- 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 premoderatedAlso thank you again for working to explain this to us, I know there are others who didn't comment here that feel the same
while im sure alot of people dont totaly understand the explination its nice to see you actually explaining it instead of just implementing it and people being mad. should be nice to see the missiles requrie abit more skill
Pls fix the swingfire, irl it can literally turn 90° to face the target but in dev server, u can barely even control it
After the first dev server, I was very scared, as it seemed like the missiles had become unable to maneuver and hit targets. However, after the second dev server, this issue seems to be fixed! Now they don't perform much worse, while they also feel more natural and realistic. Good job!
It's a very cool idea but it needs a lot more work before being made public
The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is.
I don't understand a single thing, but I hope you still keep in mind that it's just a game and not a military missile launch and targeting training simulator, Gaijin. After all, the selective cases of implementing realism and its features into the game should still be aiming to improve overall gameplay, not ruin it just because "that's how it's in real life".
Curious, will you actually be implementing computer guidance now instead of having us fly it in by hand? This sort of guidance is very counterintuitive for a human, and these missiles are computer controlled for a reason. Having realistic physics but then saying you can't use realistic controls is... strange.
From what I have seen on the dev server, the roland sam missiles are extremely hard to use, the roland/flarakrad/xm975 (roland2 1977) sam systems could be given the auto-lead capability, like the tor(1975)/pantsir(1990), from what I could find, roland systems with the roland 2 and newer missiles had auto-lead systems. Also, I think that the adats(~1980)/ito90(1988) should have it, they are more modern systems than the roland 2's after all...
PLEASE remove the realshatter debuff, soviet early jets are unplayable! They have almost no ammo low firerate and muzzle velocity, and now their damage is the worst too, they are completely unviable now, please fix it.
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