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AIM-120 AMRAAM: History, Performance & Discussion


spacenavy90
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15 minutes ago, oom1992 said:

I want update data more of F-15E, F-16C Block 40/42CG, F-16C Block 50 and F/A-18E Super Hornet Block II


F-15E, F-16C Blk 40/50 entered service right before the AIM-120A did. FA-18E entered service right after the AIM-120B did.

Block II was years later, but they are all still compatible with A/B and later C variants too.

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34 minutes ago, spacenavy90 said:


F-15E, F-16C Blk 40/50 entered service right before the AIM-120A did. FA-18E entered service right after the AIM-120B did.

Block II was years later, but they are all still compatible with A/B and later C variants too.

F-15E late (upgrade radar to AN/APG-82) You got that ?

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1 hour ago, oom1992 said:

F-15E late (upgrade radar to AN/APG-82) You got that ?

 

The AN/APG-82 is fairly recent, but also still compatible with the AIM-120. They are backwards compatible.

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2 minutes ago, spacenavy90 said:

So I've been working on some stuff lately...

 

unknown.png

 

LOOL GIB   -  Wait, no, show code first    :wutsnail:   

 

 

I have been working on something to  :yes_yes_yes:

 

 

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13 minutes ago, WreckingAres283 said:

 

LOOL GIB   -  Wait, no, show code first    :wutsnail:  

 

Its far from ready, but I think its working pretty well so far. Very scary missile for sure. Too bad custom models don't work in multiplayer...

 

Spoiler
rocketGun:b=yes
preset_cost:i=20
bullets:i=1
shotFreq:r=1000.25
sound:t="weapon.rocketgun_132"
helicopterGroup:i=2
//mesh:t="us_aim_7f"
mesh:t="msl_4aam_a0"


tags{
}

rocket{
  normalizationPreset:t="heat"
  ricochetPreset:t="he"
  secondaryShattersPreset:t="ap"
  stabilityThreshold:r=0.05
  stabilityCaliberToArmorThreshold:r=5.0
  stabilityReductionAfterRicochet:r=0.5
  stabilityReductionAfterPenetration:r=0.15
  bulletType:t="aam"
  bulletName:t="us_aim_54a"
  caliber:r=0.17
  mass:r=152.0
  explosiveType:t="pbxn_3"
  explosiveMass:r=22.7
  maxDeltaAngle:r=0.0
  dragCx:r=0.016
  length:r=3.66
  distFromCmToStab:r=0.05
  wingAreaMult:r=1.2
  CxK:r=2.6
  WdK:p3=0.1, 0.1, 0.1
  finsAoaHor:r=0.17
  finsAoaVer:r=0.17
  force:r=20906.0
  timeFire:r=6.0
  massEnd:r=122.0
  force1:r=5337.0
  timeFire1:r=5.0
  massEnd1:r=103.0
  fireDelay:r=0.25
  spawnExplosionFx:b=no
  spawnExplosionWreckage:b=no
  selfDestructionFx:t="explosion_air_selfexplosion_big"
  explosionEffect:t="explosion_midair_big"
  groundCollisionEffect:t="hit_133_160mm_dirt_he"
  ricochetEffect:t="hit_133_160mm_metal_ap"
  waterCollisionEffect:t="hit_133_160mm_water_he"
  explosionPatchRadius:r=4.0
  visualShattersWaterOffset:r=1.2
  visualShattersGroundOffset:r=1.2
  fireEffect:t="fires_rocket_tail_modern_air"
  smokeEffect:t=""
  hazeEffect:t="haze_missile"
  endSmokeViscosity:r=0.5
  effectOffset:p3=-1.8, 0.0, 0.0
  maxDistance:r=90000.0
  minDistance:r=30.0
  distanceFuse:b=no
  hitPowerMult:r=400.0
  fuseDelayDist:r=1.0
  explodeTreshold:r=0.1
  explodeTreshold:r=0.01
  guidanceSfx:t="alarm_spin_scan"
  guidanceType:t="radar"
  hasProximityFuse:b=yes
  explodeHitPower:r=550.0
  explodeArmorPower:r=75.0
  explodeRadius:p2=1.0, 3.5
  rendinstDamageRadius:r=9.0
  statType:t="hydra"
  shutterDamage:b=yes
  shutterDamageRadius:r=17.0
  shutterAmount:i=2000
  shutterArmorPower:r=12.0
  shutterHit:r=10.0
  advancedMissiles:b=no
  useStartSpeed:b=yes
  startSpeed:r=0.0
  endSpeed:r=1800.0
  timeLife:r=80.0
  machMax:r=4.5
  loadFactorMax:r=35.0
  rangeMax:r=50000.0
  price:r=3000.0
  iconType:t="missile_type_b_air_to_air_midrange"

  stabilityRicochetModifier{
    mod1:p2=0.0, 0.05
    mod2:p2=20.0, 0.1
    mod3:p2=30.0, 0.2
    mod3:p2=45.0, 0.3
  }

  pressureDamage{
    damageType:t="pressure"
  }

  collisions{

    default{
      fx:t="hit_133_160mm_dirt_he"
    }

    horLandMesh{
      fx:t="hit_133_160mm_dirt_he"
    }

    soil{
      fx:t="hit_133_160mm_dirt_he"
    }

    dirt{
      fx:t="hit_133_160mm_dirt_he"
    }

    road{
      fx:t="hit_133_160mm_dirt_he"
    }

    roadSoil{
      fx:t="hit_133_160mm_dirt_he"
    }

    bricks_red{
      fx:t="hit_133_160mm_stone_he"
    }

    sand{
      fx:t="hit_133_160mm_sand_he"
    }

    duneSand{
      fx:t="hit_133_160mm_sand_he"
    }

    roadSand{
      fx:t="hit_133_160mm_sand_he"
    }

    quickSand{
      fx:t="hit_133_160mm_sand_he"
    }

    snow{
      fx:t="hit_133_160mm_snow_he"
    }

    ice{
      fx:t="hit_133_160mm_snow_he"
    }

    roadSnow{
      fx:t="hit_133_160mm_snow_he"
    }

    snowLower{
      fx:t="hit_133_160mm_snow_he"
    }

    glass{
      fx:t="hit_133_160mm_metal_he"
    }

    wood{
      fx:t="hit_133_160mm_wood_he"
    }

    steel{
      fx:t="hit_133_160mm_metal_he"
    }

    metal{
      fx:t="hit_133_160mm_metal_he"
    }

    buildings{
      fx:t="hit_133_160mm_stone_he"
    }

    verLandMesh{
      fx:t="hit_133_160mm_stone_he"
    }

    concrete{
      fx:t="hit_133_160mm_stone_he"
    }

    rocks{
      fx:t="hit_133_160mm_stone_he"
    }

    rocksSlippery{
      fx:t="hit_133_160mm_stone_he"
    }

    fabric{
      fx:t="hit_133_160mm_stone_he"
    }

    stone_snow{
      fx:t="hit_133_160mm_snow_he"
    }
  }

  shatterCollisions{
    groundCollisionEffect:t="hit_12_18mm_dirt_ap"
    waterCollisionEffect:t="hit_8_11mm_water"

    default{
      fx:t="hit_12_18mm_dirt_ap"
    }

    horLandMesh{
      fx:t="hit_12_18mm_dirt_ap"
    }

    soil{
      fx:t="hit_12_18mm_dirt_ap"
    }

    dirt{
      fx:t="hit_12_18mm_dirt_ap"
    }

    road{
      fx:t="hit_12_18mm_dirt_ap"
    }

    bricks_red{
      fx:t="hit_12_18mm_red_brick_ap"
    }

    roadSoil{
      fx:t="hit_12_18mm_dirt_ap"
    }

    sand{
      fx:t="hit_12_18mm_sand_ap"
    }

    duneSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    roadSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    quickSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    snow{
      fx:t="hit_12_18mm_snow_ap"
    }

    ice{
      fx:t="hit_12_18mm_snow_ap"
    }

    roadSnow{
      fx:t="hit_12_18mm_snow_ap"
    }

    snowLower{
      fx:t="hit_12_18mm_snow_ap"
    }

    glass{
      fx:t="hit_12_18mm_metal_ap"
    }

    wood{
      fx:t="hit_12_18mm_wood_ap"
    }

    steel{
      fx:t="hit_12_18mm_metal_ap"
    }

    metal{
      fx:t="hit_12_18mm_metal_ap"
    }

    buildings{
      fx:t="hit_12_18mm_stone_ap"
    }

    verLandMesh{
      fx:t="hit_12_18mm_stone_ap"
    }

    concrete{
      fx:t="hit_12_18mm_stone_ap"
    }

    rocks{
      fx:t="hit_12_18mm_stone_ap"
    }

    rocksSlippery{
      fx:t="hit_12_18mm_stone_ap"
    }

    fabric{
      fx:t="hit_12_18mm_stone_ap"
    }

    stone_snow{
      fx:t="hit_12_18mm_snow_ap"
    }
  }

  DamageParts{

    body{
      hp:r=5.0
      armorClass:t="tank_structural_steel"
      armorThickness:r=1.0
    }
  }

  DamageEffects{

    part{
      name:t="body"

      onHit{
        expl:r=1.0
      }

      onKill{
        destruction:r=1.0
      }
    }
  }

  damage{

    shatter{
      useRealShatters:b=yes
      countPortion:r=0.15

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=0.0, 9.0
        countPortion:r=0.1
      }

      segment{
        angles:p2=10.0, 29.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=30.0, 124.0
        countPortion:r=0.35
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=45.0, 70.0
        countPortion:r=0.05
      }

      segment{
        angles:p2=125.0, 169.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=170.0, 189.0
        countPortion:r=0.1
      }

      segment{
        angles:p2=190.0, 234.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=235.0, 329.0
        countPortion:r=0.35
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=290.0, 315.0
        countPortion:r=0.05
      }

      segment{
        angles:p2=330.0, 349.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=350.0, 359.0
        countPortion:r=0.1
      }
    }

    shatterDamage{
      breachConeAngle:r=45.0
    }

    explosive{
      radius:r=0.15
      offset:r=0.9
    }
  }

  guidance{
    inertialNavigation:b=yes
    warmUpTime:r=0.75
    workTime:r=80.0
    uncageBeforeLaunch:b=yes
    lockAfterLaunch:b=yes
    useTargetVel:b=yes
    lockTimeOut:r=0.75
    lockDistance:r=15000.0
    afterLaunchSpeedUp:r=170.0
    breakLockMaxTime:r=150.0

    inertialGuidance{
      inertialNavigationDriftSpeed:r=10.0
      datalink:b=yes
    }

    radarSeeker{
      band:i=8
      active:b=yes
      sideLobesAttenuation:r=-15.0
      lockAngleMax:r=25.0
      angleMax:r=45.0
      rateMax:r=20.0
      prolongationTimeMax:r=1.0
      designationSourceTypeMask:i=2

      transmitter{
        power:r=100.0

        antenna{
          angleHalfSens:r=8.0
          sideLobesSensitivity:r=-19.0
        }
      }

      receiver{
        rcs:r=2.0
        range:r=15000.0
        rangeMax:r=20000.0
        timeGainControl:b=no

        antenna{
          angleHalfSens:r=8.0
          sideLobesSensitivity:r=-19.0
        }
      }

      dopplerSpeed{
        presents:b=yes
        minValue:r=-3000.0
        maxValue:r=3000.0
        width:r=60.0
        signalWidthMin:r=5.0
      }

      dopplerSpeedGate{
        filterAlpha:r=0.8
        filterBetta:r=0.05
        dopplerSpeedGateSearchRange:r=300.0
      }
    }

    guidanceAutopilot{
      loftEnabled:b=yes
      loftElevation:r=7.5
      loftTargetElevation:r=-0.75
      loftAngleToAccelMult:r=2.0
      loftTargetOmegaMax:r=1.5
      timeToGain0:p2=0.0, 0.0
      timeToGain1:p2=3.5, 1.0
      propNavMult:r=4.0
      reqAccelMax:r=35.0
      baseIndSpeed:r=1600.0
      accelControlProp:r=0.04
      accelControlIntg:r=0.02
      accelControlIntgLim:r=0.8
      accelControlDiff:r=0.002
    }

    table0{
      altitude:r=0.0
      fighterMach:p2=0.9, 1.2
      targetMach:p2=-0.9, -0.9
      targetMach2Mult:r=-1.0
      rangeMin:p4=3200.0, 1200.0, 3400.0, 1050.0
      rangeMax:p4=37000.0, 6100.0, 38000.0, 7100.0
      altDiff:p2=500.0, 1200.0
    }

    table1{
      altitude:r=7600.0
      fighterMach:p2=0.9, 1.2
      targetMach:p2=-0.9, -0.9
      targetMach2Mult:r=-1.0
      rangeMin:p4=5000.0, 1800.0, 5200.0, 1550.0
      rangeMax:p4=41000.0, 14700.0, 41000.0, 16700.0
      altDiff:p2=500.0, 1200.0
    }

    table2{
      altitude:r=12000.0
      fighterMach:p2=2.0, 2.5
      targetMach:p2=-2.2, -2.0
      targetMach2Mult:r=-1.0
      rangeMin:p4=7500.0, 2400.0, 7700.0, 2050.0
      rangeMax:p4=41000.0, 17000.0, 41000.0, 20000.0
      altDiff:p2=500.0, 1000.0
    }
  }

  arcadeProp{
    finsAoaHor:r=0.18
    finsAoaVer:r=0.18
  }

  proximityFuse{
    timeOut:r=0.75
    radius:r=15.0
    detectShells:b=yes
    shellCaliberRange:p2=0.08, 0.2
  }

  armorpower{
    ArmorPower0m:p2=28.0, 10.0
    ArmorPower100m:p2=25.0, 100.0
    ArmorPower7000m:p2=23.0, 7000.0
    ArmorPower10000m:p2=0.0, 10000.0
  }

  hitpower{
    HitPower0m:p2=400.0, 500.0
    HitPower10000m:p2=400.0, 10000.0
  }
}

 

 

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  • spacenavy90 changed the title to AIM-120 AMRAAM: History, Performance & Discussion
12 minutes ago, Suizu_Aika said:
Reveal hidden contents

Here's a picture of Indonesian F-16 (unknown model) carry AMRAAM (also unknown model)

 

It has AIM-9P-5 to  :vanga:

 

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25 minutes ago, Suizu_Aika said:
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Here's a picture of Indonesian F-16 (unknown model) carry AMRAAM (also unknown model)

 

Based on clipped wings, I'd say its a AIM-120C-5.

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To anyone who may be interested or stumble upon this post in the future, after searching endlessly and pondering on it a bit, I think I know what the value "CxK" in missile config blk files is meant to be. Frequently stated by @Zetaris, from his amazing missile video, as simply the "drag coefficient" despite their being a specific value "dragCx" right above. Instead I believe this to be the aerofoil max aerodynamic efficiency or the lift/drag ratio more simply. In my custom AIM-120 blk above it is set to 2.6 and I got this number from the max lift coefficient (0.12) over the max drag coefficient (0.045) which were taken from the CFD tests done in my source list. After my testing this seems be at least close to what I imagine the missile would behave like in reality, and it also matches up with other values used by Gaijin for the CxK values that typically go in the 2-5 range.

Is this for sure? I can't say, only a developer can chime in on that.

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7 hours ago, TimeFaker said:

@spacenavy90are you gonna release your aim-120 that u made ingame or just for your test? am asking if so i wanna try to play with it if u dont mind

 

I have been busy with other things recently, but I will eventually get around to putting it into something the community can use.

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On 07/07/2022 at 07:51, Suizu_Aika said:
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here's more picture F-16 Trainer variant with AMRAAM

The original....Photo March 2021...Aircraft of the 3rd Squadron....therefore, this is the F-16A Block 15 OCU...

Pesawat F-16 Fighting Falcon TNI AU Gelar Operasi Di Wilayah Kalimatan Dan Ambalat (tni-au.mil.id)

On the left F-16A Block 15 OCU standard camouflage of the US Air Force....On the right is the F-16C/D Block 25 produced in 1985-1986 from the storage of the US Air Force, but for delivery to Indonesia upgraded to a level close to the Block 50/52 version of the M5...

On February 18, 2020, the first flight of the upgraded F-16A/B Block 15OCU fighter took place at the Iswahyudi Air Base near Madiun (East Java). The fighter underwent modernization of structural elements in the framework of the Falcon STAR programs (extending the service life to 8000 hours) and Enhanced Mid-Life Update (EMLU) at PT Dirgantara Indonesia with the assistance of Lockheed Martin specialists
The Indonesian Air Force received 12 F-16A/B Block 15OCU fighters under the Peace Bima Sema I FMS program in 1989-1990...

The first Block 15OCU was delivered in January 1988, and from 1988 onwards, all Block 15's were built to OCU specifications...(AIM-120)..

AIM-120...By 1985, AMRAAM was in serious trouble: huge cost overruns and delays meant that not a single test round was fired in a hostile ECM-environment until October 1986. By this time, some of the problems were solved and low-rate initial production ( LRIP ) was approved for FY 1987. Production is split (under Caesar's 'Devide and Conquer' motto) between two contractors, Hughes and Rate. Of the initial 180 missile, USD $537.4 million (four times higher than estimated) order, Raytheon produced 75 and Hughes 105 rounds. The subsequent FY 1988 order for 630 missiles was split 55/45 with the biggest share for Hughes. Continued LRIP was approved in May 1991...

 

 

Edited by PLESETZK
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9 hours ago, PLESETZK said:

The original....Photo March 2021...Aircraft of the 3rd Squadron....therefore, this is the F-16A Block 15 OCU...

Pesawat F-16 Fighting Falcon TNI AU Gelar Operasi Di Wilayah Kalimatan Dan Ambalat (tni-au.mil.id)

On the left F-16A Block 15 OCU standard camouflage of the US Air Force....On the right is the F-16C/D Block 25 produced in 1985-1986 from the storage of the US Air Force, but for delivery to Indonesia upgraded to a level close to the Block 50/52 version of the M5...

On February 18, 2020, the first flight of the upgraded F-16A/B Block 15OCU fighter took place at the Iswahyudi Air Base near Madiun (East Java). The fighter underwent modernization of structural elements in the framework of the Falcon STAR programs (extending the service life to 8000 hours) and Enhanced Mid-Life Update (EMLU) at PT Dirgantara Indonesia with the assistance of Lockheed Martin specialists
The Indonesian Air Force received 12 F-16A/B Block 15OCU fighters under the Peace Bima Sema I FMS program in 1989-1990...

The first Block 15OCU was delivered in January 1988, and from 1988 onwards, all Block 15's were built to OCU specifications...(AIM-120)..

AIM-120...By 1985, AMRAAM was in serious trouble: huge cost overruns and delays meant that not a single test round was fired in a hostile ECM-environment until October 1986. By this time, some of the problems were solved and low-rate initial production ( LRIP ) was approved for FY 1987. Production is split (under Caesar's 'Devide and Conquer' motto) between two contractors, Hughes and Rate. Of the initial 180 missile, USD $537.4 million (four times higher than estimated) order, Raytheon produced 75 and Hughes 105 rounds. The subsequent FY 1988 order for 630 missiles was split 55/45 with the biggest share for Hughes. Continued LRIP was approved in May 1991...

 

 

Spoiler

https://tni-au.mil.id/konten/unggahan/2021/03/whatsapp-image-2021-03-01-at-21.07.31.jpeg

Thanks for the info!, but I still confuse about this pic F-16 is this also F-16A Block 15OCU?

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11 hours ago, Suizu_Aika said:
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Thanks for the info!, but I still confuse about this pic F-16 is this also F-16A Block 15OCU?

In the photo, the first Upgraded Indonesian F-16A under the EMLU program...The tail number is TS-1610 (the last two digits of the number are duplicated on the nose of the aircraft)...Indonesia completes Falcon STAR and EMLU upgrade on fifth F-16 (janes.com)

F-16A Block 15 OCU(EMLU)....Indonesian Mid-life modernization program of EMLU Falcon STAR (Structural Augmentation Roadmap) combines the mechanism of "Foreign Military Sales" (FMS) with the US government and direct Commercial Sales (DCS) with Lockheed Martin. The project is being implemented by the Indonesian Air Force with the assistance of PT Dirgantara Indonesia (PTDI) under the supervision of Lockheed Martin. The work is carried out on the basis of the 42nd Engineering Squadron at the Isvahudi base...As part of the modernization program, the structural elements of the aircraft, avionics and weapons systems were improved, and the flight life was extended by 8000 hours...

1.FMS..-Since 1988, all Foreign Military Sales ( FMS ) aircraft received some features of the F-16C/D, including a RLG (Ring Laser Gyro)/INS, AN-ALR-69 RWR, the -220 engine and provisions for the AIM-9P-4...

2.MLU..- F-16 Versions - F-16 MLU

3.Possible composition of the modernization of the Indonesian F-16A OCU....The goal Is To Achieve the capabilities of the F-16C Block 50/52...Berlangsung Sejak September 2017, Inilah Kabar Proyek eMLU F-16 A/B Block15 TNI AU (indomiliter.com)

Dark Cockpit Mod RTAF F-16 eMLU (Original LaFleur13 Modified) (digitalcombatsimulator.com)

 

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  • Technical Moderator
On 27/06/2022 at 16:43, spacenavy90 said:

 

Its far from ready, but I think its working pretty well so far. Very scary missile for sure. Too bad custom models don't work in multiplayer...

 

Hide contents
rocketGun:b=yes
preset_cost:i=20
bullets:i=1
shotFreq:r=1000.25
sound:t="weapon.rocketgun_132"
helicopterGroup:i=2
//mesh:t="us_aim_7f"
mesh:t="msl_4aam_a0"


tags{
}

rocket{
  normalizationPreset:t="heat"
  ricochetPreset:t="he"
  secondaryShattersPreset:t="ap"
  stabilityThreshold:r=0.05
  stabilityCaliberToArmorThreshold:r=5.0
  stabilityReductionAfterRicochet:r=0.5
  stabilityReductionAfterPenetration:r=0.15
  bulletType:t="aam"
  bulletName:t="us_aim_54a"
  caliber:r=0.17
  mass:r=152.0
  explosiveType:t="pbxn_3"
  explosiveMass:r=22.7
  maxDeltaAngle:r=0.0
  dragCx:r=0.016
  length:r=3.66
  distFromCmToStab:r=0.05
  wingAreaMult:r=1.2
  CxK:r=2.6
  WdK:p3=0.1, 0.1, 0.1
  finsAoaHor:r=0.17
  finsAoaVer:r=0.17
  force:r=20906.0
  timeFire:r=6.0
  massEnd:r=122.0
  force1:r=5337.0
  timeFire1:r=5.0
  massEnd1:r=103.0
  fireDelay:r=0.25
  spawnExplosionFx:b=no
  spawnExplosionWreckage:b=no
  selfDestructionFx:t="explosion_air_selfexplosion_big"
  explosionEffect:t="explosion_midair_big"
  groundCollisionEffect:t="hit_133_160mm_dirt_he"
  ricochetEffect:t="hit_133_160mm_metal_ap"
  waterCollisionEffect:t="hit_133_160mm_water_he"
  explosionPatchRadius:r=4.0
  visualShattersWaterOffset:r=1.2
  visualShattersGroundOffset:r=1.2
  fireEffect:t="fires_rocket_tail_modern_air"
  smokeEffect:t=""
  hazeEffect:t="haze_missile"
  endSmokeViscosity:r=0.5
  effectOffset:p3=-1.8, 0.0, 0.0
  maxDistance:r=90000.0
  minDistance:r=30.0
  distanceFuse:b=no
  hitPowerMult:r=400.0
  fuseDelayDist:r=1.0
  explodeTreshold:r=0.1
  explodeTreshold:r=0.01
  guidanceSfx:t="alarm_spin_scan"
  guidanceType:t="radar"
  hasProximityFuse:b=yes
  explodeHitPower:r=550.0
  explodeArmorPower:r=75.0
  explodeRadius:p2=1.0, 3.5
  rendinstDamageRadius:r=9.0
  statType:t="hydra"
  shutterDamage:b=yes
  shutterDamageRadius:r=17.0
  shutterAmount:i=2000
  shutterArmorPower:r=12.0
  shutterHit:r=10.0
  advancedMissiles:b=no
  useStartSpeed:b=yes
  startSpeed:r=0.0
  endSpeed:r=1800.0
  timeLife:r=80.0
  machMax:r=4.5
  loadFactorMax:r=35.0
  rangeMax:r=50000.0
  price:r=3000.0
  iconType:t="missile_type_b_air_to_air_midrange"

  stabilityRicochetModifier{
    mod1:p2=0.0, 0.05
    mod2:p2=20.0, 0.1
    mod3:p2=30.0, 0.2
    mod3:p2=45.0, 0.3
  }

  pressureDamage{
    damageType:t="pressure"
  }

  collisions{

    default{
      fx:t="hit_133_160mm_dirt_he"
    }

    horLandMesh{
      fx:t="hit_133_160mm_dirt_he"
    }

    soil{
      fx:t="hit_133_160mm_dirt_he"
    }

    dirt{
      fx:t="hit_133_160mm_dirt_he"
    }

    road{
      fx:t="hit_133_160mm_dirt_he"
    }

    roadSoil{
      fx:t="hit_133_160mm_dirt_he"
    }

    bricks_red{
      fx:t="hit_133_160mm_stone_he"
    }

    sand{
      fx:t="hit_133_160mm_sand_he"
    }

    duneSand{
      fx:t="hit_133_160mm_sand_he"
    }

    roadSand{
      fx:t="hit_133_160mm_sand_he"
    }

    quickSand{
      fx:t="hit_133_160mm_sand_he"
    }

    snow{
      fx:t="hit_133_160mm_snow_he"
    }

    ice{
      fx:t="hit_133_160mm_snow_he"
    }

    roadSnow{
      fx:t="hit_133_160mm_snow_he"
    }

    snowLower{
      fx:t="hit_133_160mm_snow_he"
    }

    glass{
      fx:t="hit_133_160mm_metal_he"
    }

    wood{
      fx:t="hit_133_160mm_wood_he"
    }

    steel{
      fx:t="hit_133_160mm_metal_he"
    }

    metal{
      fx:t="hit_133_160mm_metal_he"
    }

    buildings{
      fx:t="hit_133_160mm_stone_he"
    }

    verLandMesh{
      fx:t="hit_133_160mm_stone_he"
    }

    concrete{
      fx:t="hit_133_160mm_stone_he"
    }

    rocks{
      fx:t="hit_133_160mm_stone_he"
    }

    rocksSlippery{
      fx:t="hit_133_160mm_stone_he"
    }

    fabric{
      fx:t="hit_133_160mm_stone_he"
    }

    stone_snow{
      fx:t="hit_133_160mm_snow_he"
    }
  }

  shatterCollisions{
    groundCollisionEffect:t="hit_12_18mm_dirt_ap"
    waterCollisionEffect:t="hit_8_11mm_water"

    default{
      fx:t="hit_12_18mm_dirt_ap"
    }

    horLandMesh{
      fx:t="hit_12_18mm_dirt_ap"
    }

    soil{
      fx:t="hit_12_18mm_dirt_ap"
    }

    dirt{
      fx:t="hit_12_18mm_dirt_ap"
    }

    road{
      fx:t="hit_12_18mm_dirt_ap"
    }

    bricks_red{
      fx:t="hit_12_18mm_red_brick_ap"
    }

    roadSoil{
      fx:t="hit_12_18mm_dirt_ap"
    }

    sand{
      fx:t="hit_12_18mm_sand_ap"
    }

    duneSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    roadSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    quickSand{
      fx:t="hit_12_18mm_sand_ap"
    }

    snow{
      fx:t="hit_12_18mm_snow_ap"
    }

    ice{
      fx:t="hit_12_18mm_snow_ap"
    }

    roadSnow{
      fx:t="hit_12_18mm_snow_ap"
    }

    snowLower{
      fx:t="hit_12_18mm_snow_ap"
    }

    glass{
      fx:t="hit_12_18mm_metal_ap"
    }

    wood{
      fx:t="hit_12_18mm_wood_ap"
    }

    steel{
      fx:t="hit_12_18mm_metal_ap"
    }

    metal{
      fx:t="hit_12_18mm_metal_ap"
    }

    buildings{
      fx:t="hit_12_18mm_stone_ap"
    }

    verLandMesh{
      fx:t="hit_12_18mm_stone_ap"
    }

    concrete{
      fx:t="hit_12_18mm_stone_ap"
    }

    rocks{
      fx:t="hit_12_18mm_stone_ap"
    }

    rocksSlippery{
      fx:t="hit_12_18mm_stone_ap"
    }

    fabric{
      fx:t="hit_12_18mm_stone_ap"
    }

    stone_snow{
      fx:t="hit_12_18mm_snow_ap"
    }
  }

  DamageParts{

    body{
      hp:r=5.0
      armorClass:t="tank_structural_steel"
      armorThickness:r=1.0
    }
  }

  DamageEffects{

    part{
      name:t="body"

      onHit{
        expl:r=1.0
      }

      onKill{
        destruction:r=1.0
      }
    }
  }

  damage{

    shatter{
      useRealShatters:b=yes
      countPortion:r=0.15

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=0.0, 9.0
        countPortion:r=0.1
      }

      segment{
        angles:p2=10.0, 29.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=30.0, 124.0
        countPortion:r=0.35
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=45.0, 70.0
        countPortion:r=0.05
      }

      segment{
        angles:p2=125.0, 169.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=170.0, 189.0
        countPortion:r=0.1
      }

      segment{
        angles:p2=190.0, 234.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.0
        damageScale:r=1.0
        angles:p2=235.0, 329.0
        countPortion:r=0.35
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=290.0, 315.0
        countPortion:r=0.05
      }

      segment{
        angles:p2=330.0, 349.0
        countPortion:r=0.0
      }

      segment{
        radiusScale:r=1.0
        penetrationScale:r=1.5
        damageScale:r=1.5
        angles:p2=350.0, 359.0
        countPortion:r=0.1
      }
    }

    shatterDamage{
      breachConeAngle:r=45.0
    }

    explosive{
      radius:r=0.15
      offset:r=0.9
    }
  }

  guidance{
    inertialNavigation:b=yes
    warmUpTime:r=0.75
    workTime:r=80.0
    uncageBeforeLaunch:b=yes
    lockAfterLaunch:b=yes
    useTargetVel:b=yes
    lockTimeOut:r=0.75
    lockDistance:r=15000.0
    afterLaunchSpeedUp:r=170.0
    breakLockMaxTime:r=150.0

    inertialGuidance{
      inertialNavigationDriftSpeed:r=10.0
      datalink:b=yes
    }

    radarSeeker{
      band:i=8
      active:b=yes
      sideLobesAttenuation:r=-15.0
      lockAngleMax:r=25.0
      angleMax:r=45.0
      rateMax:r=20.0
      prolongationTimeMax:r=1.0
      designationSourceTypeMask:i=2

      transmitter{
        power:r=100.0

        antenna{
          angleHalfSens:r=8.0
          sideLobesSensitivity:r=-19.0
        }
      }

      receiver{
        rcs:r=2.0
        range:r=15000.0
        rangeMax:r=20000.0
        timeGainControl:b=no

        antenna{
          angleHalfSens:r=8.0
          sideLobesSensitivity:r=-19.0
        }
      }

      dopplerSpeed{
        presents:b=yes
        minValue:r=-3000.0
        maxValue:r=3000.0
        width:r=60.0
        signalWidthMin:r=5.0
      }

      dopplerSpeedGate{
        filterAlpha:r=0.8
        filterBetta:r=0.05
        dopplerSpeedGateSearchRange:r=300.0
      }
    }

    guidanceAutopilot{
      loftEnabled:b=yes
      loftElevation:r=7.5
      loftTargetElevation:r=-0.75
      loftAngleToAccelMult:r=2.0
      loftTargetOmegaMax:r=1.5
      timeToGain0:p2=0.0, 0.0
      timeToGain1:p2=3.5, 1.0
      propNavMult:r=4.0
      reqAccelMax:r=35.0
      baseIndSpeed:r=1600.0
      accelControlProp:r=0.04
      accelControlIntg:r=0.02
      accelControlIntgLim:r=0.8
      accelControlDiff:r=0.002
    }

    table0{
      altitude:r=0.0
      fighterMach:p2=0.9, 1.2
      targetMach:p2=-0.9, -0.9
      targetMach2Mult:r=-1.0
      rangeMin:p4=3200.0, 1200.0, 3400.0, 1050.0
      rangeMax:p4=37000.0, 6100.0, 38000.0, 7100.0
      altDiff:p2=500.0, 1200.0
    }

    table1{
      altitude:r=7600.0
      fighterMach:p2=0.9, 1.2
      targetMach:p2=-0.9, -0.9
      targetMach2Mult:r=-1.0
      rangeMin:p4=5000.0, 1800.0, 5200.0, 1550.0
      rangeMax:p4=41000.0, 14700.0, 41000.0, 16700.0
      altDiff:p2=500.0, 1200.0
    }

    table2{
      altitude:r=12000.0
      fighterMach:p2=2.0, 2.5
      targetMach:p2=-2.2, -2.0
      targetMach2Mult:r=-1.0
      rangeMin:p4=7500.0, 2400.0, 7700.0, 2050.0
      rangeMax:p4=41000.0, 17000.0, 41000.0, 20000.0
      altDiff:p2=500.0, 1000.0
    }
  }

  arcadeProp{
    finsAoaHor:r=0.18
    finsAoaVer:r=0.18
  }

  proximityFuse{
    timeOut:r=0.75
    radius:r=15.0
    detectShells:b=yes
    shellCaliberRange:p2=0.08, 0.2
  }

  armorpower{
    ArmorPower0m:p2=28.0, 10.0
    ArmorPower100m:p2=25.0, 100.0
    ArmorPower7000m:p2=23.0, 7000.0
    ArmorPower10000m:p2=0.0, 10000.0
  }

  hitpower{
    HitPower0m:p2=400.0, 500.0
    HitPower10000m:p2=400.0, 10000.0
  }
}

 

 

A few issue:

1. CxK is way too high at 2.6, AIM7F right now have 2.3 so maybe consider droping it to 2.3 due to similar missile design

2. Considering droping doppler Speed width from 60 to 25 for maxmium counter-notching ability, Since AMRAAM have the ability to target helicopter such a change might be necessary

Edited by InterFleet
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Supersonic jet with a AMRAAM is definitely a NO right now because they have the ability to accelerate really fast and lob the missile into thin air,

but something like Harrier FA2 and  BAe Hawks 200 are definitely on the table right now due to their over all worse flight performance.

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2 hours ago, InterFleet said:

A few issue:

1. CxK is way too high at 2.6, AIM7F right now have 2.3 so maybe consider droping it to 2.3 due to similar missile design

2. Considering droping doppler Speed width from 60 to 25 for maxmium counter-notching ability, Since AMRAAM have the ability to target helicopter such a change might be necessary

 

See my post above on what CxK is and how it arrived at 2.6 also the Aim-7F may look similar but it is bigger and heavier. The AMRAAM is more maneuverable than it,so the CxK is fine.

The notch width could be adjusted however, it is just guessing values though since we know almost nothing about the seeker irl.

 

6tE4dgs.png

Edited by spacenavy90
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Supposedly AMRAAM has both a HPRF and MPRF mode, which probably can't be represented entirely so having the missile be MPRF-only is as good as. It should have a range gate as well as a speed gate if that works, the other thing would be to see if absDopplerSpeed:true and groundClutter:false can be set for missile seekers(likely not unfortunately), width should likely be similar to the first-gen MPRF radars like APG-66J.

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On 07/07/2022 at 22:02, spacenavy90 said:

To anyone who may be interested or stumble upon this post in the future, after searching endlessly and pondering on it a bit, I think I know what the value "CxK" in missile config blk files is meant to be. Frequently stated by @Zetaris, from his amazing missile video, as simply the "drag coefficient" despite their being a specific value "dragCx" right above. Instead I believe this to be the aerofoil max aerodynamic efficiency or the lift/drag ratio more simply. In my custom AIM-120 blk above it is set to 2.6 and I got this number from the max lift coefficient (0.12) over the max drag coefficient (0.045) which were taken from the CFD tests done in my source list. After my testing this seems be at least close to what I imagine the missile would behave like in reality, and it also matches up with other values used by Gaijin for the CxK values that typically go in the 2-5 range.

Is this for sure? I can't say, only a developer can chime in on that.

 

What @k_stepanovich wrote in this comment, seems to imply that CxK is simply an arbitrary number developers use to represent drag, with no special meaning:

Quote

In WT missiles have their own drag coefficients for the airplane and their own in-flight drag coefficient. Their format doesn't need to match any reference, it is chosen to allow developers easy manipulate with it.

 

As far as I know CxK is the drag of the missile in flight and drag_Cx is the drag that the missile adds to the aircraft (i.e. CxK affects missile performance and dragCx affects aircraft performance when carrying the missile).

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6 minutes ago, Flame2512 said:

 

What @k_stepanovich wrote in this comment, seems to imply that CxK is simply an arbitrary number developers use to represent drag, with no special meaning:

 

As far as I know CxK is the drag of the missile in flight and drag_Cx is the drag that the missile adds to the aircraft (i.e. CxK affects missile performance and dragCx affects aircraft performance when carrying the missile).

Then the CxK should be dropped below 2.0 to allow accurate representation of AMRAAM's low drag

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1 hour ago, Flame2512 said:

 

What @k_stepanovich wrote in this comment, seems to imply that CxK is simply an arbitrary number developers use to represent drag, with no special meaning:

 

As far as I know CxK is the drag of the missile in flight and drag_Cx is the drag that the missile adds to the aircraft (i.e. CxK affects missile performance and dragCx affects aircraft performance when carrying the missile).

This doesn't make much sense. We already know that higher CxK values make a missile more manuverable, meanwhile the DragCx value matches drag coefficient values found in real life. @k_stepanovich's comment there seems too vague to imply anything specifically out of the CxK value. Until we hear something more specific from developers I'm sticking with the L/D ratio theory as it fits better and matches up with higher values equating to higher maneuverability.

 

58 minutes ago, InterFleet said:

Then the CxK should be dropped below 2.0 to allow accurate representation of AMRAAM's low drag

Again, that isn't how it works. Please read the CFD studies in the original post.

Edited by spacenavy90
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1 hour ago, spacenavy90 said:

This doesn't make much sense. We already know that higher CxK values make a missile more manuverable, meanwhile the DragCx value matches drag coefficient values found in real life. @k_stepanovich's comment there seems too vague to imply anything specifically out of the CxK value. Until we hear something more specific from developers I'm sticking with the L/D ratio theory as it fits better and matches up with higher values equating to higher maneuverability.

 

Again, that isn't how it works. Please read the CFD studies in the original post.

I don't think CxK contribute to manuverability as big as some other factors, for example maximum fin AoA and wing area multiplier 

for example Magic have fin AoA of 18 and it is very manuverable, versus 16.2 of the AIM9J

Since magic accelerate very quickly having a big fin AoA angle means it can pull some crazy manuvers (but also bleed a lot of speed)

 

According to your theory Red Top with a CxK of 3.8 should be a really manuverable missile in game :pogsnail:

but it clearly isn't the case as it struggles to maintain speed and it becomes a rock immediately after the motors run out

 

Tuning the PID value would probably affect how much the missile attempts to lead, and thus manuverability, but it is kind of complicated so using default values shouldn't matter too much

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