+AleDucat Posted March 12, 2009 Posted March 12, 2009 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 Guess what, I can do that. Quote
zmatt Posted March 13, 2009 Posted March 13, 2009 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? Quote
coolpilot Posted March 13, 2009 Posted March 13, 2009 I think it means field of view, if the number is higher it can lock to targets in farther to the sides. Quote
+AleDucat Posted March 13, 2009 Posted March 13, 2009 (edited) 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 March 13, 2009 by AleDucat Quote
zmatt Posted March 13, 2009 Posted March 13, 2009 (edited) 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 March 13, 2009 by zmatt Quote
Caesar Posted March 13, 2009 Author Posted March 13, 2009 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. Quote
zmatt Posted March 13, 2009 Posted March 13, 2009 (edited) 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 March 13, 2009 by zmatt Quote
Fubar512 Posted March 13, 2009 Posted March 13, 2009 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. Quote
zmatt Posted March 13, 2009 Posted March 13, 2009 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. Quote
Fubar512 Posted March 13, 2009 Posted March 13, 2009 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. Quote
zmatt Posted March 13, 2009 Posted March 13, 2009 (edited) 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 March 13, 2009 by zmatt Quote
+AleDucat Posted March 13, 2009 Posted March 13, 2009 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 Quote
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