Jump to content

Recommended Posts

Hey so i have been trying to modify my KH35 and it keeps missing its targets barely like it nearly hits the target just to fly right over. I have been experimenting with the Nimitz as target btw and have been wondering what im doing wrong.

Also i have been wondering what certain things do like CLmax and Loft Angle

[WeaponData001]
TypeName=Kh-35
FullName=Kh-35 AS-20 Kayak Anti-Ship Missile
ModelName=Kh-35
Mass=450.000000
Diameter=0.416000
Length=3.750000
SubsonicDragCoeff=0.326000
SupersonicDragCoeff=0.760000
AttachmentType=SOVIET
SpecificStationCode=
NationName=SOVIET
StartYear=1980
EndYear=2020
Availability=20
BaseQuantity=84
Exported=TRUE
ExportStartYear=1980
ExportEndYear=2020
ExportAvailability=1
WeaponDataType=7
FinStabilized=TRUE
EffectClassName=CruiseMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=245.000000
FusingDistance=0.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=3
Accuracy=100
MaxTurnRate=38.000000
MaxLaunchG=18.000000
LockonChance=97
LaunchReliability=95
ArmingTime=0.400000
SeekerFOV=48.000000
SeekerGimbleLimit=85.000000
SeekerTrackRate=28.000000
SeekerRange=135000.000000
CLmax=14.000000
MinLaunchRange=800.000000
MaxLaunchRange=135000.000000
Duration=400.000000
CapabilityFlags=0x1030040E
LoftAngle=00.000000
MaxLoftAltitude=0.000000
StartDecentRange=0.000000
DescentAngle=8.000000
MinimumAltitude=30.000000
BoosterStart=1.200000
BoosterDuration=14.600000
BoosterAccel=12.430000
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.870000,0.000000
SustainerDuration=400.000000
SustainerAccel=3.770000
SustainerEffectName=MissileFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.870000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=Missile
ReleaseAnimationID=1
ReleaseAnimationTime=0.500000
ReleaseAnimationDelay=0.250000
IsDecoy=FALSE
JammerStrength=88.000000

Share this post


Link to post
Share on other sites

CLMax = Maximum coefficient of Lift so will change the flight characteristics like the other aero coeffs.

Loft is usually associated with angle it is launched at but don't remember for this.

Must be some old posts out there with some of this info on.

 

Does the target have any countermeasures?

 

Share this post


Link to post
Share on other sites
17 hours ago, MigBuster said:

CLMax = Maximum coefficient of Lift so will change the flight characteristics like the other aero coeffs.

Loft is usually associated with angle it is launched at but don't remember for this.

Must be some old posts out there with some of this info on.

 

Does the target have any countermeasures?

 

I have a used a Nimitz as a target dont know if that makes a difference

Share this post


Link to post
Share on other sites

This is that i have and work good:

 

[WeaponData001]
TypeName=Kh35
FullName=Kh-35 AS-20 Kayak
ModelName=Kh-35
Mass=520.000000
Diameter=0.416000
Length=3.750000
SubsonicDragCoeff=0.200000
SupersonicDragCoeff=0.370000
AttachmentType=SOVIET
SpecificStationCode=
NationName=SOVIET
StartYear=2003
EndYear=2040
Availability=2
BaseQuantity=24
Exported=TRUE
ExportStartYear=2003
ExportEndYear=2040
ExportAvailability=1
WeaponDataType=7
FinStabilized=TRUE
EffectClassName=CruiseMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=145.000000
FusingDistance=0.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=7
Accuracy=95
MaxTurnRate=5.000000
MaxLaunchG=3.000000
LockonChance=95
LaunchReliability=95
ArmingTime=2.000000
SeekerFOV=45.000000
SeekerGimbleLimit=25.000000
SeekerTrackRate=15.000000
SeekerRange=20000.000000
CLmax=14.000000
MinLaunchRange=5000.000000
MaxLaunchRange=130000.000000
Duration=500.000000
CapabilityFlags=0x10300002
LoftAngle=0.000000
MaxLoftAltitude=0.000000
StartDecentRange=0.000000
DescentAngle=15.000000
MinimumAltitude=50.000000
BoosterStart=1.000000
BoosterDuration=3.200000
BoosterAccel=0.900000
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.870000,0.000000
SustainerDuration=450.000000
SustainerAccel=0.285700
SustainerEffectName=MissileFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.870000,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=1
ReleaseAnimationTime=0.500000
ReleaseAnimationDelay=0.250000
CEP=0.000000
IsDecoy=FALSE
JammerStrength=0.000000

 

 

sorry for my "english"

Edited by ariel38
add screenshots

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By WhiteBoySamurai


      View File Cruise missile update pack for SF2:NA
      This package includes 97 third-party weapons which I have updated to SF2:NA standards, adjusting for real-world specifications where possible. These include every single cruise missile that I have in my collection, plus a few exotic variants of them (i.e. Soviet anti-radiation versions) which I've tweaked for consistency.
       
      Some of the weapons are by me, but the vast majority were from the SF2 Ordnance Shop pack. Kudos and credits to the original modellers. If you made one of these items and would like individual credit, do not hesitate to contact me. And if you have more cruise missiles or updated models for existing ones, please let me know right away.
       
      Note: These weapons now use the new cruise missile data type from SF2:NA, so they will NOT work with earlier versions of the game.
      Submitter WhiteBoySamurai Submitted 06/06/2012 Category Weapon Packs  
    • By WhiteBoySamurai
      This package includes 97 third-party weapons which I have updated to SF2:NA standards, adjusting for real-world specifications where possible. These include every single cruise missile that I have in my collection, plus a few exotic variants of them (i.e. Soviet anti-radiation versions) which I've tweaked for consistency.
       
      Some of the weapons are by me, but the vast majority were from the SF2 Ordnance Shop pack. Kudos and credits to the original modellers. If you made one of these items and would like individual credit, do not hesitate to contact me. And if you have more cruise missiles or updated models for existing ones, please let me know right away.
       
      Note: These weapons now use the new cruise missile data type from SF2:NA, so they will NOT work with earlier versions of the game.
    • By KJakker
      I have been working on an ini file of an MM38 Exocet for use as an ASM by surface ships in SF2:NA, however I am having an issue.
       
      The missile seems to only launch when the "ShowMissile=" entry is set to "TRUE". If I set it to FALSE the ship will not launch the missile.
       
      Now I have tried the same test missions with other ships with "ShowMissile=FALSE" set for their SSM's. They work just fine and the ship I am setting the MM38 Exocet up for also shoots when I use the RGM-84A from WhiteBoySamurai's cruise missile pack.
       
      Any idea what would cause the "ShowMissile=" flag to make a weapon not launch most of the time? I get the feeling that I am missing something that is staring me in the face but I don't know what.
       
      Here is to Data from the ship's data.ini file for the gunner and missile.
       

      [Exocet] SystemType=GUNNER GunnerID=1 TargetType=GROUND MissileRange=42000.0 MinMissileRange=0.0 PitchLimited=TRUE PitchAngleRate=45.0 MinPitch=0 MaxPitch=75 DefaultPitchAngle=15.0 YawLimited=FALSE YawAngleRate=90.0 MinYaw= MaxYaw= DefaultYawAngle=180 MissileLaunchTime=6.0 VisualSearchTime=3.0 ViewportPosition=0.0,-4.965,6.14 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=4 YawModelNodeName=Giro_exocet PitchModelNodeName=Alza_exocet ParentComponentName=Hull ModelNodeName=Sop_Exocet2 DetachWhenDestroyed=TRUE EffectSize=1.0 MinExtentPosition=-2.352,-7.38,1.535 MaxExtentPosition=2.352,-4.317,4.076 StructuralFactor=500.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=10.0 Armor[right].Thickness=10.0 Armor[left].Thickness=10.0 Armor[REAR].Thickness=10.0 Armor[TOP].Thickness=10.0 Armor[bOTTOM].Thickness=10.0 [Missile1] SystemType=MISSILE GunnerID=1 MissileID=1 WeaponTypeName=MM38 WeaponPosition=0.0,-4.965,4.14 ShowMissile=FALSE IndependentPitchMovement=FALSE ReloadCount=3 ReloadTime=1.0
       
      Here is the data for the missile itself. If anyone has more accurate data on the MM38 Exocet please let me know what numbers need to be adjusted. The sources I have don't say what the BoosterDuration and BoosterAccel should be for example.
       

      [WeaponData001] TypeName=MM38 FullName=MM-38 Exocet ModelName=MM_38 Mass=735.000000 Diameter=0.350000 Length=5.210000 SubsonicDragCoeff=0.389000 SupersonicDragCoeff=0.404000 AttachmentType= SpecificStationCode= NationName=FRANCE StartYear=1975 EndYear=2040 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1979 ExportEndYear=2040 ExportAvailability=2 WeaponDataType=7 FinStabilized=TRUE EffectClassName=CruiseMissileEffects ReleaseDelay=1.000000 WarheadType=1 Explosives=165.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=85 MaxTurnRate=4.000000 MaxLaunchG=3.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=30.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=12.000000 SeekerRange=24000.000000 CLmax=14.000000 MinLaunchRange=4000.000000 MaxLaunchRange=42000.000000 Duration=180.000000 CapabilityFlags=0x10100002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=45.000000 MinimumAltitude=50.000000 BoosterStart=0.000000 BoosterDuration=4.000000 BoosterAccel=9.000000 BoosterEffectName=LargeShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.128000,0.000000 SustainerDuration=60.000000 SustainerAccel=0.250000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.890000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 CEP=40.000000 IsDecoy=FALSE JammerStrength=0.000000
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..