Auto Credit Based on RicardoACE's Dassault Mirage 2000-5
Matra R.550 Magic 2
Funky-Trees IR Air-To-Air Missile!
1:1 replica of the Magic 2 missile. No part of this missile is guided by gyros or in-game default missiles!!!
Player Usage
- Go to AirToAir mode, select the missile, select a target, and press Fireweapons button (Left alt on PC)
- If you are on mobile even though the Fireweapons button is greyed out you can still press it to launch the missile
- I did not bother to impose restrictions in launch/aspect angles or distance from a target to simulate real IR signatures getting weaker. However it is a short-range missile so I'd recommend about 1-5 km distance for firing.
Stats
Guidance Type: Infra-Red Homing (IR)
Lock Range: 5~2 km
G-Overload: >30 Gs
Max Speed: >Mach 2.2
Max Launch Altitude: 40,000 ft
Max Flight Range: ~20 km
Guidance Time: 25 seconds
Explosive Mass: 28 lbs TNT
Weight: 196 lbs
Problems & Limitations
- All funky trees missiles have a hard time orienting themselves when pointed straight up or down
- The missile's performance may depend on your device
Description
Notes
Not much to say, just another missile replica made into a funky trees missile. I must commend RicardoAce for the wonderful Mirage 2000 model.
Credits
RicardoACE for the Mirage 2000 Link
Please report any bugs in the comments or contact me on discord @kuatta4
Specifications
Spotlights
- RicardoACE one month ago
- ShinyGemsBro one month ago
- MrCOPTY 2 months ago
- Dissent3R 2 months ago
- KSB24 one month ago
- MosquitowithaMachineGun 2 months ago
General Characteristics
- Predecessor Dassault Mirage 2000-5
- Created On Windows
- Wingspan 30.3ft (9.2m)
- Length 47.0ft (14.3m)
- Height 16.5ft (5.0m)
- Empty Weight 17,359lbs (7,873kg)
- Loaded Weight 24,410lbs (11,072kg)
Performance
- Power/Weight Ratio 1.27
- Wing Loading 45.0lbs/ft2 (219.9kg/m2)
- Wing Area 542.0ft2 (50.4m2)
- Drag Points 1033
Parts
- Number of Parts 1215
- Control Surfaces 0
- Performance Cost 4,853
@ku, thanks. Just got really confused when I looked at the funky trees code. Not saying much though I've got no clue on how to use it.
To answer your question better,
Funky Trees is essentially a coding language unique to SimplePlanes and essential to programming your plane to do more than the bare, default, minimum.
A Funky Trees MIssile is essentially re-inventing the wheel in terms of practicality, since the in game default missiles are a lot more easily customizable, consistent, and easy to use. However, there is joy for the small number of us to take advantage of the game's physics engine to test our engineering abilities.
@Magma1358 Hi,
Essentially, there's two parts in creating a funky trees missile: making a stable and good performing missile, and then making an auto pilot that tracks a target. I would recommend starting with the first task, then researching how to do the latter. Please see some of my other posts where I explain more in depth in the comments.
@ku
How do you make funky trees or missiles? and what's the difference?
@RicardoACE you have a discord?
Hey man, contact me, I have a teamwork proposal for you.
@Ku Can’t wait!
@waylaymythz Ofc
Do you think you will be able to develop the U.S. AIM-120D and AIM-9X missiles in the future?
@Ku https://www.simpleplanes.com/a/og3AuD/Harpoon-J here is my design
@Ku https://www.simpleplanes.com/u/Unitedareospace21/Posts here is the link to my project
@Quercon and yes i have considered using coordinate transfers but those are extremely tedious to code and is simply not worth it for this type of build. Perhaps it would be worth it for future ballistic missile builds though.
@Quercon PID is a very simple and flexible tool and how to calibrate it depends on your understanding of what the I and D term does. The I term is used if you have consistent undershoot that can not be corrected with P over time, and D is used for dampening oscillations and preventing overshoots. What i used in this missile specifically is called proportional guidance, and it guides by controlling the angular acceleration of the missile , and so it oscillates a lot, thus i have a D term. Feel free to go into the code and mess with it to see what i’m talking abt.
PS How do i join the anti-gyro association?
Incredible, i also myself tried to make a guided air-to-ground missile, but it performance leaves a lot to be desired. Most problems was in calibrating the PIDs, but i see that you had a bit different aproach to that. What was it? Because i see that there is only 1 PID in your code, and it doesnt even use the I part, and moreover it has rate(stuff) as input, which seems completely strange to me.
Also, have you considered using quaternions to make your missile work in every orientation, even in edge cases? (Straight up or down.)
@Unitedareospace21 Upload whatever you are trying to work on as unlisted and gimme the link. We can talk in the comments there.
@Ku is there any comprises we can make?
@Ku I don't have Discord. :c
@Unitedareospace21 Yes. Reach out to me on discord @kuatta4
@Ku the code for the fin's guidance, it really difficult to make.
can you help me with that?
@Unitedareospace21 What specifically would you like help on?
@Ku hi I'm working on a realistic missile
And I need help on the fins for guidance.
Can you help me?
@Ku Link?
@waylaymythz someone already beat me to it. I think someone made an ultimate countermeasure to all missiles in game and it was posted like a month ago. It works well against my missiles to and I recommend u checking it out.