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A-A missiles with flares and or lights?

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Can we have lights or flares attached to a Air to Air missile? I'm thinking in early missiles like the german X-4.

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Should be a simple as a modified missile in flight effect?

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<cough>

Azon bomb

 

The X-4 should already have it

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I've found this entry in the AZON bomb...

SustainerEffectName=MissileInFlightFlareEffect

The X-4 entry for this is empty. Should I use that? Is that an standard effect?

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Here's what I have for my X-4. Test and see how it works:

 

Quote

[WeaponData001]
TypeName=X-4
FullName=Kramer X-4 Air to Air Missile
ModelName=X-4
Mass=60.000000
Diameter=0.300000
Length=2.010000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=W_GERMANY
SpecificStationCode=
NationName=Nazi Germany
StartYear=1944
EndYear=1948
Availability=2
BaseQuantity=8
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=TRUE
HasGrowl=TRUE
EffectClassName=MediumMissileEffects
ReleaseDelay=1.000000
WarheadType=0
Explosives=20.000000
FusingDistance=15.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=95
MaxTurnRate=50.000000
MaxLaunchG=9.000000
LockonChance=95
LaunchReliability=95
ArmingTime=0.500000
SeekerFOV=30.000000
SeekerGimbleLimit=90.000000
SeekerTrackRate=110.000000
SeekerRange=3500.000000
CLmax=14.000000
MinFreq=1.000000
MaxFreq=20.000000
MinLaunchRange=500.000000
MaxLaunchRange=3500.000000
Duration=75.000000
CounterCountermeasure=75.000000
NoiseRejection=75.000000
CapabilityFlags=0x000004ff
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
BoosterStart=0.000000
BoosterDuration=3.800000
BoosterAccel=16.245001
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.051500,0.000000
SustainerDuration=5.000000
SustainerAccel=0.000000
SustainerEffectName=MissileInFlightFlareEffect
SustainerSoundName=
SustainerPosition=0.000000,-1.051500,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

 

the major problem is, in game you can't have an wire guided* A-A missile, so it reverts to being IR guided, with growl

 

*nor any other type. this was tested and tested and restes in the early 2000s when these were "popular". Nothing else seems to work.

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I will check it once at home, not worried about the control method as I expected to be IR anyway, but more on the effect of the flares, If they are clearly visible, and If they can be seen by the player If a enemy AI launches one against the player cause AFAIK there's no way to padlock enemy missile in SF2. Thinking in Luftwaffe 1946 here with P-51D or H campaign against Luftwaffe fighters armed with the X-4.

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I tried and it works. AI missiles when using "MissileInFlightFlareEffect" effect are far more visible than before. Keep testing.

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Here a AIM-9B used in "in combat" tests. As you can see the missile is clearly visible, making easier to evade. Wondering now If is possible to get something like a "LABEL effect", so the missile look is not changed but acompanied by something like a red asterisc that make the missile visible at longer distances.

Sorry, frogt to add the pic...

u2fDDdL.jpg

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On 8/30/2017 at 6:34 AM, Stratos said:

 

MiG-19 with side air intakes. Deck version. Perfectly. Will I see this in downloads? I already want to see the collection "parallel world"

Edited by Wrench
do NOT quote a reply with the image attached
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