Snailman Posted November 17, 2014 Posted November 17, 2014 View File Red Side Standard Weapons Pack - AAM Public test version RED SIDE STANDARD WEAPONS PACK 0.90 Beta ======================================== This is a public test version, currently contains only AAM type weaponry. Full version will follow soon. Please try out equipment playing from both sides. AI vs AI combat is also to be observed. Note that missile perfomance is also affected by the launch platform's radar capabilities. You may have to edit your respective launch platform's plane data.ini in case of any weapon not appearing on the loadout menu. Contact me if help needed. About 1000+ launch tests have been done per missile against planes with various maneuverability with or without CM at low and high altitude. Ballistics have been also checked with HoneyFox's Missile Range Simulator. Introduction: ------------- Red Side Standard Weapons Pack (RSSW) is a standardized, simplified weapons pack for eastern bloc aircraft ordnance. The pack includes weaponry from a time frame from 1950 to 2000. The main effort was to provide both users and modders with a stable and well organized collection of on-board weapons. With standardized references, station-specific entries and names there is no need for modders to include weapon files for the aircraft they have made and it is also more easy to construct proper stations and loadout arrangements. Using multiple reference materials (both english an russian) we tried to fine tune the effectiveness of all the weaponry for satisfactory red-side player game experience while keeping as much realism as possible. This also provides more challenge playing on the blue side. We did not yet apply general changes to blue side weaponry (like the Rear60 IRM fix) some weapons may appear more capable than their blue side counterparts. Even though RSSW was designed to improve red side player experience and flyable aircraft, we will of course apply these changes to blue side to keep a balance challenge level. Effectiveness for guided weapons have been tuned to provide realistic hit rate within the proper launch requirements. Because of game limitations, this means some technical parameters and values may be different from real world data. We kept as much stock reference as we could to provide compatibility with original game standard (Naming, Types, Loadout ID, etc) Installation: ------------- Extract the files into the respective "Addon" Folder on your system. It is advised, to install it into a fresh (cleaned up) Weapons folder. This weapon pack will overwrite almost all soviet type ordnance including stock ones. RSSW compatible plane addons and their loadouts have been constructed to use RSSW weapon specifications, regarding StationSpecific entries, size, weight, diameter and availability dates. Because of that, remaining previous versions of soviet type ordnance may cause problems in loadout appearing with these planes. Contents: --------- - The latest 3D models of all Air-to-Air missiles with thoroughly revised characteristics (FM, Guidance, etc) - Weapon (and folder) names use common standard for convenience, clarity and simplified looks Important changes: ------------------ - IRMs with Rear60 aspect has been reworked with higher Turn G and/or higher Track Rate, to compensate the faulty tracking game logic related to Rear60 seekers. FULL VERSION FUTURE CONTENT: ++++++++++++++++++++++++++++ - Simplified (reduced) version of Lindr2's SovietBombPack - Latest and updated 3D models of Air-to-Ground missiles with revised characteristics (FM, Guidance, etc) - New racks for more realistic loadouts - Specific weapons for problematic aircraft loadouts (eg. racks holding rocket pods) - Revised and standardized guns for on-board and gunpod use - Patch loadout files for existing non-RSSW compatible planes Credits: -------- Weapon LODs: Lindr2, Krizis, Snailman Sources: -------- Internet - ru.wikipedia.org - russian-ships.info - militaryrussia.ru - www.airwar.ru - rbase.new-factoria.ru - worldweapon.ru - various forums Books - ????????? ??????????? ?????? - ??????-?????? - ????????? ??????????? ?????? - ??????-????? - ?????????????? ????????? ?????????? ??? - ??????????? ??????????? ?????? - Soviet Russian Aircraft Weapons (Yefim Gordon) - Encyclopedia of Russian Aircraft Armaments and Avionics (Bilingual) Submitter Snailman Submitted 11/17/2014 Category Weapon Packs 1 Quote
+Dave Posted November 18, 2014 Posted November 18, 2014 If you could please post your test results here. Weapon: Test Conditions: Test results: How many times you ran the test. Example: Weapon: AA-12 Test Conditions: SU-27 v F-15, Aspect ratio: Head on Test results: Fired 3 only, 1 hit Did same mission 5 times, same results. 1 Quote
Snailman Posted November 18, 2014 Author Posted November 18, 2014 (edited) R-3S (AA-2A) MiG-21PF vs F-4E, Dogfight Fired all missiles from 6 o'clock position (guns omitted) Dogfight done 10 times, 18 missiles fired alltogether, 4 hits (2 with the first missile), 4 faulty missiles Notes: Launch range between 800-1300meters, I tried to anticipate a short period when the target flies straight RS-1U (AA-1A) MiG-19PF vs Vautour Interception 4 Missiles per mission Done 5 times, 20 missiles fired, 7 kills (2 double), 8 faulty missiles Note: Best launch range is between 2.5-3.4 km, from ambush when they fly straight. Many duds tho. R-98T + R-98R (AA-3C + AA-3D) Su-15 vs B-52 (stock) Interception Fired 82 missiles (unlimited ammo) on 8 B-52s 1 from head on (1 hit), 81 from 6 o'clock ( 3 hits) Did not count dud rounds this time. Note: From the direction where they dump the CM, almost impossible to achieve a hit. One hit was from proximity pass by. Edited November 18, 2014 by Snailman Quote
+FLOGGER23 Posted November 18, 2014 Posted November 18, 2014 Those sound too old, can you make the test with MiG-23/25/29/31 leaving aside the high efficiency the Flanker's have, thanks in advance Zoltan :D Quote
Muesli Posted November 18, 2014 Posted November 18, 2014 Are you promoting the Flogger again, Enoc???!!! Quote
Snailman Posted November 18, 2014 Author Posted November 18, 2014 Those sound too old, can you make the test with MiG-23/25/29/31 leaving aside the high efficiency the Flanker's have, thanks in advance Zoltan :D Yes, I did such, but I had also adjusted radars in order to be able to lock and launch weapons properly at max possible range (trajectory test). But not a bad idea, I will post simple reference aircraft (stock, but made flyable) with added RSSW loadout structure. That would make a real difference for comparison and easier testing. Our new Flogger set will be RSSW from start, of course. 2 Quote
2skicomrade Posted November 18, 2014 Posted November 18, 2014 R-3S (AA-2A) MiG-21PF vs F-4E, Dogfight Fired all missiles from 6 o'clock position (guns omitted) Dogfight done 10 times, 18 missiles fired alltogether, 4 hits (2 with the first missile), 4 faulty missiles Notes: Launch range between 800-1300meters, I tried to anticipate a short period when the target flies straight RS-1U (AA-1A) MiG-19PF vs Vautour Interception 4 Missiles per mission Done 5 times, 20 missiles fired, 7 kills (2 double), 8 faulty missiles Note: Best launch range is between 2.5-3.4 km, from ambush when they fly straight. Many duds tho. R-98T + R-98R (AA-3C + AA-3D) Su-15 vs B-52 (stock) Interception Fired 82 missiles (unlimited ammo) on 8 B-52s 1 from head on (1 hit), 81 from 6 o'clock ( 3 hits) Did not count dud rounds this time. Note: From the direction where they dump the CM, almost impossible to achieve a hit. One hit was from proximity pass by. This pack fixes many problems that I've been working on, Thank You! I've had more success firing the R-3S from a bit further out (2,000-2,500 meters). As the missile loses momentum, it can actually follow the F-4 through a shallow turn (as long as it doesn't lose lock). Question: What variants of the AA-8 Aphid did the stock game come with, and do you think they need updating? This missile seems to have an almost bewilding number of modifications, and I'm not sure what the difference are. Quote
Snailman Posted November 18, 2014 Author Posted November 18, 2014 This pack fixes many problems that I've been working on, Thank You! I've had more success firing the R-3S from a bit further out (2,000-2,500 meters). As the missile loses momentum, it can actually follow the F-4 through a shallow turn (as long as it doesn't lose lock). Question: What variants of the AA-8 Aphid did the stock game come with, and do you think they need updating? This missile seems to have an almost bewilding number of modifications, and I'm not sure what the difference are. Best if you don't give the target too much time to react, hence the closer range. Also better against CM equipped craft, as the missile need to pass less "percentage checks" against CM. Even with 90%, 90 of 90 of 90 is only 72... I found AA-8 perfect as is, with it's stock values and setting. It has two main variants, the early R-60 and the late R-60M. Both has a sub-variant with different proximity fuse (for export?) the R-60K and MK, but in game terms it means no real difference. R-60T is a reference for base variant (R-60). Some sources mention a SAHM variant R-60R but at best it was only a project. Quote
MajorKong Posted November 25, 2014 Posted November 25, 2014 IIRC - Soviet doctrine for missiles like the AA-3 and AA-6 was to fire at 2/3 maximum range. The missiles would be fired in pairs, with the heat-seeking version fired first so that it wouldn't try to lock on to its radar-guided partner. Quote
Snailman Posted November 27, 2014 Author Posted November 27, 2014 When determining range, I calculated with "maximum effective range" not absolute max range to where the missile can fly (usually only ballistic and from high alt only) and also it is the most difficult data type to acquire are the missile ballistic (and thrust) properties.. These missiles usually fly about to their designated (in-game) max range and even there they are slowing down considerably. If not, their guidance period ends with timout ( Missile Duration). This means an electric systems shutdown and self destruct. Game logic for missile flight is not really good, and very difficult to model a correct flight even having the correct real world data - not possible to model Low alt/High alt performance (range) and there is also not Min Alt/Max Alt launch property Quote
Snailman Posted December 25, 2014 Author Posted December 25, 2014 Now, the (almost) full version has been uploaded. Version 0.99 This AAM test version is obsolete now) Quote
+Piecemeal Posted April 17, 2016 Posted April 17, 2016 Hi Snailman. Great work on the pack! I noticed with the Kh23 missile you have an effect assigned called "MissileInFlightFlareEffect". Is that a stock effect or a third party one? If it's the latter could you pass it on to me? Cheers and thanks again! Quote
Snailman Posted April 17, 2016 Author Posted April 17, 2016 You are right, the pack miss that effect file. Check back soon, I will upload a new RSSW version soon!! 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.