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I've been having a problem with anti ship missiles. Sea skimming missiles keep hitting the water once they level off at their cruise altitude. The missiles are being launched from a high enough altitude and are within range of the target, yet 50% of the time a AGM-84 for example will slam into the water regardless. I'll provide the weapon data from the AGM-84 to see if anyone notices a problem that might be causing the issue I'm having as I have no clue what's wrong. Also is there a way to enable a missile to be Infrared guided and also sea skimming?, because when I change a Harpoon to IR guided it no longer flies this way. Thanks

 

 

 

[WeaponData001]
TypeName=AGM-84F
FullName=AGM-84F HARPOON
ModelName=AGM-84E
Mass=628.000000
Diameter=0.340000
Length=4.500000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=NATO,USAF,USN
SpecificStationCode=
NationName=USN
StartYear=2000
EndYear=2040
Availability=2
BaseQuantity=28
Exported=TRUE
ExportStartYear=2000
ExportEndYear=2040
ExportAvailability=2
WeaponDataType=7
FinStabilized=TRUE
EffectClassName=CruiseMissileEffects
ReleaseDelay=0.000000
WarheadType=6
Explosives=500.000000
FusingDistance=0.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=7
Accuracy=98
MaxTurnRate=6.000000
MaxLaunchG=3.000000
LockonChance=98
LaunchReliability=95
ArmingTime=2.000000
SeekerFOV=25.000000
SeekerGimbleLimit=25.000000
SeekerTrackRate=15.000000
SeekerRange=60000.000000
CLmax=14.000000
MinLaunchRange=2000.000000
MaxLaunchRange=60000.000000
Duration=600.000000
CapabilityFlags=0x10100002
LoftAngle=0.000000
MaxLoftAltitude=0.000000
StartDecentRange=5.000000
DescentAngle=10.000000
MinimumAltitude=25.000000
BoosterStart=1.500000
BoosterDuration=3.200000
BoosterAccel=10.385400
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.128000,0.000000
SustainerDuration=600.000000
SustainerAccel=2.000000
SustainerEffectName=
SustainerSoundName=JetEngine
SustainerPosition=0.000000,-1.128000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=JetEngine
ReleaseAnimationID=-1
CEP=40.000000
IsDecoy=FALSE
JammerStrength=0.000000

Edited by warthog64

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I've discovered through a lot of trial and error that the best way to score a hit (without your Harpoon diving for the sea) is to climb to between 2,500 and 3,000 feet, raise your nose about ten degrees and then shoot. More often than not I've gotten a kill by using this method.

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Just looking at the data you're using, I see a lot of potential problems: Air-launched Harpoons have no rocket booster, for example, and the drag coefficient is too low. The missiles will be going way too fast and will crash into the ocean before they can level off after the initial dive. Also, the seeker stats are off, and even if the missile can manage to level off and sea skim, it may just not be able to see the target.

 

I've just uploaded an updated version of my cruise missile pack. Download and overwrite and it should fix any problems you're experiencing. 

 

Speaking of cruise missiles, I'm currently missing an AGM-84H/K SLAM-ER. I could've sworn that I once saw a screenshot of someone's Super Hornet with this model (folded wings and all). Is this available somewhere, or was I just dreaming?

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Thanks Whiteboysamurai, I'll give it a try. I did increase the speed of the missile slightly but I guess I didn't realize how fast it was really going, very inaccurate I see now.

Edited by warthog64

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