- 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)
Watch Gaijin give all missiles 10G overloads like they did to MANPADS. ADATS should have 60G overload as it is documented as having such. I have no faith in Gaijin not screwing this up and leaving it a broken mess like IR SAMS
So missiles now have to maneuver based on control surface limits rather than being able to constantly follow the point of aim?
That is cool, cool and all. But when will you fix the clipping roller/tracks of Mutant (M6A2E1) It looks bad even from the hangar screen, and that thing is a Battlepass Top Prize.
Is it possible to improve the control of MCLOS missiles too? The keyboard controls are just plain difficult to use, and MCLOS is joystick controlled, kind of like a mouse. Helicopters armed with the airborne version of the SS.11 already use the mouse as a controller, so couldn't this control just be copy-pasted onto those tanks? If it means that some ATGM vehicles get moved up in BR, then thats fine with me. At the moment, they're not all that useful for MCLOS-challenged players such as myself.
Can the type 93 not be affected by this because I have countless clips of its missiles failing to track or tracking onto nothing or just get another down tier and with the ozelot being introduced at the same br with a search radar and better missiles than the type 93 there is almost no place for it at the current br. Could move the type 87 to 8.0 because its on par with the gepard and move the type 93 to 8.7
Changing the Type 93's BR wont help...the vehicle actually got worse after its Br was decreased, the problem is the missiles as they are pathetic right now. I have had BF109's outmanoeuvring them and since it was moved to 9.0 Helicopters cant be locked with it from more than 2.5km. This change hopefully wont affect Type 93 as these changes already affected IR SAMs...but knowing Gaijin, if it can be broken..they will break it more
This mechanic wont be a problem...what will be is Gaijin determining G overloads for the Missiles. They have had a very poor history of getting Accurate G overloads for missiles despite having Brochures from the manufacturers of said missiles stating the G overload. MBDA state Mistral can achieve 30G Overload - considering the French Navy use it as a CIWS in the Sadral CIWS...I am inclined to believe them. Gaijin however nerfed it to 12Gs. I cant wait for Gaijin to mess this up
Outstanding. Love these kinds of improvements.
So, basically, the only hope ground vehicles have against getting obliterated by the Heavens will, in the next update, get an ass-pounding nerf for daring to stand up to the fun-ruining CAS all this time. I'd be perfectly fine with this change if tankers could get the option to turn off combined battles, "longer" load times and all.
Just tried to use the BMP2M against Air targets today.....not even worth trying. The Missiles loose so much speed and cannot turn even at low altitude. Welcome to CAS Thunder
But 9M311 missiles still can fly 10km in altitude
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