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Everything posted by simonmiller416
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
I basically made some adjustments to the AIM-174B, such as drag cd, booster, and sustainer etc. This way it can reach a top speed of M3.5 when climbing to a glide altitude of about 24,000 meters (it may exceed this speed when starting a dive, but not by much) I also changed it to AHM, and it can be launched at a maximum range of about 340KM (according to the wiki data, the maximum working range of AIM-174 is between 240-400, so I took an intermediate value). Secondly,Seeker Range is change to 35km (I couldn't find precise data, so I made some extensions based on the common fact that AIM-120 seeker is usually 25km). Based on these adjustments, the AIM-174's workflow will be as follows: 1. Launch at the radar's maximum serch/track range and climb to glide altitude; 2. Utilize "midcourse correction" to simulate trajectory correction by an E-2 or other data link node before radar activation; 3. In the final 35km, terminal guidance will be provided by its own radar. I conducted multiple shooting tests. At 300km, it had a good interception rate against enemy troops with poor skills who hardly did any "dodge" and its performance was not too exaggerated. (I usually do similar work on all missiles with a range of beyond 200KM) What do you think? The attached file contains my first revised version,feel free to try it out if you'd like... AIM-174B_data.INI -
Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
Thanks to Ravenclaw for his outstanding work!!! I've been really looking forward to his unparalleled detail in modeling. So I'm making some minor adjustments to AIM-174B. Therefore, I made some other adjustments to the testing environment. For example, I installed an Aegis system on Block3 FA18 that can lock targets at a distance of 400 nm. My targest is Su-35s flying 200km away. They will fly in relative or tangential directions to help me complete the test. I will launch the AIM-174 at an altitude of 10,000 meters and a speed of about Mach 1 to ensure that they are in excellent condition. -
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In SF2, I think it will most likely just be a bigger AIM-120 yeah... Even so, I think if I have time I will do several data simulations and shooting tests for it. While it has unparalleled range, it is large, and its drag and weight will affect the carrier's capabilities.
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I have messed something up in my files!!
simonmiller416 replied to krgf15's topic in General Discussion
so...errrr...about location thing... -
In fact, we usually cannot tolerate any missing screws in Ravenclaw's work
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This topic coincides with a recent idea I've been thinking about. I'm planning to add Special Forces to my modding list soon. Basically, they'll be Green Berets ODA in 10s-20s style. I plan to equip them with MAAWS and other gadgets, as well as "launchable" smoke grenades to mark targets from the ground. (yeah,I am also a fan of US SOF) I made those basic models in the "American BlackHawk Pack", they are not super detailed, but I think they are good enough for a flight sim game.
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Another question about SAM behavior
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
So, I finally chose to create an "invisible" YAW axis and set "ShowMissile=FALSE". Although this is not very rigorous, it ensures that the silo remains vertical and allows the missiles to be launched in all directions, which works well for me. I can say that I've achieved my initial goal, but since I personally feel it's not perfect yet, I think it warrants further discussion. For now, however, it's sufficient. Basically, this is an S-400 system (the HQ-9B missile is a placeholder), currently with 85TE2 launch vehicles and 96L6E acquisition radars. There is still a lot of work to do to complete this set of components. -
Another question about SAM behavior
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
Yeah,VLS are all working good on my warships, it just not good on land based SAM for me. S-300,S-400,HQ-17A... they are all the same... -
I've once again been able to understand how the in-game SAMs work by making Patriot system, and they work fine. However, on systems like the S-300 and S-400 (which tend to be vertically launched), it doesn't seem to work as well. Because they usually have no "YAW axis movement" and launch missiles almost vertically upwards from the launch silo,at this point, Patriot's launcher is much more flexible(only represents performance in the game). Therefore, the specific problems I encountered are: 1.When I set: Silo is up in a right angle, but they can't launch missiles. 2.If I remove YAW and PITCH limitation,and set YawModelNodeName, then they can work just like Patriots (but that doesn't match real life). I want to know if this is just my problem or if the game design does not support it? I think it is more inclined to the former, because I remember that many people's descriptions and pictures confirmed that they were running normally.
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
Ah,ASAT missile,I remember that. That aim is up, mine is down. -
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
THAT IS A MUST!!!!!!!! -
Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
In addition, I have some ideas, of course, inspired by video games such as the ACE COMBAT series. We can make some land-based ballistic missiles, or launch vehicles,as long as they are ASM, they can become a target in SF2, and players can try several ways to play. For example, destroying them before launch, attempting to intercept them in the early stages of launch, or acting as a "protector" and intercepting enemies that attempt to destroy them. -
Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
lol,that is too much meaning. -
Basically I hope to make my own version one day,but my RL can't support me to invest all my time in modeling, so you know, 2 weeks. If you want, you can just transplant any cockpit into J-10C mod yourself
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Need some minor modeling assistance
simonmiller416 replied to simonmiller416's topic in Mods & Skinning Discussion
Regarding this air-launched ballistic missile, I don't know if there has ever been a similar product in our community. At present, I have basically completed its design based on my own experience. twz has a report on this weapon: China’s JL-1 Air Launched Ballistic Missile’s Official Debut Is A Big Deal ,its range and trajectory are much farther and higher than what we're used to seeing in SF2, so its performance in the game will definitely not be 100% realistic, but it will be fun. If anyone is interested in this and is willing to help me complete the "third-party testing", please DM me. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
OK,but I wouldn't recommend this, though. SAM sites are usually laid out by map designers, either based on OSINT data from specific points in timeline, or based on their own knowledge. This is far better than add them in editor. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
Now I get it,"add" means you were adding launchers in mission editor by yourself. Radars will not generated just because you "add" an launchers. So what you should look for in the editor are these:"AN/MPQ-53 PAC-2", "AN/MPQ-65A PAC-2", "AN/MPQ-65A PAC-3". But ,yeah, as yakarov79 said, you should not. Just leave it to game engine. -
Patriot SAM systems(PAC-2/PAC-3)
simonmiller416 replied to simonmiller416's topic in File Announcements
I have no clue, normally the game will automatically generate radar and launchers. Perhaps posting the terrain you are running on would be helpful
