Sheriff001 Posted September 19, 2012 Posted September 19, 2012 (edited) Hi all, I have a problem in using the IR-guided AIM-4s. When I select them, they seem to lock on to nothing. As soon as I select them (even if far from any target), I get a lock on tone. Is this a common problem? If it's not just inherent to the missile itself, is there any parameter I can edit so that I only hear the lock on tone when it is actually locked on? Incidentally, it's hard to say how successful my AIM-4s are. I only fire when I am near a target, within the radar's parameters, and when the seeker is giving the lock on tone. However, since the lock on tone doesn't seem to relate to anything, I don't know if the missiles are locked on to a heat source or not. Here's my AIM-4G data.ini: [WeaponData001] TypeName=AIM-4G FullName=AIM-4G Falcon ModelName=aim-4G Mass=66.000000 Diameter=0.166000 Length=2.060000 SubsonicDragCoeff=0.364000 SupersonicDragCoeff=0.580000 AttachmentType=NATO,USAF SpecificStationCode=AIM4 NationName=USAF StartYear=1959 EndYear=1979 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1961 ExportEndYear=1979 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=18.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=80 MaxTurnRate=14.000000 MaxLaunchG=2.000000 LockonChance=40 LaunchReliability=75 ArmingTime=2.300000 SeekerFOV=6.000000 SeekerGimbleLimit=30.000000 SeekerTrackRate=15.000000 SeekerRange=12000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=1500.000000 MaxLaunchRange=9600.000000 Duration=20.000000 CounterCountermeasure=40.000000 NoiseRejection=40.000000 CapabilityFlags=0x00000200 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=3.000000 BoosterAccel=55.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.456000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.456000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Edited September 19, 2012 by Sheriff001 Quote
+KnightWolf45 Posted September 19, 2012 Posted September 19, 2012 tis an old bug since Gen 1 happens to me some times to but goes way after a second or soo Quote
RogerSmith Posted September 19, 2012 Posted September 19, 2012 that has happened to be with AIM-9s also, whenever I have them selected, pull up the map for a couple of seconds and exit the map, it starts growling whether something is ahead of me or not. Only for a second though. Quote
warthog64 Posted September 19, 2012 Posted September 19, 2012 The AIM-4 was a very unreliable missile. Gen. Robin Olds described it best, "As useless as tits on a Bullhog!" I never had any luck using them in WOV. Get as close to the target as possible, and make sure the target is not maneuvering for best chances of scoring a hit with the AIM-4. Quote
B52STRATO Posted September 19, 2012 Posted September 19, 2012 Probably one of the poorest weapon that we can use over Vietnam. Nearly every flights made with them on Phantom II are perilious, like with the most of the first gen AA missiles. Quote
MigBuster Posted September 19, 2012 Posted September 19, 2012 I think locking onto the sun is possible in SF but would need to check that. Quote
+SupGen Posted September 19, 2012 Posted September 19, 2012 You probably know this but there are two growls, a low one anytime the missle is selected and a much louder, more "active" one when you get a lock; for all IR missles. Quote
+Dave Posted September 20, 2012 Posted September 20, 2012 WOW that is a coincidence, my uncles dog growls at his balls everyday but he was neutered 4 years ago...... 2 Quote
+KnightWolf45 Posted September 20, 2012 Posted September 20, 2012 In the old burning sands 84 campaing mod in the gen 1 download secion there his sound that both are nuch more distinc! i still use it. Quote
Sheriff001 Posted September 20, 2012 Author Posted September 20, 2012 I have two distinct sounds. A low growl indicating IR missile selected, and a loud high-pitched buzz for lock. Quote
Z09SS Posted September 21, 2012 Posted September 21, 2012 I've set up an unmaneuvering target to test some stuff out. The AIM-4 needs a bit of run before it starts to steer after launch, that increases the min range quite a bit. I am not sure what stat governs this. Quote
+Spillone104 Posted September 21, 2012 Posted September 21, 2012 I've set up an unmaneuvering target to test some stuff out. The AIM-4 needs a bit of run before it starts to steer after launch, that increases the min range quite a bit. I am not sure what stat governs this. ArmingTime=2.300000. The missile seeker begin to be "alive" 2.3 seconds after launch. Quote
Sheriff001 Posted September 22, 2012 Author Posted September 22, 2012 It appears to be a regular cycle. 1 second not locked on, 1 second locked on, repeated. I wonder if I should start tweaking the ArmingTime, the LockonChance, or both? Quote
Sheriff001 Posted September 22, 2012 Author Posted September 22, 2012 Another question: what is "NoiseRejection". The AIM-9B has NoiseRejection=10, the AIM-4D has NoiseRejection=40 Quote
Sheriff001 Posted September 22, 2012 Author Posted September 22, 2012 (edited) I have a little technique that I've tried for the IR-guided AIM-4s. I fire from dead-astern (or as close as possible), I wait until I get constant tone (several seconds), I ensure that the sight is directly on a target (no lead), and I fire at close to maximum range (indicated on the radar scope). Lock on will occur several miles before maximum launch range. Before firing again, or on another target, I first switch from an IR-guided AIM-4 to another weapon, then I get the target in my sights, switch to IR-guided AIM-4, and fire after a long tone. Within three miles, I'll hold fire, and swing around for another firing pass, or return to base. I could also, possibly, play with the maximum range figure. Did the IR-guided AIM-4 have a seeker slaved to radar, or was it simply boresighted? Edited September 22, 2012 by Sheriff001 Quote
+Spillone104 Posted September 22, 2012 Posted September 22, 2012 Noise rejection should be related to radar guided missiles. It means how much resistant the radar lock is to noise jammers. Try maybe to lower the arming time and increase a little bit the SeekerFOV as now is within a very narrow 6 degreese. The seekers were not slaved to radar to my knowledge. Quote
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