By default right mouse click cycles which type of missile you have selected. If you have different sizes of missiles on your ship then you will mess that up so be careful when adjusting keybinds.
Hmm, are you sure you got the types right? AFAIK, cross-section is not just visual, but also radar cross-section, so for radar echoes. And EM is for electromagnetic radiation emanating from the ship's components, not for radar echoes, as you implied in the vid.
You’d be correct, currently the only real visual aspect to CS locking supposedly (I say supposedly because I’ve never seen a real difference with the current/previous radar, but is how it’s supposed to work) depends on what angle you’re viewing the target from. So the best example would be the Eclipse where if you view it from the front, back, or sides in theory it would be significantly harder to pick up on radar and keep a missile lock versus the top or bottom that has bigger surface area (CS). And then EM and IR are just purely emissions from ship components.
@@djbetky Yes, but physically, unless the ship has stealth coating for radar frequency bands, there is no real difference between image cross-section and radar echo cross-section, because both work with EM waves reflected from the surface. So in other words, if you view most ships from the side, they will have **both** image *and* radar crossections larger than when viewed from the top.
there isn't a magical setting or way to hit with missiles all the time. It is server dependent. EM missiles can't be flared if the server is bad, that is why in AC they can be - 30FPS servers in AC.
It's not only server dependent (that is actually the minor factor here) but mainly dependent on a chance coefficient set by CIG. For example, 0.5 would mean you have a 50% chance to hit. It is definitely not 100%. And BTW, that's how it it is in real world, too. Homing missiles often fail to hit for various reasons. So the simulation is authentic and correct with such a coefficient.
As a DCS and SC player, many interpretation and confusion are visible in the video like the "missiles detection IR", the EM properties and speed. We will love to have the same modeling missiles and guide of DCS
Great video as always Fusion very helpful for anyone new to SC and looking to do bounties using missiles! Thanks for your efforts keep them coming awesome job 👍🏻🍻 (just a quick note your discord link 🔗 is not working was hoping to join) 😊
I would like to know as well. Not a fain of the new layout. Old one was useful. New one doesn't keep the windows I select and you can't see everything.
Is it just me or are there a lot of oberdities. * missles can be dodged * missles can be shot down * missles can easily be flared * larger missles (or torpedos) travel so slow that you may see a 1% hit rate. This is why missles miss so often.
You mean, how to use a missles in Star Citizen! Meaning, CIG have no idea how missles work. And I wish, they would get rid of those annoying diamonds....
There are generally two warhead types of missile for each tracking type. Strike and Proximity, the difference between these are also quite important. Strike acts like an IRL torpedo, and Proximity is more like a depth charge. Use Strike when shields are down, Proximity otherwise. Personally i just run the Vanduul infrareds all the time as targets you want to hit are generally bigger ships anyway so emissions aren't as important. Smaller, faster, ships, aren't worth using missiles against.
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By default right mouse click cycles which type of missile you have selected. If you have different sizes of missiles on your ship then you will mess that up so be careful when adjusting keybinds.
@@jakeseward9035 how to cycle missile types now? It switches me to precision target mod now, instead of changing missiles
I primarily use Thunderbolts and Dominator IIs (against NPCs)....they rarely miss a target. Works for me anyway. Cool overview.
I have dominator II as default on Zeus. I never hit anyone
Hmm, are you sure you got the types right? AFAIK, cross-section is not just visual, but also radar cross-section, so for radar echoes. And EM is for electromagnetic radiation emanating from the ship's components, not for radar echoes, as you implied in the vid.
You’d be correct, currently the only real visual aspect to CS locking supposedly (I say supposedly because I’ve never seen a real difference with the current/previous radar, but is how it’s supposed to work) depends on what angle you’re viewing the target from. So the best example would be the Eclipse where if you view it from the front, back, or sides in theory it would be significantly harder to pick up on radar and keep a missile lock versus the top or bottom that has bigger surface area (CS). And then EM and IR are just purely emissions from ship components.
@@djbetky Yes, but physically, unless the ship has stealth coating for radar frequency bands, there is no real difference between image cross-section and radar echo cross-section, because both work with EM waves reflected from the surface. So in other words, if you view most ships from the side, they will have **both** image *and* radar crossections larger than when viewed from the top.
there isn't a magical setting or way to hit with missiles all the time. It is server dependent. EM missiles can't be flared if the server is bad, that is why in AC they can be - 30FPS servers in AC.
It's not only server dependent (that is actually the minor factor here) but mainly dependent on a chance coefficient set by CIG. For example, 0.5 would mean you have a 50% chance to hit. It is definitely not 100%. And BTW, that's how it it is in real world, too. Homing missiles often fail to hit for various reasons. So the simulation is authentic and correct with such a coefficient.
Good video, Thanks :)
As a DCS and SC player, many interpretation and confusion are visible in the video like the "missiles detection IR", the EM properties and speed.
We will love to have the same modeling missiles and guide of DCS
Okay, how did you get the displays on the Cutlass from orange into green? It's so much better to read everything!
Great video as always Fusion very helpful for anyone new to SC and looking to do bounties using missiles! Thanks for your efforts keep them coming awesome job 👍🏻🍻
(just a quick note your discord link 🔗 is not working was hoping to join) 😊
My main question is how you made you HUD look like that?
I would like to know as well. Not a fain of the new layout. Old one was useful. New one doesn't keep the windows I select and you can't see everything.
Is there updated guide for 4.0?
Is it just me or are there a lot of oberdities.
* missles can be dodged
* missles can be shot down
* missles can easily be flared
* larger missles (or torpedos) travel so slow that you may see a 1% hit rate. This is why missles miss so often.
how to select missles?
iI dont get the Misslesystem complete
Bro set the world record for saying "How to use missles"
Wasn't even that hard 🤣 bet I can beat my own record haha jk
I've been hoping for a video like this since I reinstall the game after like a 4 year break. I hope you start very basic and leave nothing out.
You mean, how to use a missles in Star Citizen! Meaning, CIG have no idea how missles work.
And I wish, they would get rid of those annoying diamonds....
Why not "Rattlers"? ;-)
I wish the firebird could have them :(
My ship do not say missile locked...
it is a bug, you have some solutioon like, move evasive out of ennemies range et go back to lock / hard lock .
Lol what secrets? This is just a missile tutorial. Useful for new players.. but there's no secrets here.
The secret is out 😂
There are generally two warhead types of missile for each tracking type. Strike and Proximity, the difference between these are also quite important. Strike acts like an IRL torpedo, and Proximity is more like a depth charge. Use Strike when shields are down, Proximity otherwise.
Personally i just run the Vanduul infrareds all the time as targets you want to hit are generally bigger ships anyway so emissions aren't as important. Smaller, faster, ships, aren't worth using missiles against.