snapper 21 Posted January 11, 2012 Posted January 11, 2012 (edited) Hi Everybody I have a question about Blue side SAMs. Why are the Seeker FOV so small? Looking at the Red weapons that come with the game, they seem to have a seaker FOV starting at 60 (SA-2 etc). While if you look at SeaDart, Seawolf and RIM-2E they seem to have FOV around 5. Which in the original SF2 data is what seems to be a normal set up for air to air missiles. Now I am not saying any of these figure are wrong, I haven't a clue what the real life figure should be, or what the game needs. I just remember reading a post a while ago that NATO SAMs were porked, and started wondering if that a ground launched missile needs a bigger FOV to engage a target. What do you lot think? Cheers Snapper 21 Edited January 11, 2012 by snapper 21 Quote
+Gr.Viper Posted January 11, 2012 Posted January 11, 2012 (edited) Seeker? On SA2? The thing's radio guided and detonated. The real one, that is. TK's version is in may areas at odds with reality. Edited January 11, 2012 by Gr.Viper Quote
+Fubar512 Posted January 12, 2012 Posted January 12, 2012 I also used to confuse the seeker field of view with the seeker gimbel limit (which is what would conceivably be set to a wide angle). A narrow FOV actually improves a missile's accuracy, and reduces the chance that the given weapon might be spoofed by simple counter-measures (flares, chaff). For example, consider the R-73/AA-11 Archer. It has an FOV of 2.5 degrees (and a 20 degree gimbel limit), and it's considered one of the best IRMs in service. http://warfare.ru/?catid=262&linkid=1673 Grim Viper has it right, a lot of tweaks were applied by the developer to overcome the limitations of the game engine, and in all fairness, those tweaks seldom adversely effect game play or immersion. Quote
snapper 21 Posted January 12, 2012 Author Posted January 12, 2012 Hi Fubar512 Thanks for the explanation, I have learned a new thing today. So lookng again at the various Data ini Seawolf: SeekerGimbleLimit=46.000000 SeaDart: SeekerGimbleLimit=125.000000 RIM-2E: SeekerGimbleLimit=46.000000 RIM-7; SeekerGimbleLimit=90.000000 SA(N)-9: SeekerGimbleLimit=360.000000 TKs SA-2B: SeekerGimbleLimit=135.000000 TKs SA-8: SeekerGimbleLimit=135.000000 In my simple way of looking at things, I am quite surprised by the NATO weapons. If the SA-2B is a standard, then I would have thought that all the others should have been the same or greater. Is that right, or am I looking at it to simply? I think I need to experiment. Cheers Snapper21 Quote
+Fubar512 Posted January 12, 2012 Posted January 12, 2012 Well, that particular SA-N-9's values (it is, afterall, really an SA-15) are nooooowhere close to being accurate. You often find that with third-party stuff, as not everyone has neither the skills, nor the common sense to perform the necessary research before hand. Nor do they appear to have the patience to work that into a model, and then test it to ensure that it behaves as it should. These are workable values for that missile, with just enough of a fudge factor to allow it to perform in a VLS-environment. [WeaponData001] TypeName=SA-15 FullName=SA-15 Gauntlet ModelName=SA15 Mass=167.000000 Diameter=0.235000 Length=2.900000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1981 EndYear=2020 Availability=2 BaseQuantity=64 Exported=TRUE ExportStartYear=1988 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=15.000000 FusingDistance=10.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=94 MaxTurnRate=30.000000 MaxLaunchG=1.000000 LockonChance=93 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=5.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=120.000000 SeekerRange=20000.000000 CLmax=14.000000 LiftDragRatio= MinFreq=2.000000 MaxFreq=8.000000 CanJamCW=FALSE InterfereRWR=FALSE MinLaunchRange=100.000000 MaxLaunchRange=15000.000000 Duration=30.000000 CounterCountermeasure=70.000000 NoiseRejection=70.000000 CapabilityFlags=0x00000032 LoftAngle=90.000000 DescentAngle=0.000000 MaxLoftAltitude=20.000000 BoosterStart=0.000000 BoosterDuration=10.000000 BoosterAccel=9.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.750000,0.000000 SustainerDuration=15.000000 SustainerAccel=0.000000 SustainerEffectName=MissileInFlightEffect SustainerSoundName=MissileEngine SustainerPosition=0.000000,-1.750000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Quote
snapper 21 Posted January 12, 2012 Author Posted January 12, 2012 Thanks for that. Just out of interest, what are your thoughts on the Seawolf? Cheers Snapper 21 Quote
+Fubar512 Posted January 13, 2012 Posted January 13, 2012 Thanks for that. Just out of interest, what are your thoughts on the Seawolf? Cheers Snapper 21 To enable it to operate in both modes (launch rail and VLS), I'd give it a 5-degree FOV and a 75-90 degree gimbel limit. The wide gimbel limit ensures that the missile "sees" its target when launched in VLS mode. That's what I meant when I referred to tweaking values to overcome "game-engine limitations" What most do is to go overboard on acceleration rates and engine burn durations. Quote
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