1.2.5 Missile configuration - BrettRyland/BDArmory GitHub Wiki

Note: this is not (yet) an exhaustive description of all missile parameters, but rather a quick reference which parameters are the most important one to simulate certain classes of missiles (by guidance type)

Missile classes by guidance / targeting type

All missiles (including bombs, torpedoes and other ship/sub launched weapons) share some configuration options which are not discussed in detail here, but are very important to set properly:

  • Model/sound: exhaustPrefabPath, boostExhaustPrefabPath, boostExhaustTransformName, rotationTransformName, explModelPath, deployAnimationName, boostTransformName, audioClipPath , boostClipPath

  • General part configuration: shortName, waterImpactTolerance

  • Aerodynamics/agility/performance: thrust, cruiseThrust, boostTime, cruiseTime, cruiseDelay, optimumAirspeed, liftArea, steerMult, torqueRampUp, aeroSteerDamping, maxTorque, maxAoA, maxTurnRateDPS, spoolEngine, hasRCS, rcsThrust, deployedDrag, deployTime, useSimpleDrag, simpleDrag, simpleStableTorque, decoupleBoosters, boosterDecoupleSpeed, boosterMass

  • Warhead/damage & detonation properties: blastHeat, blastPower, blastRadius , proxyDetonate, DetonationDistance, detonationTime

  • Missile performance envelope: minStaticLaunchRange, maxStaticLaunchRange, minLaunchSpeed, maxOffBoresight, lockedSensorFOV, missileRadarCrossSection

  • Guidance specific parameters (more details below): missileType, targetingType, homingType, torpedo, guidanceActive

    • Cruise missile specifics: terminalManeuvering, terminalGuidanceType, terminalGuidanceDistance
    • AGM missile specifics: agmDescentRatio
    • Ballistic missile specifics:
    • Laser guidance specifics: beamCorrectionFactor, beamCorrectionDamping
    • Heat guidance specifics: heatThreshold, allAspect
    • Radar guidance specifics: radarLOAL, activeRadarRange, activeRadarLockTrackCurve
    • Anti-Radar guidance specifics:
    • Loft guidance specifics: LoftMaxAltitude, LoftRangeOverride, LoftAltitudeAdvMax, LoftMinAltitude, LoftAngle, LoftTermAngle, LoftRangeFac, LoftVelComp, LoftVertVelComp, terminalHomingRange, terminalHomingType
    • Kappa guidance specifics: LoftMaxAltitude, LoftRangeOverride, LoftAngle, LoftTermAngle, kappaAngle, terminalHomingRange
    • Hybrid guidance specifics: terminalHoming, terminalHomingType, terminalHomingRange
  • Deprecated fields, don't need to set: activeRadarMinThresh, indirect, LoftTermRange

All guided missiles must have guidanceActive = true and a valid targetingType and homingType set, or all the beautifully set guidance parameters wont have any effect...


Radar guided missiles

With radar guidance, three different types of missiles can be modeled:

1) SARH (semi-active radar homing)

A semi-active radar missiles does not have its own active radar emitter. Instead it relies on constant target illumination by the launching craft to be guided to its target. Works the same whether the actual missile is used in air-2-air, air-2-ground or surface-2-air scenarios, and also applies to torpedoes (see below).

Real-world examples: Older air-2-air missiles (AIM-7 Sparrow, R27), many SAMs (PAC-3, SM1, SM2, RIM-162 ESSM)

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = radar
  • homingType = aam //for radar you usually want the air target intercepting flight path. In some instances "agm" might work too, though...
  • activeRadarRange = 0 //this declares that the missile does not have its own active radar
  • radarLOAL = false //lock-on-after-launch is NOT supported for semi-active radar missiles!
  • optimumAirspeed = n //Set to the max velocity the missile can reach under its own power. Needed to tell the firing solution how far ahead of the target to lead the missile, if blindfiring without a radar lock.

The advantage of semi-active homing is that the missile itself does not emit signals, and is thus visible only with its static missileRadarCrossSection size on enemy radar.

2) Mixed SARH / active seeker:

The missile has an active seeker, but a launch range that is much higher than the active seeker radar range. Hence the missile CAN be launched at far range but then requires initial semi-active guidance until it can activate its own seeker and guide itself to the target. When launched at short range the seeker might become active immediately, thus making the missile fire&forget.

Real-world examples: Many air-2-air missiles (AIM-120 AAMRAM, R77), some SAMs (SM-3, SM-6)

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = radar
  • homingType = aam //for radar you usually want the air target intercepting flight path. In some instances "agm" might work too, though...
  • activeRadarRange = something >0 and <maxStaticLaunchRange //this declares that the missile does have an active radar, but with limited range only
  • radarLOAL = true or false //depending on exact purpose/capability: with LOAL=true it might deviate from the assigned target and lock onto something else...
  • activeRadarLockTrackCurve //optional, declare the exact capabilities of the active radar. Default curve created if not set.
  • maxOffBoresight and lockedSensorFOV to values in degree to define how much the seeker can see in its field of view
  • optimumAirspeed = n //Set to the max velocity the missile can reach under its own power. Needed to tell the firing solution how far ahead of the target to lead the missile, if blindfiring without a radar lock.

While the missile is still passive, its radar signature is missileRadarCrossSection on enemy radar. After it has become active, it is immediately fully visible (and lockable) on enemy radars.

Two different "subtypes" of missile can be created by setting radarLOAL: if false, the missile's active seeker will only track the target that was assigned before launch by the launching vessel. If true, the radar seeker will lock onto anything it deems suitable... (including friedlies if they are unfortunate enough to be in the way and emit the strongest radar signal...)

3) True Fire&Forget

The missile has an active seeker with the same range (or even higher range) than maxStaticLaunchRange. The missile becomes active after launch immediately, allowing the firing vessel to turn away and/or lock something else.

Real-world examples: Aster, MICA

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = radar
  • homingType = aam //for radar you usually want the air target intercepting flight path. In some instances "agm" might work too, though...
  • activeRadarRange = >=maxStaticLaunchRange //this declares that the missile does have an active radar, and should use it immediately
  • radarLOAL = true or false //depending on exact purpose/capability: with LOAL=true it might deviate from the assigned target and lock onto something else...
  • activeRadarLockTrackCurve //optional, declare the exact capabilities of the active radar. Default curve created if not set.
  • maxOffBoresight and lockedSensorFOV to values in degree to define how much the seeker can see in its field of view
  • optimumAirspeed = n //Set to the max velocity the missile can reach under its own power. Needed to tell the firing solution how far ahead of the target to lead the missile, if blindfiring without a radar lock.

The missile will be active right after launch, and hence immediately fully visible (and lockable) on enemy radars.

Regarding LOAL the same as for (2) applies.


Cruise missiles (GPS + optional terminal guidance)

1) Fixed-target cruise missiles

This defines a Tomahawk-style cruise missile that will fly to a fixed GPS coordinate and strike it, regardless if an enemy craft is at that position or not.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = gps
  • homingType = cruise //in some instances "agm" or "agmballistic" might also work
  • terminalManeuvering = true or false //terminal maneuvering makes the missile more difficult to intercept, but be cautious with using this on super-sonic missiles, as the hard maneuvers might throw the missile off course at the last moment without chance to correct before impact! Missiles with this also need to have a lot higher break up force than for a normal missile, as violent maneuvers might cause it to break up before reaching the target.

2) Cruise missiles with terminal guidance (esp. anti-ship cruise missiles)

Since ships are often moving targets, anti-ship cruise missiles usually have a terminal guidance mode (real world: radar or heat usually) and use the GPS cruise guidance only to get in range, then activate their seekers.

Supported terminal guidance seekers are:

  • Radar
  • Heat
  • Anti-Radar

Specific guidance parameter setup:

  • guidanceActive = true
  • targetingType = gps
  • homingType = cruise //in some instances "agm" or "agmballistic" might also work
  • terminalManeuvering = false //strongly advised to disable maneuvering, as this might make the seeker loose its target!
  • terminalGuidanceDistance = >0 //distance in m before the gps coordinate where the terminal guidance should activate
  • terminalGuidanceType = radar | heat | antirad //choose one

once the terminal guidance type is set and the missile reaches the destination coordinates (minus terminal guidance distance), it will behave as if it was a radar/heat/antiradar missile in the first place!

Hence, for the missile to function correctly with the configured terminal guidance mode, depending on the mode some additional parameters need to be set!

Radar terminal guidance: need to configure the active seeker:

  • activeRadarRange = >0
  • radarLOAL = true //otherwise will never lock anything
  • activeRadarLockTrackCurve //optional
  • maxOffBoresight and lockedSensorFOV to values in degree //advised to set HIGHER VALUES than normally found on AAMs, to ensure the seeker will find a target that maneuvers tangentially away from the missile

Heat terminal guidance: need to configure the heat seeker:

  • heatThreshold = value //sensitivity of the seeker - ground target without large engines are relatively "cool", so set lower threshold than for AAMs
  • allAspect = true or false //little effect here, allows for uncaged IR lock by radar when used in AAM context
  • maxOffBoresight and lockedSensorFOV to values in degree //advised to set HIGHER VALUES than normally found on AAMs, to ensure the seeker will find a target that maneuvers tangentially away from the missile

Anti-Radar terminal guidance: currently nothing to configure


ICBMs / ballistic missiles

todo


Other air-to-air guided missiles

1) Heat seeking missiles

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = heat
  • homingType = aam //for heat seeking you usually want the air target intercepting flight path. In some instances "agm" might work too, though...
  • heatThreshold = value //sensitivity of the seeker - better seekers have lower thresholds
  • allAspect = true or false //if true it simulates a modern IR missile with "uncaged lock" ability. Even if the target is not within boresight fov, it can be radar locked and the target information transfered to the missile. It will then try to lock on with the heat seeker. If false, it is an older missile which requires a direct "in boresight" lock.
  • maxOffBoresight and lockedSensorFOV to values in degree

IR VLS usage: if you want to fire IR missiles from a vertical launch system (VLS), this can be achieved by setting allAspect = true and maxOffBoresight = 180. The missile will get its target information from the radar lock, and after vertical launch can still detect the target thanks to the large offboresight radius. Real-world example: SA Navy Umkhonto-IR missile

2) Pure Pursuit Guidance Missiles

A very early guidance method which only points the missile at the target. It's not a very good guidance method, however some early air-to-air missiles used this type of guidance. Will probably only hit slow maneuvering targets or targets flying in a straight line from behind. Only useful for simulating very early missiles, like for example the Soviet K-5 / RS-1U missile.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = user's choice No specific targeting type is required
  • homingType = aampure

3) Loft Guidance Missiles

Missiles with loft guidance are able to fly a lofted trajectory rather than a direct path to the target, that is they will lob themselves upwards and then descend on their targets. As the atmosphere gets thinner at higher altitudes, this upwards trajectory allows missiles to have extended range. This is a more difficult to tune guidance method and is only particularly useful when missiles have limited burn times, I.E. more realistic missile configurations.

IMPORTANT CHANGES IN v1.6.3.0: LoftTermRange is deprecated, now terminalHomingRange is used! This is to allow for ease of use with the new terminal homing mechanic! Now loft guided missiles can use multiple types of terminal homing guidance laws as well using terminalHomingType. Loft guidance now uses proportional navigation/PN as its default terminal guidance law.

Real-world examples: Modern long and medium range air-to-air missiles, I.E. AIM-120, AIM-54, AIM-7M, etc.

Loft Guidance Flightpath:

Loft Guidance Flightpath

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = user's choice No specific targeting type is required, however you must take into account that the missile will not always be pointing at the target
  • maxOffBoresight Needs to be high depending on exact missile configuration, again, the missile will not always be pointing at the target
  • homingType = aamloft
  • LoftMaxAltitude Max altitude that the missile should fly at, should be set higher than you highest expected launch altitude
  • LoftRangeOverride Launch parameter, the missile will loft if the target is at a range greater than this, regardless of the next parameter
  • LoftAltitudeAdvMax Launch parameter, the missile will not loft if it has this much of an altitude advantage over the target
  • LoftMinAltitude Launch parameter, lofting in the lower atmosphere may result in worse performance therefore the missile will only loft if above this altitude. Can be set to 0.
  • LoftAngle Angle at which the missile should climb, a bigger angle means the missile has to turn more, which spends more energy but a smaller angle means the missile stays in the thicker atmosphere for longer. maxOffBoresight needs to be set with this angle in mind.
  • LoftTermAngle Downwards angle at which the missile begins to go into its terminal dive. Should be positive. The missile uses a ballistic simulation in order to determine the trajectory it should fly towards the target. Once the downwards angle of the trajectory reaches this angle, the missile will begin to guide using the ballistic trajectory. Around 20° works for typical AAM though higher values are recommended for faster missiles.
  • LoftRangeFac Alternative terminal behavior, the horizontal range to the target is multiplied by this and determines a secondary altitude limit. I.E. for a LoftRangeFac of 0.5, then at 5,000 m away from the target, the missile should only be 2,500 m above the target.

LoftRangeFac and Max Altitude

  • LoftVelComp A velocity compensation factor which adjusts the aiming point of the missile on the horizontal plane. Setting this to positive means that if the target is moving away from you, then the missile will assume it's moving away from you at (1.0 + LoftVelComp) times the actual speed. If this is negative, then if the target is moving towards you, the missile will assume it's moving towards you at (1.0 + LoftVelComp) times the actual speed. I.E. if this is positive it will aim beyond a target moving away from you, increasing the missile's potential range, if it's negative it will aim in front of a target moving towards you, giving it more room to perform terminal maneuvers. Should be relatively low number, generally below 1.0 and negative.
  • LoftVertVelComp A vertical velocity compensation factor, similar to LoftVelComp, however it works in the vertical axis instead of the horizontal plane. It was found in testing that due to the missile climbing above the target, diving was a disproportionately effective tactic to use to defend against lofted missiles. This compensation factor, typically set to be negative, allows for the missile to give additional lead to diving targets in order to improve the chances of hitting.
  • terminalHomingRange The range at which the missile should go back to simple lead guidance in order to hit the target. Setting it higher means the missile has more time to respond, setting it lower means the missile flies the more efficient ballistic trajectory for longer.
  • terminalHomingType The guidance law that the missile should use in its terminal phase, this defaults to pronav, however can be set to aam, aampure, pronav or augpronav.
  • pronavGain The proportional navigation gain (multiplier), higher numbers results in the missile making earlier and bigger corrections, lower numbers results in the missile making later but smaller corrections. Values of ~1-7 should be used, defaults to 3. This only needs to be set if no terminalHomingType is specified or if pronav or augpronav are used. Increase if the missile is not maneuvering hard enough, decrease if the missile becomes twitchy.
  • Optional: terminalHoming is a true/false setting which is part of the hybrid missile guidance settings. This can be set to true to use alternative terminal homing types not listed above.

Due to the more complex nature of this guidance law, tuning is more complicated. Note that in-game tuning is possible as most of the above parameters are available for editing in the hangar, though some require that the "Advanced Tweakables" setting be on. The parameters will also need to be copied into the part files after being finalized. The default settings (I.E. the values the above parameters are set to when they aren't defined in the part file) will generally work for air-to-air missiles though how well they work depends on a case-by-case basis. Also, since lofted missiles dive down from above, chaff is generally more effective against these missiles. Continuous rod warheads are also generally not recommended with this guidance law.

Loft Guidance Tips

  • If a missile begins its terminal dive and then just continues to dive downwards, particularly very fast missiles, you may need to increase the maxOffBoresight angle. Otherwise, increasing the LoftTermAngle such that the missile dives down later or decreasing it may fix the issue. If all else fails you could increase LoftTermRange and allow for this to take over or you could set LoftTermAngle to 90° and use LoftRangeFac instead.
  • If your missile is running out of energy prior to hitting you could try to:
    • Adjust LoftAngle up/down until you maximize the missile speed at top of climb for your ideal launch altitude and speed.
    • Adjust LoftTermAngle to avoid abrupt turns.
    • Increase LoftMaxAltitude.
    • Reduce the amount of LoftVelComp if it's negative and you're leading the target too much.
    • Use the new boosterFuelMass and cruiseFuelMass fields to allow your missile to burn fuel! Remember to also have useFuel = true in your missile config.
  • Do not set LoftMaxAltitude too high, the higher you go the thinner the atmosphere which means less drag, but also less lift! You could end up not being able to turn fast enough, or at all! Set it too low, however, and your missile may run out of energy before hitting the target!
  • If your missile is dropping vertically onto a target moving towards you and it doesn't have enough maneuvering room to catch the target, try increasing the amount of negative LoftVelComp. Also potentially try increasing LoftVertVelComp in order to force your missile to give more lead to diving targets.
  • Setting LoftTermAngle to a small value means your missile will need to make a smaller turn, however it could also make your missile too sensitive to target maneuvers and end up causing it to dive early and miss!
  • If your missile is just pointing directly at the target when it should be lofting, increase maxOffBoresight or decrease LoftAngle or LoftTermAngle. If the position the missile is trying to head to is outside of maxOffBoresight the missile will default to pointing directly at the target.
  • If your missile isn't turning into the target in time after climbing, try adjusting LoftRangeFac so that the missile stays at a lower altitude, closer to the target, rather than climbing to the LoftMaxAltitude. Remember that LoftRangeFac is based on the horizontal distance to the target.
  • If your missile starts to twitch and/or maneuver erratically, try reducing the steerMult and/or the maxTorque. This is typically caused by missiles over-steering. While this problem sometimes appears with other homingTypes this is especially a problem for aamloft as well as pronav/augpronav.

4) Kappa Guidance Missiles

Kappa guidance is an optimal guidance law which attempts to maximize a missile's terminal velocity. This guidance law uses the same lofting logic as Loft Guidance, climbing to LoftMaxAltitude and then diving onto the target, however it switches to Kappa guidance instead for its midcourse phase. This requires much less complicated tuning than Loft Guidance while being able to achieve similar results.

Real-world examples: Modern long range missiles, specifically used on RIM-66/67 Standard 2 Missiles.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = user's choice No specific targeting type is required, however you must take into account that the missile will not always be pointing at the target
  • maxOffBoresight Needs to be high depending on exact missile configuration, again, the missile will not always be pointing at the target
  • homingType = kappa
  • LoftMaxAltitude Max altitude that the missile should fly at, should be set higher than you highest expected launch altitude
  • LoftAngle Angle at which the missile should climb, a bigger angle means the missile has to turn more, which spends more energy but a smaller angle means the missile stays in the thicker atmosphere for longer. maxOffBoresight needs to be set with this angle in mind.
  • LoftRangeOverride Midcourse guidance range, if a target is within this range the missile will immediately switch to kappa guidance
  • LoftTermAngle Downwards angle at which the missile begins to go into its terminal dive. Should be positive. Unlike Loft Guidance, this is simply the vertical angle between the missile and the target.
  • LoftRangeFac Altitude restriction range factor.
  • LoftVertVelComp Altitude restriction exponential.
  • kappaAngle Terminal velocity vector optimization, set this angle to something other than 0 to tell the missile that its final velocity vector should have this vertical angle to it, positive values are point down, negative values point up. E.G. if kappaAngle = 45 then the missile will try to ensure that it will impact the target with a 45° nose-down attitude.

Kappa Limiters

Generally speaking, this guidance law is much easier to tune than Loft Guidance, simply set the desired loft parameters and kappaAngle and the guidance law will take care of the rest for you. Smaller values of LoftTermAngle mean that your missile will fly through denser air for longer due to a shallow dive angle while larger values of LoftTermAngle means your missile will have to make a big correction when it starts its dive so this needs to be optimized for your missile and its intended targets. LoftRangeOverride can be useful for tuning this behavior as well. Steeper kappaAngle values will mean your missile will try to do a steeper dive, allowing you to fly through less of the thicker atmosphere at lower altitudes, but very steep trajectories may make it hard for your missile to hit a target.

After version 1.6.12.0 a new feature was added due to reports of overshooting using simple LoftTermAngle behavior. An altitude limiter was added, whose line is prescribed by 10 * LoftRangeFac * range^(|LoftVertVelComp|).


Other air-to-ground guided missiles

1) SALH (semi-active laser homing)

todo

2) Passive radar homing (anti-radar homing)

A passive radar missile does not have its own active radar emitter, but does have a radar receiver, which it uses to home in on a targeted source of radar emissions. This guidance type is useful for targeting things like Fire-Control radars of SAM sites or AWACs radars, and has the advantage of both substantially longer detection and lock range than active radar guidance and it does not alert RWRs that it is incoming. However, ARH missiles have the downside that if the target switches their radar off, the missile immediately loses lock. Usually used for Air-2-Ground, but can be used for Air-2-Air...

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = antirad
  • homingType = AGM //For A2G ordinance AGM guidance is recommended. In some instances "aam" might work too, though...
  • antiradTargetTypes = value 1, value 2, etc//Set to all the radar rwrThreatTypes this missile should target (separated by commas), will default to 0,5 if not set.

// RWR Threat Types: // 0 = SAM site radar
// 1 = Fighter radar (airborne)
// 2 = AWACS radar (airborne)
// 3, 4 = ACTIVE MISSILE (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING!)
// 5 = Detection radar (ground/ship based)
// 6 = SONAR (ship/submarine based)
// 7, 8 = ACTIVE TORPEDO (DO NOT USE UNLESS YOU KNOW WHAT YOU'RE DOING!)

  • maxOffBoresight and lockedSensorFOV to values in degree

Other ground-to-ground guided & unguided missiles

todo


Bombs (guided and unguided)

There are three types of bombs:

1) Unguided bombs

As the name suggests, this type of bomb doesn't have any form of active guidance. Real-world examples: US General-Purpose (GP) bombs.

Specific guidance parameters:

  • guidanceActive = false
  • targetingType = none
  • homingType = none //No homing or trageting.

The most versatile type of bomb. There are no upsides or downsides.

2) Laser-guided bombs

This type of bomb is guided to its target by a laser. Real-world examples: Paveway bombs.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = laser //Laser guidance.
  • homingType = AGMBallistic //Best homingType for guided bombs.

The upside of this type is precision, but the downside is that you can only engage one target at a time.

3) GPS-guided bombs

This type of bomb is guided to its target by GPS. Real-world examples: JDAM bombs.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = GPS //GPS guidance.
  • homingType = AGMBallistic //Best homingType for guided bombs.

Most advanced type of bomb. GPS guidance not only allows it to have high precision, but also allows you to engage multiple targets at the same time.


Torpedoes (guided and unguided)

Torpedoes can be modeled in four different ways:

1) Active Guided Torpedoes

This type of torpedo is Fire&Forget. An active guided torpedo has a sonar that constantly "pings" to find targets, which works just like active radar homing. Many modern torpedoes can use both Active and Passive guidence.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = radar
  • homingType = SLW //SLW homing is best for Splashed/Surface and Sub-surface targets.
  • activeRadarRange = x //Set this to your maxStaticLaunchRange.
  • radarLOAL = true or false //lock-on-after-launch is supported for most guided torpedoes, but doesn't need to be true.
  • optimumAirspeed = n //Set to the max velocity the torpedo can reach under its own power. Needed to tell the firing solution how far ahead of the target to lead the missile, if blindfiring without a radar lock.

The torpedo will be active right after launch, and hence immediately fully visible (and lockable) on enemy sonars.

2) Passive Guided Torpedoes

todo

3) Wire Guided Torpedoes

The torpedo has an active sonar, but a launch range that is much higher than it. Thus the torpedo CAN be launched at far range but then requires initial wire (passive) guidance until it can activate its own sonar and guide itself to the target. When launched at short range, sonar activates right after launch, thus making it fire&forget.

Specific guidance parameters:

  • guidanceActive = true
  • targetingType = radar
  • homingType = SLW //SLW homing is best for Splashed/Surface and Sub-surface targets.
  • activeRadarRange = 0 > x < maxStaticLaunchRange //activeRadarRangeneeds to be higher than 0, but lower than maxStaticLaunchRange. this declares that the torpedo does have an active sonar, but with limited range only
  • radarLOAL = true or false //lock-on-after-launch is supported for most guided torpedoes, but doesn't need to be true. with LOAL=true it might deviate from the assigned target and lock onto something else...
  • optimumAirspeed = n //Set to the max velocity the torpedo can reach under its own power. Needed to tell the firing solution how far ahead of the target to lead the missile, if blindfiring without a sonar lock.

While the torpedo is still wire-guided (passive), its sonar (radar) signature is missileRadarCrossSection on enemy sonars. After it has become active, it is immediately fully visible (and lockable) on enemy sonars. For more info refer to "Radar guided missiles (2).

4) Unguided Torpedoes

This type of torpedo has no active guidance.

Specific guidance parameters:

  • guidanceActive = false
  • targetingType = none //No guidance.
  • homingType = none //No guidance.
  • optimumAirspeed = n  // Set to the maximum velocity the torpedo can reach under its own power.

Lack of guidance makes this type of torpedo the hardest to hit something with.


Other ship and submarine launched weapons (SLW)

todo


Hybrid Homing Missiles

Specific guidance parameters:

  • homingType = user's choice Initial guidance law
  • terminalHoming = true Whether or not to use a different terminalHomingType
  • terminalHomingType = user's choice Terminal/Final guidance law
  • terminalHomingRange = value Range at which to activate the terminal guidance law in meters

Setting terminalHoming = true allows you to use two types of homingType one for the initial boost/midcourse phase of the missile's flight and one for the terminal phase of the missile's flight. To do so, set homingType to whatever the boost/midcourse guidance law should be and then set terminalHomingType to be whatever the terminal guidance law should be. For example, augpronav and pronav tend to over-lead the target at long ranges causing missiles to lose a lot of speed whenever the target makes small turns. To remedy this, you could use homingType = aam for the boost/midcourse guidance and then set terminalHomingType = augpronav/pronav in order to take advantage of the improved hit rates. Remember to set terminalHomingRange far enough so your terminalHomingType actually gets a chance to kick in! For example, the aam -> augpronav/pronav missile could have a terminalHomingRange = 2000. Let your creativity flow! Try out all kinds of combinations, not all combinations are guaranteed to work, or even be effective, but many can prove to be far more effective than the homingTypes used on their own!