lixeta Posted August 25, 2011 Posted August 25, 2011 I think VLS SAM in game have some problem. For example: the SA-N-6 VLS SAM in Slava class cruiser. If I fly under 500m, SA-10 will never home on me! The missiles will: 1. Go straight into the sky 2. Go in another direction, loft and crash into the sea go into sky, not home on my aircraft go into another direction and loft...into the sea. I think this problem may relate to the seeker FOV and seeker gimble limit. Quote
+Spillone104 Posted August 25, 2011 Posted August 25, 2011 Try to see if the Seeker slave is checked. This means that the seeker of the missile follow where the engagement radar is looking. Quote
colmack Posted August 25, 2011 Posted August 25, 2011 (edited) This is the data file i use for the SA-N-6 you can defeat it, but if you do something not to bright ur guuna get the old banana in the tail pipe i have sit and watched the A.I. birds try to defeat it, most times its like a stand off but the Slava usually wins because the A.I. cant really advance or retreat as long as they circle the ship they are for the most part ok useless there is another surface vessel because then they get you in a cross fire [WeaponData001] TypeName=SA-N-6 FullName=SA-N-6 Grumble ModelName=5V55K Mass=1480.000000 Diameter=0.450000 Length=7.000000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.400000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1980 EndYear=2050 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1988 ExportEndYear=2050 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=133.000000 FusingDistance=5.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=90 MaxTurnRate=40.000000 MaxLaunchG=1.000000 LockonChance=100 LaunchReliability=95 ArmingTime=0.100000 SeekerFOV=50.000000 SeekerGimbleLimit=125.000000 SeekerTrackRate=30.000000 SeekerRange=150000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=1000.000000 MaxLaunchRange=150000.000000 Duration=180.000000 CounterCountermeasure=90.000000 NoiseRejection=85.000000 CapabilityFlags=0x10000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=0.200000 BoosterAccel=100.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.650000,0.000000 SustainerDuration=60.000000 SustainerAccel=12.500000 SustainerEffectName=SAMFlightEffect SustainerSoundName=Missile SustainerPosition=0.000000,-2.650000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 yep she got me she ain't no push over Edited August 25, 2011 by colmack Quote
+WhiteBoySamurai Posted August 26, 2011 Posted August 26, 2011 Try to see if the Seeker slave is checked. This means that the seeker of the missile follow where the engagement radar is looking. I'm 99% sure that "seeker slave" and "seeker uncage" only matter for heat seekers. At least, in my extensive testing of SAMs for my Aegis ships, it's had no noticeable effect. The problem the OP described is a combination of seeker parameters and missile motor parameters. If the target is too low and/or too close, the missile either won't be able to keep it in its field of view, or it just won't be able to turn hard enough. Anyway, the stats colmack posted should be good. Quote
lixeta Posted August 27, 2011 Author Posted August 27, 2011 I'm 99% sure that "seeker slave" and "seeker uncage" only matter for heat seekers. At least, in my extensive testing of SAMs for my Aegis ships, it's had no noticeable effect. The problem the OP described is a combination of seeker parameters and missile motor parameters. If the target is too low and/or too close, the missile either won't be able to keep it in its field of view, or it just won't be able to turn hard enough. Anyway, the stats colmack posted should be good. I agree with you. To solve this problem, I have set my SA-10 missile: FOV: 180 Booster duration: 3s - booster accel: 5g Sustainer duration: 60s - sustainer accel: 30g With very low booster accel, the missiles will can home on and manuaver despite of lossing the target out of FOV Quote
Fubar512 Posted August 27, 2011 Posted August 27, 2011 SA-10s have no booster.....the .2 sec "booster" entry is there to emulate the launcher's "cold launch" ejection sequence of the missile, which cannot otherwise be modeled in SF1 or SF2. The launch acceleration in RL is about 10Gs, but that's the initial acceleration load, and not a constant value. The missile (again, in RL) is ejected to an altitude of 15-30 meters before ignition. It also has a thrust vectoring nozzle, which is something that cannot be directly modeled in SF Quote
lixeta Posted August 27, 2011 Author Posted August 27, 2011 I have to set that because the sustainer accel does not take the missile enough time to turn to target and then loss lock. The missile go straight into sky because of this problem Quote
Fubar512 Posted August 27, 2011 Posted August 27, 2011 Use these values...they are closer to reality. Sustainer burnout occurs 30 km downrange, at Mach 4-5 (depending on manuevers). [WeaponData001] TypeName=SA-10 FullName=SA-10 Grumble ModelName=5V55K Mass=1480.000000 Diameter=0.450000 Length=7.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1979 EndYear=2011 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1979 ExportEndYear=2008 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=85.000000 FusingDistance=15.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=95 MaxTurnRate=40.000000 MaxLaunchG=1.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=4.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=180.000000 SeekerRange=150000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=1000.000000 MaxLaunchRange=150000.000000 Duration=180.000000 CounterCountermeasure=95.000000 NoiseRejection=85.000000 CapabilityFlags=0x1000002f LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=0.200000 BoosterAccel=10.000000 BoosterEffectName=ColdLaunch BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.650000,0.000000 SustainerDuration=30.000000 SustainerAccel=8.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=Afterburner SustainerPosition=0.000000,-2.650000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 1 Quote
lixeta Posted August 27, 2011 Author Posted August 27, 2011 Thank you And can you help me on Le Missioneur. Quote
Fubar512 Posted August 27, 2011 Posted August 27, 2011 Thank you And can you help me on Le Missioneur. Haven't played with either Le Missioneur or Kreelin's Mission Designer in quite some time. This would be of more assistance than myself: http://combatace.com/files/file/5092-le-missionneur-mission-editor-tutorial/ Quote
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