Bug #15980

Airplanes survive too many AA missile hits

Added by kju over 4 years ago. Updated over 2 years ago.

Status:Assigned Start date:12/16/2010
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:Weapons
Target version:-
Affected ArmA II version:1.59.79384 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:OA only BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Exp
After a near or direct AA hit, planes like an A10/Su25/Su34 should get completely destroyed / severely disabled (weapon system/radar/fuel leak/etc) or at least in a very bad condition (low armor left).

One could reduce the armor of air units and the damage of AA missiles,
or actually have them cause more damage, if realistic, and made airLock only (ref #11086).
This largely depends of the damage MG/AP/Sabot and the likes do vs air units (too much or too little).

Obs
Instead airplanes survive 3-4 stinger hits before going down or being destroyed.

Note
Possible additional issues in MP: #45809: Countermeasures - (server) FPS dependant for chance-to-hit / amount of damage applied

Repro
  1. Load attached mission
  2. You start as stinger inf
  3. At the crate ahead you can get IGLA or STRELA too
  4. Or use one of the nearby AA vehicles
  5. Shoot onto the friendly planes (A10/C130J) (or replace them with EAST ones) from directly behind or in-front of you
  6. Notice you do only 20 to 30% damage on each hit
  7. Therefore the planes survive multiple direct hits

Videos
About the AA weapon systems and their potential lethal damage
http://www.youtube.com/watch?v=06bddzLs54s
http://www.youtube.com/watch?v=7w1Hk7XcJtY

class M_Stinger_AA: MissileBase
    hit = 70;
    indirectHit = 50;
    indirectHitRange = 8;
class M_Sidewinder_AA: MissileBase
    hit = 200;
    indirectHit = 85;
    indirectHitRange = 10;
class M_Strela_AA: MissileBase
    hit = 66;
    indirectHit = 50;
    indirectHitRange = 8;
class M_Igla_AA: M_Strela_AA
    hit = 70;
    indirectHit = 50;
    indirectHitRange = 8;
class M_Vikhr_AT: MissileBase
    hit = 800;
    indirectHit = 20;
    indirectHitRange = 2;

tooLowPlaneDamage.Desert_E.7z (1.8 kB) kju, 12/16/2010 15:16


Related issues

related to ARMA2 Community Issue Tracker - Feature #12692: Improve countermeasures and warning system Assigned 08/04/2010
related to ARMA2 Community Issue Tracker - Feature #12203: [OA] Add more damagable systems and indicators for fixed-... Assigned 07/21/2010
related to ARMA2 Community Issue Tracker - Feature #11086: Make it possible to have a weapon able to lock air units ... Assigned 06/08/2010
related to ARMA2 Community Issue Tracker - Bug #45809: Countermeasures - (server) FPS dependant for chance-to-hi... Feedback 09/07/2012
related to ARMA2 Community Issue Tracker - Feature #15976: Make countermeasure flares have an hostile radar signatur... Assigned 12/16/2010
related to ARMA2 Community Issue Tracker - Bug #15289: Car crew always surives missile impact nearby (or direct ... Assigned 11/20/2010 04/28/2011
related to ARMA2 Community Issue Tracker - Feature #15981: Make vehicle crew also get injured/killed by projectile i... Assigned 12/16/2010

History

Updated by AvEngErZx over 4 years ago

Su-25 requires 2 Sidewinder to take it down, kinda weird too

Updated by DarkWanderer over 4 years ago

You sure?
This is a photo of Su-25 after Stinger hit:
http://f01.cdn.avsim.su/forum/uploads/monthly_08_2010/post-50122-055013400%201283076107_thumb.jpg
With this much of damage the plane made it back to airfield.

Assault planes are designed to survive a missile hit.
Adding "component damage" to planes (disabled engines, knocked down weapon control systems, reduced control effectiveness) would be more logical, IMHO.

Updated by kju over 4 years ago

Is a stinger the same as a sidewinder - probably not.

Also to survive one hit and force to return to base is very different
to what the game portrays atm with still being fully combat ready
after 2-3 stinger hits.

We also have a ticket for advanced components for airplanes (#12203).
That suggestion is something long term, while this is a short term bug
to be fixed.

Updated by Lazyman over 4 years ago

Stinger missiles are not really designed to kill planes.
MANPADS are designed to be used against helicopters, and while they are a great deterrent against planes, usually they just don't have the range and speed needed to down them.
Of course this doesn't mean that they are useless: quite a few planes have been shot down by MANPADS, but it depends on the plane itself, where it was flying and where the missile hits.
Maybe instead of simply boosting the damage value the devs could change it so that the inflicted damage is random (within a min/max damage range)?

Updated by kju over 4 years ago

Random damage is not possible in the engine (so far).

The game is not 121 realism. Planes would never fly as low as in the game.
Also the TK have no vehicles with anti air rockets and only the cheap IGLA static AA.
So this is more about making the game playable.

Updated by kju over 4 years ago

  • Due date set to 03/01/2011

Updated by Imperator over 4 years ago

Something I'd definitely like to see fixed.

Updated by kotov about 4 years ago

will be nice to see different damage system:
1 rocket hit - for example radar offline
2 rockets - gear damaged
etc

1 rocket should be enough to make air vehicle damaged and probably not usable for attack - but still operational and able to land and repair.

Updated by 77 about 4 years ago

What's also amazing is a SMAW will destroy a BMP, M113 or any light armour with one hit..... the ONLY aircraft to die from one hit from a SMAW is the little bird, all other aircraft take 2+ SMAW rockets to destroy it, 1 SMAW rocket may disable it but not every time.... major inconsistency

Updated by kju over 3 years ago

  • Due date changed from 03/01/2011 to 12/01/2011
  • Affected ArmA II version changed from 1.57 BETA to 1.59.79384
  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)

Updated by Fireball over 3 years ago

It's a bit confusing that the repro includes choppers which go down mostly with the first hit, but this ticket is only about airplanes - I assume this is for comparison.

I agree that the indirect damage which is applied to hits on planes all of the time, is too low. There was no direct hit ever in my repro tries.

But I think that it's a bad fix to increase damage generally. So the "quick fix" would make a special param for aircraft hits. That said, this is probably not viable and the only feasible fix is #12203.

Updated by Fireball over 3 years ago

  • Due date changed from 12/01/2011 to 02/23/2012

Updated by kotov over 3 years ago

currently all wrong about damage of air vehicles.All choppers survive direct T72/T90 sabot shot which is really annoying in PvP battles but they kill your tank just clicking 2 keys :).
Like other people offering will be nice to see incremental damage.
EG : 1 shot weapons failure,2nd hit fuel leak 3rd engine damaged going down to blow only on ground - not in air :)

Updated by kju over 2 years ago

  • Subject changed from Airplanes have too high armor (they survive 3-4 stinger hits) to Airplanes survive too many AA missile hits
  • Description updated (diff)
  • Due date deleted (02/23/2012)

Updated by kju over 2 years ago

  • Description updated (diff)

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