The problem might be in two points.
First is overcomplicated and sophisticated problem of old engine and pr pushing it out of limits.
During tweaking jets physics and analyzing them via external tool i were sending raw data each server frame, which is somewhere around 0.03-0.04s on ~35-36 maximum server fps.
Position : (-356.0014953613281, 343.4421691894531, -808.2207641601562)
Rotation : (-87.0715103149414, -21.12311553955078, -170.7117156982422)
Timestamp : 868.883181307
Delta : 0.0339969496496
Position : (-350.5141906738281, 341.3143005371094, -808.541931152343
![Cool 8)](./images/smilies/imported_icon_cool.gif)
Rotation : (-87.07022094726562, -21.340808868408203, -170.6194610595703)
Timestamp : 868.849184357
Delta : 0.0551704688954
Delta between those two frame updates gives us vector distance of ~6m per server frame.
Now lets go into missile stuff.
I didn't measured their speeds directly in PR, but rather approximated their delta based on vbf2 values, and in PR we have missiles flying 3-6 times faster than jets, so their delta per server frame would be around 18-36 meters.
As some experienced modders already know, missiles ignores physics when being locked, only things they actually consider after lock is acceleration and speed on z-axis.
Now there's some complicated things come into leading. Bf2 uses
tail-chase method, completely ineffective and non-realistic, but most simplier for programming sumulation. You simply calculating each game frame when you need to aim, and then give command to missile to aim at that point, that's where yaw and pitch limit values(like max deg per sec and so on) comes in play, but that's secondary. The major problem of this method is that you have to 'cheat' to make missiles hit by giving them insane acceleration and speed values.
Now there's tracking and proximility issues come in play.
As example, i'll be using AA-11\R-73.
Pretty much all the AA missiles in vbf2 and PR aswell has track time of 0.05s(for performance purposes), with approximated time to solve the server frame it would we like 0.06s - the double of server frame.
With the proximility radius of detonate of 35m it's giving us a hemisphere facing plane of around 17-18m.
Remember i talked about missiles speeds? As their delta move being around 18-36m, and with doubled time of track it simply could be that missiles just bypassed jet while solving their positions.
Another solution could be that you simply fired too close, R-73\AA-11 has arming time of 1.3 secs
![Smile :)](./images/smilies/icon_e_smile.gif)