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jay9999

How do i get a TOW missle lock on veteran difficulty

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could someone explain how to get a tow lock with a bradly on veteran difficulty?

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could someone explain how to get a tow lock with a bradly on veteran difficulty?
Point at target, keep aim, follow target with aim brackets, fire, keep following target til impact.

The SACLOS priciple allows you to steer the missiles by just keeping aim at the target. Its done in very similar way in real life. Theren is no tab-Lock and auto guidance in veteran mode.

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This would be fine except the Tracer /rocket engines are not visible after 500m or possibly less. You should be able to see the rocket motor burning brightly for like 2km. Ace mod had it perfect. It makes it much easier to lead moving targets Like in real life.

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could someone explain how to get a tow lock with a bradly on veteran difficulty?

Just to clarify, TOW is optically tracked, not fire and forget. You have to maintain a visual on your target thru the whole flight. Wherever you aim the x-hairs is where it's going

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There's also a bug in vanilla OA where you can't fire a TOW missile beyond around 1800m...

But yeah, it's optically tracked.

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There's also a bug in vanilla OA where you can't fire a TOW missile beyond around 1800m...

But yeah, it's optically tracked.

It's not a bug its a game design decission. Most missiles in ArmA selfdetruct after a given Flight distance. A "bug" is a program error.

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I consider it a bug and so seems the community issue tracker aswell...

http://dev-heaven.net/issues/12101

people shold stop using the expression "bug" for everything they don't like in a grogramm. It is a "content issue" but not a "bug". Bugs a lilltle insects that made the electric relais or vaccum tubes malfunktion producing program errors...therefor only programm errors are "bugs".

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Beagle first you said its an "design decission" now its an "content issue" - whats next? :D

Keep in mind there are different types of bugs eg syntax bugs, logic bugs, ressource bugs, arithmetic bugs etc.

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people shold stop using the expression "bug" for everything they don't like in a grogramm. It is a "content issue" but not a "bug". Bugs a lilltle insects that made the electric relais or vaccum tubes malfunktion producing program errors...therefor only programm errors are "bugs".

Then it's a very poor design decision. And also, it would seem the Takistani army ran out of wire for Konkurs missiles, since they zoom up in the air after flying 1500 m.

BMP-2 for takistani HQ in Warfare isn't a bright one, either.

TOW in OA is TAB Lock & fire [lock-on]. On veteran you can't lock on, thus hitting even slow-moving targets is difficult due to minimal guidance input.

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AFAIK the BIS guidance works by sending a 1500m long line that the missile tries to follow, after 1500m it goes crazy because of that. Definitely a poor design choice, so poor it can be called a bug.

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It's no longer 1500m in the latest versions, it's somewhat longer "stick" than that.

Also, he's right, a bug is when a program does something it wasn't designed to do. If it was designed to do it, no matter how unpleasant, it's not a bug.

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You shouldn't be able to lock a TOW. The guidance is purely manual.

That would be an obvious thing to state so many times. Still, in Arma 2 OA it isn't so: TOW is Lock-on.

edit: Applies to 1.52.

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the 1800m limit is crazy. in a game like this emulating combat that mostly happens at medium to far range more attention should be paid to things like bullet/rocket life span.

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Just to give people some situational awareness anchor points on the discussion, in real life the TOW has a maximum range of about 3750m (though the -2B (Aero) version can go out to about 4500m), and the time of flight out to max range is about ~20 seconds. (Any real Bradley guys, please chime in if this info needs correction or clarification.)

I actually prefer to leave the game in Regular mode most of the time, especially when I'm using the more advanced armor, because it lets me do some things that approximate features that the real vehicles have. The M2A3 variant has a aided target tracker (ATT) mode in the improved Bradley acquisition system (IBAS) that allows you to lock two separate targets in the FLIR field of view and swap between them; which ever one you have selected at that point will have the crosshairs centered on it if it's moving (a centroid track, for those of you familiar with thermal targeting systems). While it can have issues from what I've read (like jumping onto an incorrect target if the intended target passes near another significant heat source), not surprisingly it's intended to help reduce crew workload and improve hit probability in heated combat situations, and I feel that the lock-on feature operates closely enough to real life to justify using it in the game if I'm an M2A3 commander or gunner. (The functional difference is that if portrayed realistically it would force the turret and optics to be pointed at the locked target rather than letting you continue to slew the turret around freely.) Most of this info comes from the field manual 3-22.1 and some other printed literature on the vehicle.

On a side note, I also feel that the extended map information provides an adequate substitute for the Force XXI Battle Command Brigade and Below (FBCB2) system (displayed on a screen at the commander station in the M1A2 and M2A3, and also on that display screen you see in the game next to the right side of the turret if you're riding in the back of the M2A3) that I feel justified using that in most of the US vehicles (Stryker and HMMWVs generally have it these days also). (The system allows automatic encrypted position reporting of friendly units, as well as allowing you to mark observed enemy units on the map and transmit them to all other friendly units on the network, as well as various other useful functions.)

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