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KJakker

Help with a Sci-Fi kinetic kill SAM.

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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

 

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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

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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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