time something like that has happened to me is when I'm too close or pass the enemy too quickly.

     

    I have noticed they are able to flare or evade the missiles much easier lately. This isn't something we have control over though. 

    Missile tracking is on BI's side of the fence. There are no scripts in the mission that affect missile tracking or target acquisition.

    It could be related to desync or something similar between the server AI and the players though 🤔

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    The only thing that would make sense would be player to AI desync on fast moving targets as I stated above helicopters are not an issue, but yes Radar locked, diamond full, fired and no tracking from the missile to the target regardless of being in a jet, tank or launcher, it is from an estimate 50% chance of a tracking missile actually doing its job. I thought I'd throw the issue here just to make sure someone is aware if it as dealing with jets are an issue of of late.

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    I will tomorrow sure thing, but yeah its easy to explain without a vid but I can do anyways, yeah the jets always flare once a missile is fired but going from private tests to the server have showed that in private all missiles are tracking when fired but as intended some are flared off some aren't. As for the server in a cheetah every second missile fired tracks the jet and they always flare per missile fired.

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    Ah I see, thanks. I'll give it a go myself and see if I get the same issue.

    The AI aircraft on the server automatically launch flares once a missile is launched. That shouldn't affect targeting like that though.

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    It's my understanding that the CMImmunity (Counter Measure Immunity, chance that a missile will continue tracking when a countermeasure (Flares, Smoke etc.) is deployed) is stored inside the missile, not in the aircraft. This means that "better aircraft" aren't less likely to be hit in the conventional sense, but rather, their greater performance allows them to deploy more flares before a missile could potentially impact, thus running the CMImmunity chance more often. 

    Now, there's no doubt that this CMImmunity value has been changed for most, if not all AA missiles. The chance that a missile loses lock on I&A is significantly higher (Anecdotal [Citation needed]) than the default Arma values. While this may seem stupid, remember that these CMImmunity values also apply to the enemies AA munitions as well, which is why they are significantly different than the default. We wouldn't want every pilot being instantly massacred by a wild enemy CAS, would we?

     

    On 6/15/2020 at 12:54 PM, XSV Sam said:

    https://youtu.be/poCjKpfz6iE

    video of a hot take of firing some AA missile 1 no track missiles 2 and 3 although shit in terms of distance wasen't expecting anything and the forth had no tracking what so ever

    I watched that video of yours. Firstly, when the target is 1.5 km and below, please use the autocannons. That's what they're for and they seriously kick ass. There's even a lead indicator that should help. As for the missiles, that's genuinely very unlucky for missiles at that range to miss, but not unheard of. It's recommended that you launch missiles after their countermeasure burst has ended, as it greatly decreases the probability that a missile will instantly lose lock (in my experience). This is also compounded by your limited ammunition supply, so making them count is crucial. 

    AA on I&A is pretty weird, sometimes it just works, sometimes it doesn't.

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