FT Air-To-Air Missile, Aim-7M
Aim-7 M
Funky Trees Guided Air-To-Air Missile
A longer-ranged BVR(Beyond Visual Range) option to my funky-trees guided Air-To-Air missiles. It is a 1:1 replica of the real thing and has realistic performance and stats, No part of the missile is guided/controlled by in-game default missiles nor gyros!.
History of the AIM-7, directly copied from Wikipedia
The AIM-7 Sparrow (Air Intercept Missile[5]) is an American medium-range semi-active radar homing air-to-air missile operated by the United States Air Force, United States Navy, United States Marine Corps, and various other air forces and navies. Sparrow and its derivatives were the West's principal beyond visual range (BVR) air-to-air missile from the late 1950s until the 1990s.
The most common version of the Sparrow today, the AIM-7M, entered service in 1982 and featured a new inverse monopulse seeker (matching the capabilities of Skyflash), active radar proximity fuse, digital controls, improved ECM resistance, and better low-altitude performance. It was used to good advantage in the 1991 Gulf War, where it scored many USAF air-to-air kills. Of 44 missiles fired, 30 (68.2%) hit their intended targets resulting in 24/26 (54.5%/59.1%) kills. 19 kills were obtained beyond visual range.
Player usage
Simply select an air target and BRIEFLY HOLD DOWN FireWeapons button (left alt on PC) and the missiles will fire one by one. No need to acquire lock and such.
Features and abilities
- 1:1 replica of the Aim-7M missile
- Not guided by default in game missile or gyro
- Realistic performance as referenced to War Thunder
- Uses a combination of Proportional Guidance and Inertial Guidance
- Very long range, capable of BVR combat
- Able to glide to target after fuel has been exhausted
- Able to re-engage target if it misses the first time
- Able to lock on after launch
- Impervious to countermeasures
- Gives no launch warning to targeted aircraft
Limitatons and problems
- The missile's performance is highly dependent on the performance of the device, where a lower frame rate could dramatically lower the missile's performance
- The missile has a slightly hard time orientating and tracking targets when it is pointing directly up or down
- The smoke generator (a tiny hellfire missile inside the missile which it's sole purpose is to generate smoke for looks and provides no guidance or thrust) may sometimes fall out of the missile due to violent maneuvers or lag. This does not affect the performance of the missile whatsoever.
- The missile is less maneuverable and slightly slower at higher altitudes (>30,000 ft)
- The proximity fuse has a chance of not detonating due to physics limitations
States
Max speed: Mach 4
Maximum flight range: 50KM
G load: >30Gs
Rocket burn time: 4.5 seconds booster, 11 seconds sustainer
Track mode: Semi-Active-Radar-Homing (SARH)
Guidance time: 75 seconds
Weight: 509 lbs
Notes
This is a much better attempt at a replica of a real life missile (looking back at my Python 3 post lmao). I have recently figured out how to code proportional guidance and it is a lot simpler and shorter code although slightly less accurate, so I paired it with my tried and tested inertial guidance code. In my next projects I will not only be making a missile using proportional guidance, but also focus on the missile's adaptability as it would be cool if other people can easily mount and use my missiles on their machines as well. I am thinking about something like the AIM-9J/P variants or R-60 or even R-73 series (although then I would need to dabble in thrust vectoring technology)
If you would like me to mount these missile on your build, please contact me in the comments as it is still quite a process to do and so I would be happy to do it for you.
Credits
Jundroo for Wasp as my test bed
Specifications
Spotlights
- BlinIndustry 1.3 years ago
- ShinyGemsBro 10 months ago
- TatsuTheOtaku 1.3 years ago
- Dracul0Anderson 1.2 years ago
General Characteristics
- Predecessor Wasp
- Created On Windows
- Wingspan 39.6ft (12.1m)
- Length 56.1ft (17.1m)
- Height 15.6ft (4.8m)
- Empty Weight 23,722lbs (10,760kg)
- Loaded Weight 39,334lbs (17,841kg)
Performance
- Power/Weight Ratio 1.371
- Wing Loading 79.3lbs/ft2 (387.0kg/m2)
- Wing Area 496.2ft2 (46.1m2)
- Drag Points 2739
Parts
- Number of Parts 351
- Control Surfaces 10
- Performance Cost 1,709
@Ku ok thanks
@Lorenzexe I will be re-making this missile in the near future with an attached installation guide. However, if you must know now:
I love this missle and i am triying to put it on my airplane but it doesn’t work. I can’t really make a subassembly and I don’t know why. do you have any tips?
@Ku ok tnx
@SuperSuperTheSylph This problem is fixed from my Aim-9 P missiles and beyond where i came up with a better fuse code that would actually reliably self destruct the missile after it misses. This missile is not popular enough for me to re-release it with a new code just yet.
@Ku can it be anyhow fixed?
@SuperSuperTheSylph Yes i am aware of this unfortunate problem xd
if you fire both of the missiles at the target and one splashes the target the other will go rogue and attack you
@Ku that would be awesome, let me know if you do start working on it, my discord is f8_boa.
@Ku that sucks but it what it is I guess.
@F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.
@F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.
@Ku also sorry for the horrendous grammar and punctuation lol.
I understand, what if you put a normal missile inside of the original ft missile to make sure it’s at a proper angle to hit the target and if the enemy uses countermeasures something would divert the missile off course on purpose? Another idea which might be impossible or very difficult would be a lock after it’s fired so you don’t have to deal with the lock breaking while it’s still attached to the plane. Let me know what you think.
@F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.
I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.
Do you know if the ai dogfighting enemy can use these?
I love how it doesn’t completely demolish the enemy plane into a million pieces but rather it’s a smaller explosion that allows the destroyed enemy plane to fall out of the sky in large pieces or missing a wing.
I guess I will still upload it tho.
I literly have been building one of these for 1.2 years and just found this Account...
...
If the missile has been fired and its target crashes it will go for you so watch out
Bruh, Firing AIM-7 On Su-57
@Dracul0Anderson Reach out to me on discord, user is kuatta4
@Ku
Is it possible you could show me how to make the FT guided weapons?
With those methods you're using.. Wouldn't it also be possible to make an kind of Ai wingman? for example, You could use the outputs of different flight computers to "let the wingman know ts direction and distance from the main plane" and use the variables to calculate accordingly. This again could be used for keeping the distance between the planes and the ground too. My knowledge in this is kinda basic, but if my line of thinking is correct, it should be possible, thanks to your codes.