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I've heard that the "fusing distance" parameter in the weapon INIs is the distance until the weapon arms itself. Is there a way to simulate a proximity fuse? I've been reading about the AIM-9 in Vietnam, and how it would explode when the prox fuse went off. I've never seen this in WOV, so I was wondering if it was possible.

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You might also want to look at this line:

 

ArmingTime=

 

How is the ArmingTime different from the FusingDistance variable? Does fusing distance mean distance to target or from launching aircraft?

 

Thanks for the help...I haven't messed with weapons much.

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Arming time is time after launch/release to arm the weapon. Fusing distance is the proximity value. Here's a pic of the Wasserfall with a Fusing distance of 50.0 meters.

 

w8.jpg

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AHHHH...so I can set the Sidewinders fuse for 9m (I think that's what I read it was set to...time to do some research). Thanks again. Now...do a2a missiles have shrapnel damage? I'm at work and can't mess with the weapon editor right now.

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Now...do a2a missiles have shrapnel damage?

 

There is a Shrapnel callout in the missileobject.ini, but it's only for visual effects.

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Hmmmm....not sure about shrapnel effects. Those are possibly controlled in the different explosion effects in the ParticleSystems.ini. In the case of Wasserfall I just upped the warhead weight until I got the damage effects I wanted.

 

edit...Ha, Ed beat me to it. So since most of the AIM-9s are set to 1m you may have to up the charge a little to compensate?

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Thanks again...when I get home, I'll mess around with it.

 

You can set the warhead type for "area dispersal" to simulate a fragmenting warhead, but I have not tested this...it may result in unrealistic damage potential.

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