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IRL missile max heading angle adjustment rate & max velocity adjustment & max targeting angle & proximity fuse.

13.2k brians1209  3.6 years ago

Replicating Missile performance

I'm trying to make a replica of the AIM-9 (J variant), AIM-7 (E variant), and the AGM-65 with realistic maneuverability, max targeting angle, and proximity fuses.
In SP missile maneuverability is measured by themaxHeadingAngleAdjustmentRate, maxVelocityAngleAdjustmentRate.

Missile maneuverability

I don't really know how it works, and I can only find the missile's maneuverability measured by max Gs, not any angle adjustment rates or anything.
If any of you know how the maxHeadingAngleAdjustmentRate, maxVelocityAngleAdjustmentRate works, and maybe some examples of some missiles.

Air to Air Missile ProximityDetonationRange

What is the average proximityDetonationRangeMin proximityDetonationRangeMax of a normal air to air missile?

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    1,028 Gs

    @Carbon2128 it is a VERY bad thing, your missile is going toward heading 0 but the nose is trying to point toward the target, that is very very unrealistic.

    11 months ago
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    @Beefy you said that HAAR needs to be 5 less than VAAR but then proceed to say if VAAR value is higher than HAAR then it drifts. Is that a good thing or a bad thing?

    1.2 years ago
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    23.7k BagelPlane

    @CausticCaust ha yeah!

    +2 2.8 years ago
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    @BagelPlane you predicted war thunder

    +6 2.8 years ago
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    29.4k Nerfaddict

    Heres what i found for turn rate (albeit from just a 5 minute google search):

    IRIS-T : 37,1 deg/s

    AIM-120 : 18,5 deg/s

    S-400 : 22 deg/s

    +3 3.6 years ago
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    29.4k Nerfaddict

    @Beefy dejavu

    3.6 years ago
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    23.7k BagelPlane

    We need those classified government documents.

    +6 3.6 years ago
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    55.3k Beefy

    Heading Angle AR turns the missile body,
    Velocity Angle AR turns the missile's direction. It's effect is directly affected by MaxForwardThrustForce. If MFTF is 0 then VAAR is disabled

    Usually HAAR is 5 less than VAAR

    If VAAR has a higher value than HAAR, then the missile drifts like a car.

    (yes I'm abbreviating it because it's long af)

    +5 3.6 years ago
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    13.9k ChrisPy

    also, make the explosion scalar smaller for more realistic damage. You have to basically eyeball the maneuverability of the missile and proximity detonation can be anywhere from 0-7m

    +1 3.6 years ago
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    41.6k rexzion

    @brians1209 also making sure physics on high keeps the results consistent, sometimes a missile with correct proximity values will actually hit you if your physics quality is too low

    3.6 years ago
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    41.6k rexzion

    @brians1209 I don't know much about real-life missile performance in-depth but,
    early missiles (actually just missiles) have a low chance of actually killing, or even damaging. also the missiles in SP tend to hit physically rather than explode near you.
    proximityDetonationRangeMin should be over 10 and under 20, and proximityDetonation RangeMax should be 100
    that usually gets the desired results (certain parts might get damaged or cut off but it won't explode your entire airplane, unless you don't move).

    +1 3.6 years ago
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    13.2k brians1209

    @rexzion I want to replicate real-life missile performance in SP. But I don't know how angle, velocity adjustment in SP works, and how to translate it from real-life to SP.
    Also I don't know the average proximity fuse range of IRL AAMs. But do the missiles in SP give damage to near by target when it explodes close to it, not directly?

    3.6 years ago
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    41.6k rexzion

    normal air to air missile, you mean irl or in-game?

    3.6 years ago