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PvtDK2

Problem with ship's missiles

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Hi guys I have this issue: the ship's missiles (like seaslug, seadart, etc...) are only fired when im really close to the ships... there are missiles prepared to be launch in a ratio of 100 km, as i can see on weaponeditor, but they only fire when im at arround 1 km from the ship.Maybe i have to edit "DetectSystem" or "WeaponSystem" on the ships data.ini? I have this values but still happening this problem:

 

[DetectSystem]

TargetType=AIR_AND_GROUND

RadarSearchTime=2.0

RadarSearchRange=45000.0

RadarSearchStrength=80.0

RadarTrackTime=2.0

RadarTrackRange=20000.0

RadarTrackStrength=95.0

RadarPosition=0.0,0.0,2.30

RadarMinimumRange=100.0

RadarMinimumAlt=50.0

DataLink=TRUE

BackupOptics=TRUE

NightSight=TRUE

VisualRange=8000.0

VisualMinimumAlt=0.0

ViewportPosition=-0.0231,7.3419,21.8052

MaxVisibleDistance=45000.0

RadarCrossSection=25.0

 

[WeaponSystem]

TargetType=AIR_AND_GROUND

MissileRange=45000.0

MinMissileRange=500.0

PitchAngleRate=40.0

MaxPitch=75.0

MinPitch=20.0

DefaultPitchAngle=30

YawLimited=TRUE

YawAngleRate=40

MinYaw=-120

MaxYaw=120

DefaultYawAngle=0.0

MissileLaunchTime=15.0

YawModelNodeName=LauncherBase

PitchModelNodeName=LauncherTop

VisualSearchTime=2.0

IndependentSearchChance=80

 

 

and here the weapondata:

 

 

TypeName=Sea Dart

FullName=British Aerospace GWS-30 Sea Dart

ModelName=SeaDart

Mass=550.000000

Diameter=0.420000

Length=4.360000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.222000

AttachmentType=

SpecificStationCode=

NationName=

StartYear=1973

EndYear=2010

Availability=1

BaseQuantity=2

Exported=TRUE

ExportStartYear=1973

ExportEndYear=1973

ExportAvailability=0

WeaponDataType=1

RailLaunched=TRUE

RocketPod=FALSE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LargeMissileEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=25.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=13

Accuracy=80

MaxTurnRate=30.000000

MaxLaunchG=20.000000

LockonChance=95

LaunchReliability=95

ArmingTime=1.200000

SeekerFOV=50.000000

SeekerGimbleLimit=125.000000

SeekerTrackRate=11.000000

SeekerRange=120000.000000

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

MinLaunchRange=2000.000000

MaxLaunchRange=120000.000000

Duration=400.000000

CounterCountermeasure=0.000000

NoiseRejection=0.000000

CapabilityFlags=0x1000002e

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

BoosterStart=0.000000

BoosterDuration=15.200000

BoosterAccel=50.000000

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-2.280000,0.000000

SustainerDuration=1200.000000

SustainerAccel=60.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,-2.280000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

CEP=0.000000

 

Is there anything wrong??? Could anyone help me??This is for the Falklands Mod, i can easy get near the ships, at "high" altitudes (for radar locking) like 500 m altitude...and in reality, argentine pilots had to flight very low in order to not be locked by the ship's radar... thats the reason i want this missiles be fired at long range.Thanks a lot!

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Hello PvtDK2,

 

I'm no expert but the RadarStrength seems a bit low to me. Try to increase them at big values to check if it helps, then tune them down at more reasonable values.

 

I strongly suggest you to use Harpoon as a guide there since it's a wargame that does nothing bu simulating naval warfare and it does it very well.

 

What ship is it by the way?

 

PS: I'm not sure that this is simulated but keep in mind that a surface radar's range is often limited by its horizon distance against sea skimming targets.

Edited by FrankD

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Hello PvtDK2,

 

I'm no expert but the RadarStrength seems a bit low to me. Try to increase them at big values to check if it helps, then tune them down at more reasonable values.

 

I strongly suggest you to use Harpoon as a guide there since it's a wargame that does nothing bu simulating naval warfare and it does it very well.

 

What ship is it by the way?

 

PS: I'm not sure that this is simulated but keep in mind that a surface radar's range is often limited by its horizon distance against sea skimming targets.

 

Hi, Frank!

Thanks for answering... i should tell in the post that im talking about Surface/Air missiles... as im talking about Malvinas mod, the Harpoon here is the Exocet, and the behavieur of this missile works perfectly.

The problem is that i can fly and fly arround ships and they fire the short-range missiles like Sea Cat, but for bigger missiles like Sea Dart or Sea Slug... nothing... they track me but dont shoot their long-range missiles... (maybe they are more expenssive than ships) xD

 

 

 

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Sorry for the confusion, I was referring to Harpoon 4.0, a board wargame, not to the missile.

 

http://clashofarms.com/saw2.html

 

Be sure to check that your weapons' TypeName, "Sea Dart" in your above example, matches your ship's WeaponTypeName in its "_DATA.INI".

Edited by FrankD

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Sorry for the confusion, I was referring to Harpoon 4.0, a board wargame, not to the missile.

 

http://clashofarms.com/saw2.html

 

Be sure to check that your weapons' TypeName, "Sea Dart" in your above example, matches your ship's WeaponTypeName in its "_DATA.INI".

 

Yes, its correct the name in both places... i increased the value you told me, also de "tracking strength", i multiplied it per 10 (a total of arround 800-900) and now those missiles are fired... but still really close... like the small ones... xS

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Ok, in fact it may be that the radar is not used at all and that the missile is visually guided.

 

Please try two things, first add this line ad the bottom of the [DetectSystem] section:

 

 

NetworkType=Sea Dart

 

and change "RadarPosition=0.0,0.0,2.30" to "RadarPosition=0.0,0.0,23.0" (that will give the radar a better point of view, making it able to increase its distance to horizon.

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1) The Yaw angle rate is too low for a mobile (ship based) SAM system in this series. Try upping it to 90 degrees/sec. This may not be 100% accurate, but it's a necessary compromise if you want realistic SAM defenses.

 

2) You may be expecting to engage targets out to 120 km, but not with a radar that's limited to an engagement range of 20 km (as is in the case with your settings). In real life, the first model Sea Dart's max effective range is probably closer to 35 nm, only the newer variants meet the 120-150 km range criteria.

 

3) You have no noise and counter-measure rejection values listed. In short, "You Jam, no SAM".

 

4) That ship's data.ini needs to be updated to SF2 standards, as it's lacking radar frequency values, a radar family name, etc.

 

5) The booster values are way too high, as are the sustainer values. These effect it's engagement envelope, and grossly limit the missile's maneuverability. Try cutting the booster values down to 10 Gs, and the sustainer values to 0.5 (it's a ramjet, after all), and work up from there.

 

6) Research, research, research! Do your research, otherwise, you'll wind up with what we refer to as another "CCNO" :blink::yikes:

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Woooooooowwww

The forum is messing up!!! xD

Really thanks for the answer, im going to check all answers carefully cause its all messed, hahahahaha

And i will tell you whats the result, ok?

Really, really thank you, FrankD and Fubar512

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Looks like we've lost some answers.

 

Anyway, Fubar's answer is, of course, sound, your ship need to be updated to really work right.

 

Be also advised that if all platforms aren't normalized, don't expect everything to work correctly. It would like a football game where all players are playing with their own homemade rules and ball. grin.gif

 

Try to find a few reliable sources (only one would be better but I've yet to find one source that provides all the datas we need) and work from them, while keeping a coherent approach for all platforms.

 

For example, a small sized destroyer/frigate ala Type 42 have a RadarCrossSection closer to 30000m² (not a typo, it's really thirty thousand) than 25m² so, up to you to decide to scale down the RCS values but if you do, I would suggest that you do it equally for all platforms and increase the radar's strength accordingly.

 

The road is long but the journey is very rewarding since, even if it's a lite sim, SF2's engine is very powerful... and fun.

 

Good luck PvtDK2

Edited by FrankD

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Thank you very much, FrankD, i did some little progress understanding how the engine works with this values... based on the information that you, and Fubar, gave to me.

Now the long range missiles are fired to a locked target (from Type 42) arround 25-30 km far away from ship... and i´ve realized that, like reality, i can approach ships flying at 12m from sea level without beign detected, i changed the values, cause i could fly arround 45-50 m from sea level without beign detected, and now im detected from 20-25 m from sea level, i saw on a documentary that the argentine engineers calculated that was the minimum altittude to be detected by the UK ships.

 

Really thank you very much to you and Fubar for your help, thats why i really love this game and this forum, the game is never-ending editable and the people here is pretty smart and know about what they talks about.

I´ll try to make it more accurate to reality with time, and work... but not now, we have a rising social revolution here in Spain, and its the time for big changes in my country.

Wish us luck in this moments of turbulences...

I wish all of you freedom, mind strength and that the passion for fighting for your rights may be strong in your heart.

Long live to the revolution!

Good luck and thanks.

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Be safe and take care PvtDK2

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