#57mm fuses too far to do decent damage
18 messages · Page 1 of 1 (latest)
I'm not sure but I think it only detonates when it will pass by the target the next frame (go further from the target)(that's how missiles proximity explode). So if it explodes too far away that just means the shot is missing the target by too far anyway. So it's a choice between very light splash damage or a 100% miss.
I haven't seen it happen that a would-be-direct hit turns into an early detonation by proxy fusing.
Thats 100% incorrect, i sat right behind tula, around 300m and i pumped around 6 shots right into its left rear turbofan. If it would behieve as you describe, it would be 1-2 shots. First 5 exploded between us doing pretty much no damage. 6 shell finally did some damage... to the tail.
Right now these shells seem to be simply x distance to target then explode
my guess is it detonates closest to the center of the target. so if you aim at left rear engine it will detonate... between the left front and left rear engine, and deal minimal damage.
57mm of brawler behaves the same way how 57mm of anvil will
it will just detonate at the target distance
so basically yes detonate beside the target "centerpoint" as defined by the model
idk if proximity fuse of the shell is updated in real time, but if its only setting up when you fire and not accounting target speed for example, then yeah there is cases where you fire at the target that going away from you, shell will detonate a little behind the target
I think it accounts for target movement but does not update once fired... not sure about that as in most cases that delay is negligible.
in the OP's case the shell only travels 300m, I would assume the difference would be unnoticeable especially when the target is as big as Tarantula
yep, when I tested brawler 57 and saw how it behaves from the side, its not that notable and shell still do damage
Tarantula is just big and quite resistant to flak interestingly enough, while lacking any armor
I myself tried a few 57 shots against tarantula and I agree. proximity hits just won't do a lot of damage. you generally have to go for direct hits.
I did some testing and the proximity fusing is really not preventing you from getting effective direct hits. The problem is that hitting the propellor just does not do damage at all.
100% accuracy on the engines themselves
Here I used the new 'hold view button' to get the menu which allows us to time compress :D. Aiming at 0.5x speed is really nice.
This test with the debug visualisation shows where hits happened. But when hitting the props, they don't show up. So the problem is that if you miss the engine by 1mm and instead hit the prop, it does 0 damage.
At 1:11 I try to shoot the ECM pod at the front, and after first hitting near the rear gear bay, a proximity hit shears the sponson off.
And I think you can see a green dot where the shell will airburst actually
35mm test.
So with the 57mm the effect of the prop is worse because you have fewer shots, so a higher likelihood that all your shots in a burst hit the prop. The shots are more valuable so it's worse if they get wasted on the prop shield.
again ?
wasnt it suppose to be fixed in 0.32 ?