AGM-88 HARM
Funky-Trees Anti-Radiation Missile!
1:1 replica of the AGM-88 missile and its targeting pod. No part of this missile is guided by gyros or in-game default missiles!!!
Player Usage
- Go to either AirToAir or AirToGround mode, select the missile, select a target, and press Fireweapons button (Left alt on PC)
- If you are on mobile even though the Fireweapons button is greyed out you can still press it to launch the missile
- If you are far enough away from the target, the missile will automatically begin a lofting sequence.
Stats
Guidance Type: Anti-Radiation
Lock Range: Classified
G-Overload: >20 Gs
Max Speed: >Mach 2.5
Max Launch Altitude: 60,000 ft
Max Flight Range: >150 km
Guidance Time: 300 seconds
Explosive Mass: 196 lbs TNT
Weight: 800 lbs
Features
- Realistic performance (to the best of my ability and data available)
- Highly detailed model
- Bonus targeting pod! (missile does not require the targeting pod to work)
- Optimized lofting sequence enabling extreme engagement range
Problems & Limitations
- All funky trees missiles have a hard time orienting themselves when pointed straight up or down
- The missile's performance may depend on your device
- Since the missile can be made to travel a great distance, even if your device is well-performing, the missile may cause performance issues regardless.
- At short ranges, the missile may not properly collide with the ground and may not blow up and simply fly through terrain due to the burnout speed being quite fast.
- When hitting a ship, the missile tends to simply make the ship disappear... IDK how it happens, but it does happen.
Description
Notes
Gentlemen we are back on the Monday releases
Integrating lofting with proportional navigation is apparently a non-trivial matter that plagued me for a long time. However, I'd recently been able to resolve the issue and now have been able to not only begin retrofitting missiles with the system, but also create a lofting program according to more scientific methods. In short, the program attempts to maximize total energy gain during the boosting phase and minimize energy lost in the gliding phase by changing the pitch angle of the missile. As you will see, this system is simple in concept and extremely effective.
Please report any bugs in the comments or contact me on discord @kuatta4
Specifications
Spotlights
- RicardoACE one month ago
- sh0rpo one month ago
- SuperSuperTheSylph one month ago
- TheCommentaryGuy one month ago
- ChihiroFujisaki one month ago
- YourAverageB1BLancerSimp one month ago
General Characteristics
- Predecessor AGM-88 HARM export
- Created On Windows
- Wingspan 39.6ft (12.1m)
- Length 56.1ft (17.1m)
- Height 15.6ft (4.8m)
- Empty Weight 24,499lbs (11,112kg)
- Loaded Weight 40,111lbs (18,194kg)
Performance
- Power/Weight Ratio 1.68
- Wing Loading 80.3lbs/ft2 (392.2kg/m2)
- Wing Area 499.3ft2 (46.4m2)
- Drag Points 2790
Parts
- Number of Parts 406
- Control Surfaces 10
- Performance Cost 1,844
@Ku cool work dude, i have to give you props for making pn work in simpleplanes limited environment. even displaying variables for troubleshooting requires work here.
regarding the comment directed to the other player, I'm also waiting for the SimplePlanes 2 release to try and make a couple beam riding missiles :) ... and maybe a custom EOT since JNO has floating point issues.
Bro my bomb flew away
@Ku nice :-)
@llFLMTll I can put Tomahawks in my long long list of future projects, sure
I may wait till Simpleplanes2 comes out to at least publish a guide of sorts on how to make missiles. I'll look into starting the guide probably sometime soon.
@TritonAerospace sure
So proportional navigation depends on keeping the angular acceleration of the missiles flight path proportional to the angular rate of the line of sight angle of the target, and thus the missile ideally only takes acceleration commands. The trouble I had for the longest time was how do I make a missile hold a certain angle (in this case pitch angle) using acceleration commands.
As for the science of lofting it is exactly as I described in the description. Let me know what else I can clarify.
Hey There @Ku,
could you build The Tomahawk Block IV naval cruise missile? that would be awesome. or a dedicated steo-by-step guide on how you build your missiles.
"Integrating lofting with proportional navigation is apparently a non-trivial matter that plagued me for a long time."
this is a very interesting topic may i ask how did you manage to implement lofting in funk?
@Ku alright thanks
@Object775blyat whatever you want. 1 is default value and 2 would mean it spools up twice as fast and so on.
@Ku i mean what number
@Object775blyat You have to open Overload on the part and its gonna be part of the engine's XML properties. You add it to the same page as the power multiplier and exhaust color override.
@Ku Thanks alot! But what do you put it to?
@Object775blyat In the engine properties your gonna add a new property called "throttleResponse" and set that to whatever. The higher the number the faster the engine spools up.
I need help @Ku
How do you make the engines spool up instantly?
Ausgezeichnet danke schön Herr ingenieur
how about an AGM with a Quasi-Ballistic Trajectory?
Another post from the goat though
For me it makes your screen go black once it hits a target and it crashes the game lol (iPhone 13 too)
I do NOT condone the harm of others 🙏😭
I like the lofting
9 upvotes, but no comments? Lemme fix that.