A few months back, I found this Tactical nuke made by Reuben201103. What immediately attracted my attention is the fact that the missile doesn't need a target lock to be fired - in fact, the first targets you'd probably hit are the missile destroyers obscured by the local terrain. Needless to say, I immediately started to reverse engineer the missile and LOOT DAT AUTO-TRAKKIN' ROKKIT TING!!! WAAAGGGHHH!!! -
...Oh sh*t my accent is slipping again!
Ok, now back to the topic of missiles - first thing first, what we need to understand is that we need the system to "think" we're firing another weapon that does not require a target lock - cannons, rocket(pod)s, bombs, torps, etc. To do this, we need to do three things: first, we need to install the aforementioned other weapon FIRST, and THEN the missile; second, we need to set the two weapons to the same name
; and third, we need to set the activationGroup
of the aforementioned other weapon to -1
so it is never actually fired. With all three steps complete, now we have our most rudimentary auto-lock missile.
Now with the basic set complete, now it's the time to talk about some important things that will come in handy when we actually build our auto-lock missiles: first, the aforementioned procedure must be repeated for every missile involved - or the auto-lock will fail; second, any settings that influence the locking characteristics like lockTime
, maxTargetingAngle
, maxRange
, and minRange
are completely meaningless - the only things concerning that matters are those affecting the missile's flight characteristics - its speed, the thrust of its motor, how much fuel it carries, how quickly can it turn, etc. Another thing that need to be taken account of is that the firingDelay
setting is also meaningless now - all such missiles will be treated as if the firingDelay
is set to zero. To counter this, we need to include -FireWeapons
into the activationGroup
so that the weapons fire semi-automatically.
With all the setup complete, we have ourselves a working auto-lock missile! Here are a few more things we need to mention before we use it, though: first, because the maxRange
and minRange
no longer hold any meaning, you need to be actually sure that your missile can physically reach the target before its fuel runs out and that it wouldn't blow yourself up along with the enemy when it gets there. Of course, as the missile no longer aggros the enemies when fired, you can also make them (rather part inefficient) dumb-fire rockets with a variable max speed and thrust. Guided bombs can also be made this way if you set either the maxForwardThrustForce
(to make it behave like a glide bomb) or maxSpeed
(to make it behave like a rather draggy bomb but to hide the smoke trails) to zero.
Oh, and another thing: only "smart" missiles like the Interceptor, the Inferno, and the cleaver can be used as the base of the missile, as there's no target lock in the first place! So they also make rather shoddy AtoA missiles when enemies have a lot of countermeasures (the most important aspect of the guardian missile is that it can keep that target lock indefinitely as long as you don't switch to another weapon so with proper xml-ing you can get some truly gamebreaking weapons). Granted, not requiring a target lock also means you can potentially hit things obscured by terrain, but given that most air enemies hate you guts to begin with (so forget about the aggro part), and it's a bit hard to be obscured by terrain when both you and your target are thirty thousand feet above the ground, the points about such weapons is rather moot...
.
.
Addendum: apparently the only way to make auto-lock anti-aircraft missiles is by a cannon set to AirToAir, and then a fire-and-forget missile also set to AirToAir.
@ZanliV2 Yeah... This page is probably long overdue for a rewrite and I really should've added screenshots to clarify a lot of the things here.
But basically as a rundown... if you want an air-to-ground missile with no lock time, take a detacher, connect the small "detach" side to a pylon, grab a rocket/bomb/torp/cannon/what-have-you and connect it to something on one of the "sticky" sides, name it something you like, set the AG to "Disabled" or "-1" or something of that nature to prevent it from activating, then attach an air-to-surface missile to the other "sticky" side of the detacher, name it the same thing you gave to the first weapon, and you're set. If you want to make missile pods or something as a subassembly, you can just grab a fuselage piece, name and deactivate the first (unguided) weapon, connect it to the aforementioned fuselage, and then load up as many missiles with the same name as the first weapon as you like. As long as both the deactivated first weapon and the missiles are both mirrored at the same time it's mirror-friendly as well.
@ThomasRoderick
Yes, this was a very cool post!
@TheMouse Thanks!
@TheAviator77
They detect missile lock alright - and that's why I said such a weapon might be pointless in the first place! The difference, though, is that IIRC the target only detect missile lock after the missile ignites, and you don't need to worry about actually "locking" onto the target as the missile automatically counts as locked.
The only way to make a truly undetectable missile in SP is through tons upon tons of FT-based XML'ing - something I have problems doing myself due to both hardware (phone is already as crispy as-is, laptop cannot funky tree) and personal skill (read: me dumb) issues.
@ThomasRoderick I have a problem, I followed the addendum for air-to-air missiles and the target still detects missile lock.
@Dracul0Anderson Yup, but it's only AFTER the missile's activated (or, in in-universe terms, when the missile's own radar kicks online). Still, ground targets wouldn't start shooting at you until the first missile actually hits, whereas they would normally be alerted by the first locking attempt.
@ThomasRoderick
Also, I found out that the target aircraft is still alerted to you firing a missile at it, despite the no-lock trick.
@ThomasRoderick
No need, I already tried it, and it does work with 1.12, and I jusy gotta say, it's wild to see.
@SimpleAreospace I'll test it myself. Haven't got a chance to test 1.12 as of yet. Schoolwork got busy.
idk if the new update broke it or not, but whenever I try to pull this thing off, the game treats both weapons as two seperate entities regardless of AG or whatever...so can you hand me a tutorial video to help me? thks in advance
Goddamnit, I spent hours trying to find this exact tutorial, I have vague recollection that I saw this somewhere... Then now, out of coincidence I found this tutorial again, just lying here in your account. Thanks man, this is what I needed!
@ThomasRoderick
lol
Thanks again for documenting this technique.
@GuyFolk Well, better late than never! Plus, I ain't the dude who invented this thing - I'm but a humble amateur chronicler, afterall.
I wish I know this sooner lol.
@ZanliV2 Good to know. Best of luck on your ventures and good hunting.
@ThomasRoderick Thanks alot!! It work for me now. Thank you so much.
@ThomasRoderick thanks for the information but I'm having a difficult time to actually build it. I've tried multiple times and failed. I followed the steps one by one and it didn't work. Could you do a tutorial video or more effective tips to actually build it.
@wonsang802 WE'Z DA ORKZ AN' WE'Z MOIDE FER LOOTIN' AN' WINNIN'!!! WAAAAGGGHHH!!!
@ThomasRoderick for reverse engineering
Thanks
@Greggory005
This hack is gonna be pretty useful!
Finally...
@Greggory005 "Now"?! The implications are rather... troublesome...
Anyways, for reasons beyond me, I'm a bit too enthusiastic on tutoring others on whatever I happen to know about...
@ThomasRoderick NOICE! I have a teacher now. Thanks ,I Appreciate it more than hate it
@Greggory005 Sorry to be a grammar freak, but IIRC it's "you're" not "your"...
@ThomasRoderick You're welcome!