Additional Notes: - Vehicles with manual loaded, gun-launched ATGMs that allow you to launch a missile and switch to other weapons or reload the next missile while the first is in flight include: T-72 (Refleks), Sprut (Refleks), BMD-4 (Bastion), BMP-3M (Bastion), ZTZ-99 (Refleks), ZBD-04A (Bastion), and M60T (LAHAT). These ATGMs do NOT suffer from the same aiming issues that the tube-launched ATGMs suffer from. - Vehicles with manual loaded ATGMs that allow you to reload the next ATGM while the first is in flight include the BMP-1 (Malyutka) and BMP-2 (Konkurs), but you cannot switch weapons else guidance is lost. - Rapid Fire wire-guided vehicles like the Bradley (TOW), ZBL (HJ97), and Spandrel (Konkurs) do not allow you to switch to fire main gun while the missile is in flight, nor can you have two simultaneous missiles in flight.
7:35 longer range shot would have showen it better around 1500m the TOW really wants to wiggle around while the Kornet is still stable and the kornets on the BMP2M really likes to go up then down and then align itself with your aimpoint so at close range aim below
Awesome video man. The most annoying gripe I have with the whole ATGM is that, I think they slowed down the ATGMs way too much now. It feels like an eternity to shoot and hit the targets and meanwhile a Tank at 1200M range will shoot me twice before I land a single shot or have enough time to shoot, miss and employ canister smoke and engage us again from a different angle. So its an overall mega nerf for ATGM, I guess so that it doesnt destroy Tanks or IFVs that easily and have essentially loads of counterplays. Also I suppose due to more availability of these ATGMs now with sub factions and the ATGM cars in every faction.
@@stephoik4193actually the missile does not know shit even in SACLOS. The say it’s guided is by having a flare at the back of the missile. The optics of the launcher then compare the position of the flare compared to where it should be (middle of crosshairs), and adjust the missile by sending it commands
@@vizenderthis. So if a missile enters canister smoke which is usually specifically designed to block infrared, the launcher cant “see” it and wont be able to guide it
All vehicle launched ATGMs in game post-rework are still entirely not random, they will always fly with the same trajectory each time. (I am only about 90% confident this is also the case for static emplacement ATGMs but I'd have to double check) For example on the BMP-2, it's first konkurs missile is its *own* missile compared to the 3 others it has to available to reload to. This first missile has its own unique trajectory which it will follow every time it is fired (assuming you don't swing your mouse around and guide it elsewhere), the 2nd missile also has its own unique trajectory, and so on for the other missiles it has. So in theory you can record each 100m interval in a missile's trajectory and it's associated spot on your optic where it lands and achieve perfect accuracy on stationary/mostly stationary targets. But in practice (for myself at least) this information is very useful to know only for the easy to remember cases like the Bradley as it has only 2 different missile trajectories, so knowing roughly where they land relative to the center of your sights at 100, 200, and 300 meters can come in clutch when you have to make a shot in those closer ranges.
1:17 Actually this only works with Kornet. It worked for you in the video because the target is on the same height as the launcher, as all launchers aside from Kornet are leveled after firing. You can easily test this in range by reloading after aiming up or down, and with all other launchers the aim returns to vertical center.
@@NorroTaku Wire guided ATGMs work in general by the launcher tracking the missile's beacons in the rear of the missile so that it can send guidance commands down the wire to tell it where it needs to go in relation to where you are pointing the launcher. If the launcher can't see the beacons, it can't guide it. Beacons could be seen through typical smoke, but the logic here is that cannister smoke would block the launcher from seeing those beacons.
Additional Notes:
- Vehicles with manual loaded, gun-launched ATGMs that allow you to launch a missile and switch to other weapons or reload the next missile while the first is in flight include: T-72 (Refleks), Sprut (Refleks), BMD-4 (Bastion), BMP-3M (Bastion), ZTZ-99 (Refleks), ZBD-04A (Bastion), and M60T (LAHAT). These ATGMs do NOT suffer from the same aiming issues that the tube-launched ATGMs suffer from.
- Vehicles with manual loaded ATGMs that allow you to reload the next ATGM while the first is in flight include the BMP-1 (Malyutka) and BMP-2 (Konkurs), but you cannot switch weapons else guidance is lost.
- Rapid Fire wire-guided vehicles like the Bradley (TOW), ZBL (HJ97), and Spandrel (Konkurs) do not allow you to switch to fire main gun while the missile is in flight, nor can you have two simultaneous missiles in flight.
2:50 I believe that is the case for the Bradley as it stows the missiles when the launcher is not the active weapon.
Nice compilation of tests.
underrated channel
Great video dude!
Very useful video , keep posting !
7:35 longer range shot would have showen it better
around 1500m the TOW really wants to wiggle around while the Kornet is still stable
and the kornets on the BMP2M really likes to go up then down and then align itself with your aimpoint so at close range aim below
Awesome video man. The most annoying gripe I have with the whole ATGM is that, I think they slowed down the ATGMs way too much now. It feels like an eternity to shoot and hit the targets and meanwhile a Tank at 1200M range will shoot me twice before I land a single shot or have enough time to shoot, miss and employ canister smoke and engage us again from a different angle. So its an overall mega nerf for ATGM, I guess so that it doesnt destroy Tanks or IFVs that easily and have essentially loads of counterplays. Also I suppose due to more availability of these ATGMs now with sub factions and the ATGM cars in every faction.
Good video, should have more views
canister smoke interfering with SACLOS atgms has GOT to be a glitch
Wire guided atgms also have lasers to know where it is
@@danielyusupov1447 I'm pretty sure the missile knows where it is by knowing where it isn't. And it knows where it isn't by knowing where it is.
@@stephoik4193actually the missile does not know shit even in SACLOS. The say it’s guided is by having a flare at the back of the missile. The optics of the launcher then compare the position of the flare compared to where it should be (middle of crosshairs), and adjust the missile by sending it commands
It's not. That's how wire guided systems work IRL apparently too.
@@vizenderthis. So if a missile enters canister smoke which is usually specifically designed to block infrared, the launcher cant “see” it and wont be able to guide it
FIRST BABY, the goat of all goats
Will he cannisters interrupt incoming fire?
All vehicle launched ATGMs in game post-rework are still entirely not random, they will always fly with the same trajectory each time.
(I am only about 90% confident this is also the case for static emplacement ATGMs but I'd have to double check)
For example on the BMP-2, it's first konkurs missile is its *own* missile compared to the 3 others it has to available to reload to. This first missile has its own unique trajectory which it will follow every time it is fired (assuming you don't swing your mouse around and guide it elsewhere), the 2nd missile also has its own unique trajectory, and so on for the other missiles it has.
So in theory you can record each 100m interval in a missile's trajectory and it's associated spot on your optic where it lands and achieve perfect accuracy on stationary/mostly stationary targets.
But in practice (for myself at least) this information is very useful to know only for the easy to remember cases like the Bradley as it has only 2 different missile trajectories, so knowing roughly where they land relative to the center of your sights at 100, 200, and 300 meters can come in clutch when you have to make a shot in those closer ranges.
Nice video
1:17 Actually this only works with Kornet. It worked for you in the video because the target is on the same height as the launcher, as all launchers aside from Kornet are leveled after firing. You can easily test this in range by reloading after aiming up or down, and with all other launchers the aim returns to vertical center.
neat
the new atgms are so irritating
Canister smoke stopping wire guided atgm is such a dumb thing
A wire doesn't care about smoke irl
@@NorroTaku Wire guided ATGMs work in general by the launcher tracking the missile's beacons in the rear of the missile so that it can send guidance commands down the wire to tell it where it needs to go in relation to where you are pointing the launcher.
If the launcher can't see the beacons, it can't guide it.
Beacons could be seen through typical smoke, but the logic here is that cannister smoke would block the launcher from seeing those beacons.
@@AirGibsonSo wire guided ATGMs DO in fact care about smoke 😭 good to know
Canister smoke has that IR blocking ability @@AirGibson