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harryleith

No hits with Exocet in Falklands

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Hi Gang,

 

I have been having trouble scoring a hit in the SF2 Falklands Mod. I did an anti-ship mission flying Super Etendards and my Exocet missed the target. Fair enough, I thought. No system is flawless. However, I repeated the mission a half-a-dozen times and the Exocet invariably misses its target. This includes my weapons and my wingmans - when he decides to drop his! I looked in the .ini file of the missile and the Accuracy is 85%, but I can't seem to hit a thing. I lock on to the ground target using the E key, close on the target and then launch. My launches are from 12 miles through to 5 miles from the target, using the Argentine AR_AM-39 from the game, and a couple of AM-39As just to test if that made any difference.

 

I am playing the SF2 Falklands mod with a full merged install of SF2. The Falklands mod was installed as a separate mod, so it is only what came in the download in the game.

 

Does anyone have any ideas?

 

[WeaponData001]

TypeName=AR_AM39

FullName=AM 39 Exocet ASM (Arg)

ModelName=AM39

Mass=670.000000

Diameter=0.430000

Length=4.412000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.222000

AttachmentType=ARGENTINA

SpecificStationCode=

NationName=ArgentineNavy

StartYear=1979

EndYear=2020

Availability=2

BaseQuantity=24

Exported=TRUE

ExportStartYear=1979

ExportEndYear=2020

ExportAvailability=1

WeaponDataType=1

RailLaunched=FALSE

RocketPod=FALSE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LargeMissileEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=160.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=7

Accuracy=85

MaxTurnRate=10.000000

MaxLaunchG=3.000000

LockonChance=95

LaunchReliability=95

ArmingTime=2.000000

SeekerFOV=25.000000

SeekerGimbleLimit=25.000000

SeekerTrackRate=15.000000

SeekerRange=60000.000000

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

MinLaunchRange=2000.000000

MaxLaunchRange=60000.000000

Duration=600.000000

CounterCountermeasure=0.000000

NoiseRejection=0.000000

CapabilityFlags=0x10300017

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

BoosterStart=1.000000

BoosterDuration=10.000000

BoosterAccel=10.000000

BoosterEffectName=MissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-1.128000,0.000000

SustainerDuration=600.000000

SustainerAccel=10.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,-1.128000,0.000000

InFlightEffectName=MissileInFlightEffect

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

CEP=7.000000

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It's the entry - "GuidanceType=7" which is for Inertial Nav guidance. It's a game limitation that ASM's don't use radar (Air to Air only) so using this guidance type was the work around. However with this it'll only hit static objects unfortunately as it will only head to the co-ordinates of where the target was at when you fired it.

 

Here are two fixes depending on your comfort level with editing -

 

a. Easiest - Change the guidance type to either 5 or 6 (TV or IIR guidance). It'll now hit moving targets (ships!)as is Fire & Forget but it'll display a TV/IIR window in the top right of your display. No other .ini changes are required.

 

b. Medium - Change the guidance type to 3. This is Command guided and acts the same as above but doesn't display the TV/IIR window which looks much better. HOWEVER, the missile then becomes a CGR which means the pylon data in all your Exocet firing Aircraft's data.ini will need to be altered to include CGR in the attachment type.

 

It's maybe something that could be addressed in a patch for the Falklands mod?

 

Hope that helps!

Edited by ianh755

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Guys:

 

Actually, the Exocets in the mod work just fine -- provided you are not flying Anti-Ship as a Single Mission.

 

In this mod ships are are implemented as terrain objects, which means that they don't move. In the campaign you will not be tasked with Anti-Ship missions. You will get strike missions against the British ships as terrain objects, and in that scenario the Exocets work beautifully. I just flew a mission myself, and my wingman and I took out three ships without a problem.

 

I will consider changing the guidance type for that weapon in an update, but the weapon does work under the circumstances for which it was designed.

 

Eric Howes

Edited by eburger68

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Thanks for the replies, gentlemen. As always, I appreciate your insights. For a quicky fix i might just change it to TV guidance - it doesn't bother me to have the TV image displayed.

 

Hope you had a Happy New Year. Off to bag some ships!

 

Harry

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