variants of the missiles in game, like the interceptor is the counterpart of the real life aim - 120, you guys could add sparrows, archers, r27s, aim54s, r77s, and variants for the air to ground missiles like the Storm Shadow, kh38, kh29s, s25 rockets, and even variants for the bombs, like the jdams, gbu 39s, Grom-2s,LJDAM-ERs, FAB-500/3000UMPKs.
Even with the new guided bombs I'm saying we could have like weapon variants inside the part configuration menu 👍👍👍
#Variants of the missiles
1 messages · Page 1 of 1 (latest)
YESSSIR
I would say that it would be more optional to add more capability of characteristics to the missiles, such as different types of guides, IIR, LOAL, LOBL, also IRCCM, since you can create your own missiles in the game, but Funky Trees has its limitations and is somewhat complex to use, it would be nice to be able to greatly modify the missiles through Overload.
Yes, sp1 has almost no weapon options without using XML, even with this you can't modify the missiles ass we would like to, like the 'aim 9' in SP1 is a fox 1, it makes no sense
That's quite true, but it would be quite nice if they put modifiable functions like those in the missiles through XML but also complementing the ECM to maintain a balance and not have Fox3 or Fox1 missiles go off track so easily using only flares in the game, since IR missiles don't exist (I say this as a developer mainly of missiles in the game as a suggestion)
It's a "simple game" and when I say it I don't mean it's bad but it's simple, you can't expect them to properly implement it seekers and signatures
True, although that is why I suggest adding more capabilities to XML, because once you start with that the game stops being simple (hypothetically)
I think the only way to implement irccm for an example is like, you go to the missiles XML an its like this: canIgnoreContermeasures: 10>as the number of flares it can ignore