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This is caused by SW being designed without any damage model in mind. What we have now was slapped onto the engine without much thougth and it makes even less sense with current weapons, No fix for that, realistically.
I've also noticed the missiles going straigh but then shoot straight up after a short while.. (I think I tried checking if I had to invert the Y value but that just made it worse)
I did manage to make a successful missile that capable to taking down air targets under very generous circumstances. But then there is the issue of the missile not turning enough to hit the target even though it can
any idea what changed exactly? One thing I certainly noticed is that the FOV sliders no longer affect the 'effective range', actually the whole 'effective range' value is removed from that radar options window.. does it mean its effective range is just always what the description says? I have to experiment i guess
Not sure how to circumvent this...
Im not so sure? I think the effective range is still affected by FOV sliders as the missiles I made before the hotfix worked perfectly fine (relatively fine), but now they don't work at all. They don't really have a good time hitting the target, but the tracking was consistent. Now the tracking seems to be completely borked, and it still behaved as if it had a effective range when I had the missile set with its previous settings. Im not sure if its just the radar's being broken currently, but it feels like the effective range is still there and the devs just hidden the readout. I really hope im wrong there as I hope they did remove the effective range
Did you test it at various ranges? Because I've also noticed that certain FOV, fin sensitivity and thrust power settings manage to track and hit a target at a certain range, but fail at different ranges.
I forgot to mention I used the phalanx radar dome on the new missile instead of the small missile radar