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Maximum Weapons Range is 50 NM. (Read 2610 times)
Xpel
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Maximum Weapons Range is 50 NM.
Jun 10th, 2014 at 8:52pm
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As an following post of this one ( http://captainsim.org/yabb2/YaBB.pl?num=1299099692 ) & after some tests I made, I confirm that maximum distance to shoot any missile is 50 nm.
Though missile can travel for much farther distances until target (I think unlimited distance...), radar lock cannot be achieved further than 50 nm.
Now, what you should edit in CSweapons.xml for any missile to get it as far as you want, are the following 4 parameters :

              <Name>AGM-88</Name>
              <Desc>AGM-88 HARM</Desc>
              <HudString>AGM88</HudString>
              <Pix />
              <Container>CS_Weapon_AGM-88</Container>
              <FxWake>csweapon_rocket_wake2</FxWake>
              <Weight>355.0</Weight>
              <TargetWeight>50000</TargetWeight>
              <Lifetime>180.0</Lifetime>
              <CtrLifetime>180.0</CtrLifetime>
              <Efficiency>1.0</Efficiency>
              <RadiusRatio>1.0</RadiusRatio>
              <DragCoeff>0.18</DragCoeff>
              <OpArea>0.015</OpArea>
              <GravCoeff>1.0</GravCoeff>
              <InitSpeed>0</InitSpeed>
              <EngThrust>20000</EngThrust>
              <ThrustDuration>180.0</ThrustDuration>
              <TurnRate>0.2</TurnRate>
              <SteerDelay>1.0</SteerDelay>
              <SeekerAngle>3.1416</SeekerAngle>
              <SelfDestrTime>180.0</SelfDestrTime>

This way, your AGM88, is capable of flying for 3 minutes... and not just for 10 secs as per default...
And 50 NM, about 90 Km is not a short range to fire some missiles !...  Wink
  
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ptds
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Re: Maximum Weapons Range is 50 NM.
Reply #1 - Jun 10th, 2014 at 10:55pm
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Yes you can extend the timings of the missiles, but you should also consider the bigger picture.
When I made the AGM 129 (BVR missile) as someone requested I found that the actual missile had a range of some 3000 km's. I did extend the times etc. accordingly but what you then get is the missile lock on to anything inside the maximum range (you have no idea what you have locked onto!). if you then also fire the missile and if the timings and lifetime are set to accurate values the missile could still be flying off into the distance some 15 minutes later!
I did therfore put some more managable values in with comments in the readme file as to what to change if it did cause problems or if the values were to be modified etc.
<Gun>
           <Type>MissileLauncher</Type>
           <Name>AGM-129</Name>
           <Desc>Air Launch Cruise Missile</Desc>
           <HudString>AS</HudString>
           <Pix />
           <ConeAngle>0.005</ConeAngle>
           <TargetRange>3700000</TargetRange>
           <MinRange>2000</MinRange>
           <MaxGForce>2</MaxGForce>
           <Delay>0.0</Delay>
           <FxFire />
           <Sound name="..\..\..\Captain_Sim\Weapon\Sound\csweapon_rocket2.wav" gain="0.3" />
           <Shell>
               <Name>AGM-129</Name>
               <Desc>Air Launch Cruise Missile</Desc>
               <HudString>AGM-129</HudString>
               <Pix />
               <Container>CS_Weapon_AGM-129</Container>
               <FxWake>csweapon_rocket_wake2</FxWake>
               <Weight>1334</Weight>
               <TargetWeight>50000</TargetWeight>
               <Lifetime>30.0</Lifetime>
               <CtrLifetime>30.0</CtrLifetime>
               <Efficiency>1.0</Efficiency>
               <RadiusRatio>1.0</RadiusRatio>
               <DragCoeff>0.18</DragCoeff>
               <OpArea>0.015</OpArea>
               <GravCoeff>1.0</GravCoeff>
               <InitSpeed>0</InitSpeed>
               <EngThrust>15000</EngThrust>
               <ThrustDuration>5.0</ThrustDuration>
               <TurnRate>0.2</TurnRate>
               <SteerDelay>1.0</SteerDelay>
               <SeekerAngle>3.1416</SeekerAngle>
               <SelfDestrTime>20.0</SelfDestrTime>


These are the values I ended up with, I think you have to put certain limitations in place.

Pete
  

,,,  &&&&
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