- 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 present details on the revised physics of guided missiles with line-of-sight guidance in the La Royale update.
We continue to refine the physical model of the weapons in the game. Today we would like to talk about the new reworked physics of missiles guided by the three-point method guidance, that is, guided using line of sight, which we have prepared for the La Royale major update.
The current physics of line-of-sight missiles affects the missile's skyplane acceleration directly, bypassing the simulation of controls.
The current simplified implementation of the physical model allows the missile to go beyond the available overload and hit targets with which the missile should not have enough maneuverability available.
The new physical model for line-of-sight guidance missiles is similar to the physical model of homing missiles and operates on the missile's control surfaces.
The updated physics model of missiles requires much more accurate autopilot tuning compared to the old physics model, and even compared to homing missiles. Generally, the autopilot of each such missile is a compromise between the dynamic error of the real missile trajectory from the kinematic trajectory and self-oscillations of the missile around the kinematic trajectory with a sharp change in the direction of the line of sight.
A dynamic error, unlike a miss due to insufficient G capability, exerts throughout the entire trajectory of the missile, while insufficient available overload capacity appears only when approaching the target, when the necessary overload increases sharply.
The dynamic lag of the actual trajectory from the kinematic occurs not only when launching against a moving target, but also with a moving carrier. This must be taken into account by the player when launching from a high-speed carrier: it is worth trying to reduce the angular velocity of the line of sight to reduce the dynamic error.
The use of a new physical model allows you to correctly implement the control over the missile's engine and control surfaces, which allows more accurately modeling the design features of the missiles in the game. So, for some missiles, engine control was implemented that allows significantly better control over a missile at low speed compared to aerodynamic controls (flaps, rudders, etc). We have implemented this feature on the following missiles:
- ATGM: SS.11, 9М14М-2, MILAN, MILAN-2, HOT, HOT-2, HOT-3, 302 ATGM, HJ-8A, HJ-8C, HJ-8E, HJ-8H
- SAM: Roland-1, Roland-2, Roland-3
We have implemented a new physical model for the majority of the line-of-sight guided anti-tank and surface-to-air missiles. Here is the list:
- ATGM: SS.11, 9М14М-2, MILAN, MILAN-2, HOT, HOT-2, HOT-3, 302 ATGM, HJ-8A, HJ-8C, HJ-8E, HJ-9, TOW, I-TOW, TOW-2, TOW-2A, 9М17P, 9М17М, 9М133, 9М133М-2, 9М133FM3, 9М112, 9М113, 9М117, 9М119, 9М114, 9М120, 9М120F1, 9М220O, 9М123 (helicopter), 9М127, 3М7, GP105, HJ-73E, GP125, MGM-51B, MGM-51C, MP ACRA, Type-79, ACRA, ZT3A1, ZT3A2, Rb53
- SAM: MIM-146, Roland-1, Roland-2, Roland-3, RB-70, RB 70 Mk.2, BOLIDE, 9М331 , 9М311, 95Ya6, VT-1
The listed missiles will be transferred to the new physics with the release of the La Royale major update. Old physics remains for the 1st generation ATGMs with wire guidance, as well as for some 2nd generation missiles.
Comments (53)
Comments will be premoderatedI hope you guys remembered that swingfire is specifically designed for an initial 90 degree turn and 45 degree corrections. After seeing how they act in the dev server its uh... its not grand.
please fix swingfire , it doesnt work in dev server
Striker is useless now. It fires it's rockets in the air and you can't even hit the first tanks in test drive.
i dont agree with constant chance of mechanics in game ,is this a game or a simulator ? i dont care to much about all this stuff ,just stop changing the game we got used to and like ,dont fix and change stuff no one asked ,or majority dont care about ,some few weirdos who sleep and dream this stuff dont represent the majority
Buddy, I'm sorry but you are the minority here lol
this is an improvement. quit being a baby. if a mechanic is just "press M1 and stare intently at Jet" it needs to be changed.
I dont understand but i hope its cool
To basically simplify it. Missiles are effected by distance, other factors and range. Farther it is, harder it is to tell where its going, but also keeping connection with the vehicle it was launched from. For ground vehicles that is. Ex: Bradley missiles are wired guided so the moment it goes beyond how long the wire is, it pretty much loses control. Or missiles with a laser infrared system need to remain in communication with the vehicle/platform it was launched from, other wise->flies r...
One of the best changes of this patch honestly. Now ATGMs and SAMs are going to require a little more brain activity than just pressing left click and watching people who spend 700 spawn points.
I think it works both ways though, planes will also have a harder time fighting choppers, other planes and AA. Which is IMO a good thing, missiles tend to be a bit dominant nowadays.
Because flying in a straight line and pressing space takes more skill?
I was here to see what the new missiles were going to be like, but now I know how missiles work. YAY LEARNING
This is very very very scuffed atm. Missles are just kinda useless now. I don't think anyone had any problem with the missiles as they were. Very sadge.
so the pantsir is also getting this nerf? hopefully it will be easier to counter it now
It was already nerfed last patch
From my testing in the dev server the Roland's are utterly hopeless at hitting mildly evading aircraft, hope that this is not the finished article for them otherwise i would simply not bother spawning spaa and just leave the match, they are woefully unresponsive and essentially useless
What he said
As they should be. Most of these command guidance SAMs were designed to shoot helicopters. Much longer range systems with true SARH or ARH guidance were the primary threat to fast moving aircraft.
Translation: you kinda broke a lot of missiles to the point where they're useless. And the BR's of said vehicles haven't really changed except the tunguska .-.
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