For the sake of discussion and curiosity, the Hind’s L-166W Ispanka was developed to counter spin-scan IR seekers, like the Redeye or the Strela 2.
Vs. an AIM-9P-5, the Hind would be much better off dumping flares to spoof it. Against an IR guided missile like that, the Ispanka was almost useless. It’s why you’ll see old photos of Hinds in Afghanistan during the '80s flying with the Ispanka still under its dust cover. It was reasoned that they shouldn’t even risk falls to get a ground crewman up there to uncover it when flares and terrain masking were more proven methods to counter the Stingers they faced.
In my game IR jammers are balanced in a way that low level missiles like Strela-2 can be spoofed easily, but high level missiles like ATAS, ATAM, and AIM-9 are nearly impossible to spoof with jammers alone.
but when it’s used together with flares, there a very small chance where the missile miss the target because of the temporal missile deactivation time caused by tons of heat spams.
ATAS lacks proximity fuse that the direct hit is required to hit, and the explosion is not big that most of the damages are concentrated on Direct hit damage.
However AIM-9 has proximity fuse and much bigger blast radius that it can still detonate in the air and damage the target even if it slightly missed, and its stronger blast damage has higher chance of destroying multiple parts at once.
When I heard that MPSM has around 40 meters coverage area I thought It should be 40 meters radius of circle, but no it was actually supposed to be oval.
To achieve circle area I had to use weird artificial spread which made it not accurate with CCIP location. It caused troubles when using MPSM rocket from long range.
I fixed it so that the coverage area is actually oval shaped, and accurately land around the CCIP.
Now Both the AI and player can accurately land sub munitions by aiming toward the calculated CCIP.
Happy new year, and here comes the new skybox to appreciate the first ever sunrise in my flight sim.
I have added sun, moon (with varied phases and different locations based on it), starts, and a new textured cloud that replaces crude floating 3D mesh.
I have spent last 2 months making cobra, the next 2 months will be graphics improvements time which is crusial for making this game actually look different to defender patrol.
In this week I’ll focus on completing skybox alone, and I’ll start working on human model remake and hand animations by next week.
I expect remaking human models and making hand animations will take lots of time, I’ll do the hardest job first.
There are now some changes in the gameplay affected by new environments.
the FLIR is now affected by current temperature. In high temperature other objects have almost same heat level with units and becomes less useful, where High contrast DTV will be a better choice.
and the Night darkness is depended on the moon phase, it becomes pretty bright during full moon night.
Since I was not born to be a talented artist with good understanding of human shape, I’m tracing the 3D model of the game Fade to black. it’s helping me to grasp better low poly human shape without making everything too simple and blocky. surprisingly many old 3d games had way more polygons that I expected.
Fade to black is a disaster as a game, but I really loved its low poly aesthetics. my guilty pleasure.