- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
We are always trying to implement vehicles and weapons in the game as faithfully as possible and we also constantly refine and clarify the behavior of objects in the game, whether it is an aircraft or a shell. This time we have finalized the control mechanics of the SACLOS/MCLOS missiles to meet the higher requirements for reliability with the physical model of missile flight.
For missiles of this type we clarified the available load of the missile depending on the flight speed and air density, in addition the missile will lose speed more accurately during maneuvers. These changes will allow us to realize more accurately the damage zone of this type of missile in accordance with those of their real prototypes.
As a consequence to all this there will be a noticeable reduction in the capability of SACLOS SAMs to engage high speed targets with altitude or heading parameters. Since missiles with such control types follow the line of sight throughout the flight trajectory when firing at targets with altitude and heading parameters the missile trajectory curves due to changes in target position and the missile will have to perform a maneuver with an ever increasing overload.
Such a trajectory leads to a high g-force requirement throughout the flight which combined with the trajectory velocity decrease may cause the target to be missed if there is not enough available g-force. Therefore the higher the target velocity and the higher its heading or altitude, the more difficult it is for the missile to hit the target.
This feature of the flight of SACLOS missiles will become more pronounced after the update of the physical model and pilots will be able to use it to avoid being hit by SAM. To do so we recommend maintaining high speed and a significant altitude or heading parameter.
Also if the physical model of the SACLOS/MCLOS is updated, the missile’s angle of attack due to gravity compensation by the missile guiding system, will become more noticeable. The angle of attack in the updated physical model will vary depending on the missile’s velocity. The angle of attack during the flight would slightly change the armour engagement angle for these weapons.
Glossary:
SACLOS — semiautomatic command to line of sight.
MCLOS — manual command to line of sight.
Target heading parameter — the shortest distance (perpendicular) from the point (origin of coordinates, location of instrument, cannon, launcher) relative to which it is determined, to the projection of the target's course on the horizontal plane.
Comments (66)
The question is how useless is this going to make SAM SPAA. I just can't wait for the Ground RB reaction to this if the SAM's wind up so bad we go back to the bad old days of air wins every ground RB battle.
Love how they use this gimmick of data as excuse to implement changes they want to balance the game. Realizing the guided bombs are not performing in the game because they are slow, so they cut 1/4 of the speed of all sams so players can have a chance with the new bombs. It's just a game and that's all to it.
Agree, GAIJING likes to use truth as an excuse to make arrogant and irresponsible changes and then leave a bunch of bugs unfixed.
Entire Ground Forces Playerbase: CAS is OP as all hell and ground needs more ways to prevent CAS spam. Gaijin: "Hey lets make SAMs even worse."
This change should only really happen with short range engagements where the missile has to manoeuvre the hardest - long range still should be fine as you have more time and a more gentle G Overload to hit the target
Will this mean TOWs can't be used as pseudo-SAMs anymore?
Just will have to aim better (It never was pseudo-SAM from get go, that is reserved for things like Shturm-S)
Lamoan, Or BMP2M
Nice
Does this apply to helicopter ATGMs? they're the ones in the worst shape, super snappy and they seem like physics don't apply at all to them
Okay i thought this was already implemented in the game and was leading my adats missile too much already so as to prevent missile energy loss.. didnt know that this wasnt in the game yet..
I bet you'll love using SAMs even more after this update.
You know how proximity shell does absolutely nothing against those missiles shot by helis so you either had to hide or shoot the heli flying 7km out of the sky while they flew right behind a mountain low altitude so kinda impossible to deal with them? Good to know those campers are gonna be even harder to deal with
I can't wait for them to "accidentaly" screw SAMs even more for a few weeks after the update, letting GB become even more of a plane/heli feast than it already is.
Wow early devbologna and also about the issue they talked about in the Q and A. love it!
tl;dr but can the controls of semi-automatic (WASD controlled) ATGMs finally keybinded or remove the inverted vertical controls of them?
you dobt have to use inverted controls for MCLOS ATGMs. just go to controll settings and rearrange the controls.
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