Replicating Missile performance
I'm trying to make a replica of the AIM-9 (J variant), AIM-7 (E variant), and the AGM-65 with realistic maneuverability, max targeting angle, and proximity fuses.
In SP missile maneuverability is measured by themaxHeadingAngleAdjustmentRate
, maxVelocityAngleAdjustmentRate
.
Missile maneuverability
I don't really know how it works, and I can only find the missile's maneuverability measured by max Gs, not any angle adjustment rates or anything.
If any of you know how the maxHeadingAngleAdjustmentRate
, maxVelocityAngleAdjustmentRate
works, and maybe some examples of some missiles.
Air to Air Missile ProximityDetonationRange
What is the average proximityDetonationRangeMin
proximityDetonationRangeMax
of a normal air to air missile?
@MrXml
Read this. It will help
@Carbon2128 it is a VERY bad thing, your missile is going toward heading 0 but the nose is trying to point toward the target, that is very very unrealistic.
@Beefy you said that HAAR needs to be 5 less than VAAR but then proceed to say if VAAR value is higher than HAAR then it drifts. Is that a good thing or a bad thing?
@CausticCaust ha yeah!
@BagelPlane you predicted war thunder
Heres what i found for turn rate (albeit from just a 5 minute google search):
IRIS-T : 37,1 deg/s
AIM-120 : 18,5 deg/s
S-400 : 22 deg/s
@Beefy dejavu
We need those classified government documents.
Heading Angle AR turns the missile body,
Velocity Angle AR turns the missile's direction. It's effect is directly affected by MaxForwardThrustForce. If MFTF is 0 then VAAR is disabled
Usually HAAR is 5 less than VAAR
If VAAR has a higher value than HAAR, then the missile drifts like a car.
(yes I'm abbreviating it because it's long af)
also, make the explosion scalar smaller for more realistic damage. You have to basically eyeball the maneuverability of the missile and proximity detonation can be anywhere from 0-7m
@brians1209 also making sure physics on high keeps the results consistent, sometimes a missile with correct proximity values will actually hit you if your physics quality is too low
@brians1209 I don't know much about real-life missile performance in-depth but,
early missiles (actually just missiles) have a low chance of actually killing, or even damaging. also the missiles in SP tend to hit physically rather than explode near you.
proximityDetonationRangeMin
should be over 10 and under 20, andproximityDetonation RangeMax
should be 100that usually gets the desired results (certain parts might get damaged or cut off but it won't explode your entire airplane, unless you don't move).
@rexzion I want to replicate real-life missile performance in SP. But I don't know how angle, velocity adjustment in SP works, and how to translate it from real-life to SP.
Also I don't know the average proximity fuse range of IRL AAMs. But do the missiles in SP give damage to near by target when it explodes close to it, not directly?
normal air to air missile, you mean irl or in-game?