[LOGGED] Lingering Missiles
Posted: Mon Jun 08, 2026 11:08 am
Using build 1877 but this has been an issue since several builds ago.
AA missiles that miss their targets or are unable to catch up linger for an unnecessarily long time. This causes frustrating issues in air combat, since attacking aircraft will not launch more missiles until the previous ones 'disappear' and defensive aircraft remain engaged defensive as long as the missiles exist, regardless of them having no chance of catching up. Both cases end up in unnecessary losses that would have been avoidable otherwise.
I've seen missiles lingering around with anywhere between 400-150kts speed, i.e no hopes of catching up with anything yet refusing to die. This is especially more noticeable in the case of short range IR missiles like Sidewinders.
There really needs to be a better logic for dealing with wasted missiles. Maybe have missiles with a speed less than 400kts be deleted, or change the AI logic to fire another missile if the first one's speed drops below 400kts (unless the target happens to be a helicopter or drone). In the same way, perhaps have aircraft that are engaged defensive disregard missiles whose speed has dropped below their cruise speed or something.
AA missiles that miss their targets or are unable to catch up linger for an unnecessarily long time. This causes frustrating issues in air combat, since attacking aircraft will not launch more missiles until the previous ones 'disappear' and defensive aircraft remain engaged defensive as long as the missiles exist, regardless of them having no chance of catching up. Both cases end up in unnecessary losses that would have been avoidable otherwise.
I've seen missiles lingering around with anywhere between 400-150kts speed, i.e no hopes of catching up with anything yet refusing to die. This is especially more noticeable in the case of short range IR missiles like Sidewinders.
There really needs to be a better logic for dealing with wasted missiles. Maybe have missiles with a speed less than 400kts be deleted, or change the AI logic to fire another missile if the first one's speed drops below 400kts (unless the target happens to be a helicopter or drone). In the same way, perhaps have aircraft that are engaged defensive disregard missiles whose speed has dropped below their cruise speed or something.