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Target Lock depends on the view distance
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The distance at which you can lock the air target is completely dependent on the overall visibility, which is installed on the client (in multiplayer on the server).
This bug is present on:

  1. M_Titan_AA (Titan MPRL Launcher)
  2. M_Zephyr (ZSU-39, IFV-6a and A-143)
  3. M_Air_AA (A-143)

Change visibility also changes the range of the radar.
Please pay attention to the fact that this error is not on M_Air_AA (AH-99).
This means that the reduction of visibility range leads to a deterioration in the efficiency of anti-aircraft weaponry Titan MPRL Launcher, ZSU-39, IFV-6a and A-143, which leads to strong imbalances in the multiplayer multiplayer as the most commonly used 1500 meters. This limitation should not be on air defense facilities, it has nothing to do with reality.


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Event Timeline

tyler2 edited Steps To Reproduce. (Show Details)Sep 15 2013, 11:26 AM
tyler2 edited Additional Information. (Show Details)
tyler2 set Category to Balancing.
tyler2 set Reproducibility to Always.
tyler2 set Severity to None.
tyler2 set Resolution to Open.
tyler2 set Legacy ID to 943870026.May 7 2016, 4:44 PM
Bohemia added a subscriber: Bohemia.May 7 2016, 4:44 PM

If this is truth, that life can not be! I'll vote up or down after testing it.

sms added a subscriber: sms.May 7 2016, 4:44 PM
sms added a comment.Sep 15 2013, 3:07 PM

It is true, they've fixed this -

tyler2 added a subscriber: tyler2.May 7 2016, 4:44 PM

Inability to capture the invisible purpose should be turned off, there are three good reasons:

  1. In life there are no limits visibility range of 2,500 meters (this distance is often used on game servers due to high load on the server)
  2. Most of the modern means of destruction (self-guided) does not require visual target tracking, as they work in the heat and radar signature.
  3. If the gaming server limit visibility distance is 1000 meters, this leads to that the efficiency of air defense drastically reduced.

I think that the problem of capturing targets beyond visual range should be solved in another way:

  1. Remove the key detection of the enemy "SPACE" (does not happen in life)
  2. Add the possibility of destroying the target beyond visual range. (Happens in life)
AD2001 added a subscriber: AD2001.May 7 2016, 4:44 PM

So, that way, long range AA missiles that can engage at distances more than 30km will only be able to engage at 2.5 km?

sms added a comment.Sep 15 2013, 5:16 PM

AD2001: exactly.

AD2001: You are right, "TAB" is needed as well to capture the target which is illuminated by laser designator.

B00tsy added a subscriber: B00tsy.May 7 2016, 4:44 PM

Then either increase your view distance or the server should set a restricted view distance for all clients on the server.

So, I have to have 3 Titans in SLI just not to get shot down by someone who has a better PC?

Why not just limit the lock-on distance?

Blocking should be limited by technical capabilities of weapons. The anti air defense captures the target with radar! Settings distance visibility should not change the technical specifications of weapons! What is your home computer, it does not matter.

Linkin added a subscriber: Linkin.May 7 2016, 4:44 PM


Weapons should have set maximum lock on distance, maybe relying on if anyone in your group/squad has spotted the target or not. In the case of laser guidance it shouldn't matter, just lock on to the laser.

Update: Added types of air defense assets with this error

Just to add to this problem, the Tigris and Cheetah are unable to lock air targets beyond 2km even if the view distance is larger than this. Seems logical for its guns, but the missiles should have no problems.

Lex added a subscriber: Lex.Feb 17 2017, 3:46 AM

Concerning a capture problem the ticket is.
The ticket not only about AA rockets, is a cumulative problem with AT rockets.

Discuss a distance problem for means of AA and AT rockets here. Divide understanding of means having:

  • radio-location radar
  • having the thermal radar
  • having the thermal imager