Jump to content
Sign in to follow this  
Caesar

Your Toughest Opponent

Recommended Posts

MigBuster, Gunrunner:

 

About Skyflash:

Yes, it was... But so much good from 1978 till today? What I'm planning to do about this particular missile is to cover all its versions (3000Pre TEMP, 5000 TEMP and 6000 (Super)TEMP) with different capabilities.

The Aspide, in the other hand, is better modded: the basic Aspide is a little bit inferior than the newer Aspide_2000, but in the overal, they aren't over-stated.

 

About 530: The D version, at least, is supposed to have a better accuracy and/or lock-on chance... Not the same as the F. What will be the use of to have a newer version, working exactly as the older?

 

 

Rodent:

lol :grin:

Guess what, I can do that.

Share this post


Link to post
Share on other sites

All of the talk about underpowered Red missiles led me to look at the weapon data. Turns out, whoever made the R-60 for the community weapons pack made it 180 rear aspect. The R-60 is an all aspect missile. I checked the Archer against the Nike 'winder and found it to be much less capable. I copied over the stats that were superior for the Mike adn the ones that the Archer had higher I kept the same, this makes my Archer slightly better than the community pack Mike. The Archer also had CCM capabilities lower than 1970's era winders, which is way off. Also, can anyone tell me what seeker FOV means? And are larger or smaller numbers preferred?

Share this post


Link to post
Share on other sites

I think it means field of view, if the number is higher it can lock to targets in farther to the sides.

Share this post


Link to post
Share on other sites

ZMatt, did you see what I means? How can a Rhino (the original and only one Rhino, F-4 Phantom) blow out from skies Flankers and Fulcrums?

 

 

 

Seeker FOV means Seeker Field Of View, and this is, how many degrees it can "see" for lock-on.

A (real life) Archer has a 60° Field of View due the use of a HMS.

 

To simulate LOAL or Helmet Mounted Sights, I think we have to use a field of view way wider, while inacurate, will let us use these capabilties till TK release an Avionics90.dll.

Edited by AleDucat

Share this post


Link to post
Share on other sites

OK, I'm giving the Archers an FOV of 4 instead of the 2.5 they had, that should give them the same FOV as the Mike. As it stands my Archer is more capable. Time to test it out.

 

 

EDIT:

 

My improved Archers, after 3 missions are giving me roughly a 75-80% kill probability. Not too shabby for a missile that before today I had considered useless. Here is the weapondata entries. Just replace the existing ones in the list.

 

[WeaponData1211]
TypeName=R-73
FullName=R-73 Archer
ModelName=R73
Mass=105.000000
Diameter=0.170000
Length=2.900000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA
SpecificStationCode=
NationName=SOVIET
StartYear=1984
EndYear=1992
Availability=3
BaseQuantity=40
Exported=TRUE
ExportStartYear=1988
ExportEndYear=2020
ExportAvailability=2
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=FALSE
HasGrowl=TRUE
EffectClassName=SmallMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=7.400000
FusingDistance=1.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=95
MaxTurnRate=42.000000
MaxLaunchG=8.000000
LockonChance=90
LaunchReliability=90
ArmingTime=0.500000
SeekerFOV=4.000000
SeekerGimbleLimit=50.000000
SeekerTrackRate=60.000000
SeekerRange=20000.000000
MinLaunchRange=300.000000
MaxLaunchRange=30000.000000
Duration=30.000000
CounterCountermeasure=85.000000
NoiseRejection=90.000000
CapabilityFlags=0x100004c0
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.000000
BoosterDuration=1.800000
BoosterAccel=55.529999
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.300000,0.000000
SustainerDuration=60.000000
SustainerAccel=0.375000
SustainerEffectName=RocketFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.300000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

[WeaponData1212]
TypeName=R-73M1
FullName=R-73M1 Archer
ModelName=R73
Mass=105.000000
Diameter=0.170000
Length=2.900000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA
SpecificStationCode=
NationName=SOVIET
StartYear=1987
EndYear=2020
Availability=3
BaseQuantity=40
Exported=TRUE
ExportStartYear=1991
ExportEndYear=2020
ExportAvailability=2
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=TRUE
HasGrowl=TRUE
EffectClassName=SmallMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=7.400000
FusingDistance=1.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=95
MaxTurnRate=48.000000
MaxLaunchG=9.000000
LockonChance=90
LaunchReliability=90
ArmingTime=0.500000
SeekerFOV=4.000000
SeekerGimbleLimit=60.000000
SeekerTrackRate=60.000000
SeekerRange=15000.000000
MinLaunchRange=300.000000
MaxLaunchRange=30000.000000
Duration=72.000000
CounterCountermeasure=90.000000
NoiseRejection=90.000000
CapabilityFlags=0x100004c0
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.000000
BoosterDuration=1.800000
BoosterAccel=46.810001
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.456000,0.000000
SustainerDuration=60.000000
SustainerAccel=0.375000
SustainerEffectName=RocketFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.456000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

[WeaponData1213]
TypeName=R-73M2
FullName=R-73M2 Archer
ModelName=R73
Mass=105.000000
Diameter=0.170000
Length=2.900000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA
SpecificStationCode=
NationName=SOVIET
StartYear=1996
EndYear=2020
Availability=3
BaseQuantity=40
Exported=TRUE
ExportStartYear=1996
ExportEndYear=2020
ExportAvailability=2
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=TRUE
HasGrowl=TRUE
EffectClassName=SmallMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=7.400000
FusingDistance=1.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=90
MaxTurnRate=48.000000
MaxLaunchG=9.000000
LockonChance=90
LaunchReliability=90
ArmingTime=0.500000
SeekerFOV=4.000000
SeekerGimbleLimit=60.000000
SeekerTrackRate=60.000000
SeekerRange=15000.000000
MinLaunchRange=300.000000
MaxLaunchRange=40000.000000
Duration=72.000000
CounterCountermeasure=90.000000
NoiseRejection=90.000000
CapabilityFlags=0x100004c0
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.000000
BoosterDuration=1.800000
BoosterAccel=46.810001
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.456000,0.000000
SustainerDuration=60.000000
SustainerAccel=0.375000
SustainerEffectName=RocketFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.456000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

 

 

Note: I'm note sure how accurate this is to the real thing, but as far as game mechanics it really evens things out and should make Red missions and Red encounters much more interesting. Now that Vlad isn't carrying a water pistol.

Edited by zmatt

Share this post


Link to post
Share on other sites

Wow, I'm surprised at how many folks here also have the Fresco as their toughest opponent! And here I thought I was the only one who could not believe my dogfights were lasting minute-after-minute trying to gun those suckers or get 'em off my tail. I've noticed that the MiG-21 can also be pretty tricky, but for some reason it isn't as consistantly tough as the -17.

Share this post


Link to post
Share on other sites
ZMatt, did you see what I means? How can a Rhino (the original and only one Rhino, F-4 Phantom) blow out from skies Flankers and Fulcrums?

 

 

 

Seeker FOV means Seeker Field Of View, and this is, how many degrees it can "see" for lock-on.

A (real life) Archer has a 60° Field of View due the use of a HMS.

 

To simulate LOAL or Helmet Mounted Sights, I think we have to use a field of view way wider, while inacurate, will let us use these capabilties till TK release an Avionics90.dll.

 

I agree, the Fulcrum should be swatting all but the most advanced (ie ICE and AUP) phantoms out of the sky like flies. Does the FOV value correspond to the degrees? IE: does an FOV of 4 give you 40 degrees? If so I need to increase it again. I really don't think ti even needs that much, so far the only time my super archers have been defeated is a split second snap shot when they are comming head on with a combined convergence greater than mach 1. Otherwise I have been able to get fantastic resutls out of it. Much closer to the Mike in performance.

 

I think some work needs to be done to the other red missiles. Unfortunately I can't get any hard numbers on the Rardar guided missiles aside from physical dimensions. If some one could poitn me in the right direction I can go ahead and fix those too.

 

Also any feedback on my modded ini entries would be greatly appreciated. If that works out then I may mod more and release em as a pack to update the community weap pack.

Edited by zmatt

Share this post


Link to post
Share on other sites
I agree, the Fulcrum should be swatting all but the most advanced (ie ICE and AUP) phantoms out of the sky like flies. Does the FOV value correspond to the degrees? IE: does an FOV of 4 give you 40 degrees? If so I need to increase it again. I really don't think ti even needs that much, so far the only time my super archers have been defeated is a split second snap shot when they are comming head on with a combined convergence greater than mach 1. Otherwise I have been able to get fantastic resutls out of it. Much closer to the Mike in performance.

 

I think some work needs to be done to the other red missiles. Unfortunately I can't get any hard numbers on the Rardar guided missiles aside from physical dimensions. If some one could poitn me in the right direction I can go ahead and fix those too.

 

Also any feedback on my modded ini entries would be greatly appreciated. If that works out then I may mod more and release em as a pack to update the community weap pack.

 

The early R-73 (AA-11) has a 2.5 degree filed of view in RL. This translates to 5 degrees in-game (2.5 degrees when measured out from the centerline of the seeker head). The track-rate and seeker head Gimbel limits should 40 and 90, respectively.

Share this post


Link to post
Share on other sites

Fubar, does the early archer support an HMCS of any sort? I increased the FOV to try and compensate for that, and I wanted to give it a competitive edge over the Mike since in RL it should be superior or at least equal. Any ideas on how I can do that but still give it realistic capabilities.

Share this post


Link to post
Share on other sites
Fubar, does the early archer support an HMCS of any sort? I increased the FOV to try and compensate for that, and I wanted to give it a competitive edge over the Mike since in RL it should be superior or at least equal. Any ideas on how I can do that but still give it realistic capabilities.

 

Even the R-60M and MK support HMS systems. Again, it's the track rate and gimbel limits that determine the missiles ability to maintain lock. I believe that the Russians went to the "cheese-slicer" fins on later model AAMs because their track rates where so high, that the missiles would sometimes tumble when fired off-boresite, when they still used the conventional steering surfaces.

Share this post


Link to post
Share on other sites

New version!

 

[WeaponData1211]
TypeName=R-73
FullName=R-73 Archer
ModelName=R73
Mass=105.000000
Diameter=0.170000
Length=2.900000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=WP,SOVIET,CHINA,W_GERMANY,YUGOSLAVIA
SpecificStationCode=
NationName=SOVIET
StartYear=1984
EndYear=1992
Availability=3
BaseQuantity=40
Exported=TRUE
ExportStartYear=1988
ExportEndYear=2020
ExportAvailability=2
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=FALSE
HasGrowl=TRUE
EffectClassName=SmallMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=7.400000
FusingDistance=1.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=95
MaxTurnRate=42.000000
MaxLaunchG=8.000000
LockonChance=90
LaunchReliability=90
ArmingTime=0.500000
SeekerFOV=2.500000
SeekerGimbleLimit=40.000000
SeekerTrackRate=90.000000
SeekerRange=20000.000000
MinLaunchRange=300.000000
MaxLaunchRange=30000.000000
Duration=30.000000
CounterCountermeasure=85.000000
NoiseRejection=90.000000
CapabilityFlags=0x100004c0
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.000000
BoosterDuration=1.800000
BoosterAccel=55.529999
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.300000,0.000000
SustainerDuration=60.000000
SustainerAccel=0.375000
SustainerEffectName=RocketFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.300000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

Edited by zmatt

Share this post


Link to post
Share on other sites

FOV should be 5, I think, for realistic measures... But again, to simulate the HMCS, it should be higher (60 as I point before)... At least, that is the number I'm already using :grin:

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..