KJakker Posted September 8, 2013 Posted September 8, 2013 I have been playing about with trying to make a sci-fi kinetic kill SAM with high acceleration and turn rates. What I would like to achieve is a missile that will go from the launcher to the target so fast that it can not be evaded and has enough kinetic energy to destroy a heavy bomber in a single hit without a warhead. The version below is a reduced power version with only a couple of hundred G's of acceleration but I have tried acceleration and turn rates in the thousands of G's. The problem I am trying to solve at the moment is how to make the missile fly in a smooth lead pursuit profile. So far it is flying in a snake like bob and weave profile that appears to be ruining accuracy. Any idea's as to what would make it fly smoothly? I am using WhiteBoySamurai's ESSM LOD and texture as a temporary stand in while testing the weapon data file. [WeaponData001] TypeName=HVM FullName=Hyper Velocity Missile ModelName=ESSM Mass=280.000000 Diameter=0.254000 Length=3.660000 SubsonicDragCoeff=0.160000 SupersonicDragCoeff=0.320000 AttachmentType=NATO,USAF,USN,UK SpecificStationCode= NationName=USN StartYear=1950 EndYear=2050 Availability=3 BaseQuantity=1 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=13 Accuracy=400 MaxTurnRate=200.000000 MaxLaunchG=50.000000 LockonChance=100 LaunchReliability=100 ArmingTime=0.000000 SeekerFOV=30.000000 SeekerGimbleLimit=240.000000 SeekerTrackRate=180.000000 SeekerRange=250000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=250000.000000 Duration=250.000000 CounterCountermeasure=200.000000 NoiseRejection=200.000000 CapabilityFlags=0x10000038 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=0.500000 BoosterAccel=10.000000 BoosterEffectName=ShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.750000,0.000000 SustainerDuration=5.000000 SustainerAccel=200.000000 SustainerEffectName=InFlightMissileEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.750000,0.000000 InFlightEffectName=LargeSAMTrailEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
+Fubar512 Posted September 8, 2013 Posted September 8, 2013 Try upping the CEP, by increments of .010. Increasing accuracy past 100% achieves nothing, and may even be seen as lower than "100" by the system. Another thought: The system may not recognize a game object without defined collision points as being capable of damaging another object. Perhaps equipping it with a 5 kg warhead without visiual effects and imbuing it with 3 meter blast radius may help you achieve what you're after
+ianh755 Posted September 11, 2013 Posted September 11, 2013 I tried something similar and I also found that the faster a missile flies the more it corkscrews making it virtually unusable. I think this is down to the coding TK used to make A-A weapons "wobble" in-flight so when you push a missile too fast the wobbling effect alters the flight path too much.
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