Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
Thanks for the info but I'm not sure I understand the figures ...
AA in 1.2
MaxAngleLock 120 Degrees? Why could you lock onto a plane coming straight at you then - at 180 degrees?
MaxYaw 3
MaxPitch 3 3? 3 what? Degrees? This only makes sense if measured over time - so what time frame are they talking - 1 second (would take 1 minute to do a 180 degree turn)? 1 ms?
AA in 1.21
MaxAngleLock 45
MaxYaw 30
MaxPitch 30 Didn't they already turn 180 degrees on a dime or was this due to some other bug?
A2A missiles:
A2A in 1.2
MaxAngleLock 120 Again - you could lock onto an oncoming plane in 1.2. What does this value really mean?
MaxYaw 3
MaxPitch 3
A2A in 1.21
MaxAngleLock 45
MaxYaw 15
MaxPitch 15
Now the A2A and SAM missiles are different in this patch! Yey ... guess I'll wait and see how this pans out in the gameplay.
Thanks for the info but I'm not sure I understand the figures ...
As I mentioned, since we don't have any idea out the engine actually uses these numbers, all we can really do is make logical guesses.
AA in 1.2
MaxAngleLock 120 Degrees? Why could you lock onto a plane coming straight at you then - at 180 degrees?
My guess it that it refers to the angle from the front of the missile that was able to maintain a lock. This would mean you could lock up anything up to 60 degrees off-center.
MaxYaw 3
MaxPitch 3 3? 3 what? Degrees? This only makes sense if measured over time - so what time frame are they talking - 1 second (would take 1 minute to do a 180 degree turn)? 1 ms?
This is a much harder thing to guess at. Logically, I'd go with degrees per second. 3 seems like a rediculously low number when compaired to current ones... so I suspect this was actually a bug.
The rest of your post is basicly the same repeated, so I'll just cut it there.
We'll have to see how it works in-game.
If wargimp is right, then the distance you launch the missles will play a large role in lock gain, lock maintainence, and if possible: lock disablement
Thanks for the info but I'm not sure I understand the figures ...
AA in 1.2
MaxAngleLock 120 Degrees? Why could you lock onto a plane coming straight at you then - at 180 degrees?
MaxYaw 3
MaxPitch 3 3? 3 what? Degrees? This only makes sense if measured over time - so what time frame are they talking - 1 second (would take 1 minute to do a 180 degree turn)? 1 ms?
AA in 1.21
MaxAngleLock 45
MaxYaw 30
MaxPitch 30 Didn't they already turn 180 degrees on a dime or was this due to some other bug?
A2A missiles:
A2A in 1.2
MaxAngleLock 120 Again - you could lock onto an oncoming plane in 1.2. What does this value really mean?
MaxYaw 3
MaxPitch 3
A2A in 1.21
MaxAngleLock 45
MaxYaw 15
MaxPitch 15
Now the A2A and SAM missiles are different in this patch! Yey ... guess I'll wait and see how this pans out in the gameplay.
The MaxAngleLock tells you how wide the missile see. So 180 for example means you can see all the way from the east to the west. 360 means you can see all around, I think. Now here 45 means you have a narrow field of view. I am worried about that being too much of a nerf. We might be already back in the pre-1.2 era! not sure though.
Yaw and Pitch... hmmm. not really sure how the game translates that. it could be rotation speed in that direction... or it could be the largest angle the missile can turn in that direction... likw what Chris said. Only a real test will tell.
The rest of your post is basicly the same repeated, so I'll just cut it there.
We'll have to see how it works in-game.
I do not think it was a bug. this number has been like that since the demo. also do not forget that this might be how much you can turn within a tick = 30msec.
If that's the case, the time for an AA missile to turn 180 seconds went from 1.8 seconds to 0.18 seconds. That's pretty deadly.
it probably worth noting that the MaxAngleLock was 90 when the game was released. Now this number is 45! my feeling is that the AA is not as deadly as it was... it could be worse than the AA in 1.0
Edit:
I just played one round. The AA is NOT is deadly as it used to be. However, some people scored few kills. I did not have any luck though.
dogfighting is definitly more challenging now.
I think that they should have left ground aa alone, it was fine and most of the times the missels would actually pose a threat, it was only the A2A missels that they had to fix.
I just came from a game on Oman. I can tell you, it seems harder to hit planes now. I could not bring down any plane, not even one. And before Oman, on Daqing, same thing. I'm not an expert in AA, just your average Joe, but I could kill planes before in 1.2 (hm, who didn't :p ). Well, not anymore...
Why don't you try it for yourself, there are some servers running with the new patch?
I agree with planewhores prediction, no need to test based on the numbers...if the angle is so low...it will be very hard for a USMC jet to lock onto a J-10...
My guess it that it refers to the angle from the front of the missile that was able to maintain a lock. This would mean you could lock up anything up to 60 degrees off-center.
So the AA gun obtains a lock so long as you have the plane in the circle (a very narrow FOV - say 10 degrees), but the missile would only continue that lock if is was within the MaxAngleLock and that will depend on Angle of Attack, relative speeds and turn ability.
Meh ... I'm done talking now. Lets hear from some people actually playing the game.
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