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
- Cruise missile specifics:
-
Deprecated fields, don't need to set:
activeRadarMinThresh, indirect, LoftTermRange
All guided missiles must have
guidanceActive = true
and a validtargetingType
andhomingType
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 radarradarLOAL = 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 onlyradarLOAL = 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 viewoptimumAirspeed = 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 immediatelyradarLOAL = 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 viewoptimumAirspeed = 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 workterminalManeuvering = 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 workterminalManeuvering = 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 activateterminalGuidanceType = 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 anythingactiveRadarLockTrackCurve
//optionalmaxOffBoresight 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 AAMsallAspect = true or false
//little effect here, allows for uncaged IR lock by radar when used in AAM contextmaxOffBoresight 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 thresholdsallAspect = 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
andmaxOffBoresight = 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 requiredhomingType = 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:
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 targetmaxOffBoresight
Needs to be high depending on exact missile configuration, again, the missile will not always be pointing at the targethomingType = aamloft
LoftMaxAltitude
Max altitude that the missile should fly at, should be set higher than you highest expected launch altitudeLoftRangeOverride
Launch parameter, the missile will loft if the target is at a range greater than this, regardless of the next parameterLoftAltitudeAdvMax
Launch parameter, the missile will not loft if it has this much of an altitude advantage over the targetLoftMinAltitude
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 aLoftRangeFac
of 0.5, then at 5,000 m away from the target, the missile should only be 2,500 m above the target.
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 toLoftVelComp
, 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 topronav
, however can be set toaam
,aampure
,pronav
oraugpronav
.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 noterminalHomingType
is specified or ifpronav
oraugpronav
are used. Increase if the missile is not maneuvering hard enough, decrease if the missile becomes twitchy.- Optional:
terminalHoming
is atrue
/false
setting which is part of the hybrid missile guidance settings. This can be set totrue
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 increaseLoftTermRange
and allow for this to take over or you could setLoftTermAngle
to 90° and useLoftRangeFac
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
andcruiseFuelMass
fields to allow your missile to burn fuel! Remember to also haveuseFuel = true
in your missile config.
- Adjust
- 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 increasingLoftVertVelComp
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 decreaseLoftAngle
orLoftTermAngle
. If the position the missile is trying to head to is outside ofmaxOffBoresight
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 theLoftMaxAltitude
. Remember thatLoftRangeFac
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 themaxTorque
. This is typically caused by missiles over-steering. While this problem sometimes appears with otherhomingType
s this is especially a problem foraamloft
as well aspronav
/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 targetmaxOffBoresight
Needs to be high depending on exact missile configuration, again, the missile will not always be pointing at the targethomingType = kappa
LoftMaxAltitude
Max altitude that the missile should fly at, should be set higher than you highest expected launch altitudeLoftAngle
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 guidanceLoftTermAngle
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. ifkappaAngle = 45
then the missile will try to ensure that it will impact the target with a 45° nose-down attitude.
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
//BesthomingType
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
//BesthomingType
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
//activeRadarRange
needs to be higher than 0, but lower thanmaxStaticLaunchRange
. this declares that the torpedo does have an active sonar, but with limited range onlyradarLOAL = 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 lawterminalHoming = true
Whether or not to use a different terminalHomingTypeterminalHomingType = user's choice
Terminal/Final guidance lawterminalHomingRange = 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 homingType
s used on their own!