Alas, not, because it's still a missile hard coded into OFP engine
and will explode on contact. One thing we tried with the
gaskin missile at the start was to make it a plane, rather than
a missile. This way we could animate it in pitch, without resorting
to have a whole set of differently tilted missile as now.
But we had to give up, cause till this 'missile' didn't achieve
a sufficient velocity, it just evitated obstacles rather than
slamming into them. That is, if you fired intentionally on
a hill, or an house, or even a plane or chopper, this kind
of 'missile' just went up above them, following the ground
contour, even if it should have hit the obstacle directly.
This happened in the first few seconds of flight, till the missile
didn't achieve sufficient velocity. After a certain speed the
'missile' behaves correctly, and hits on the right spot (or
target). We tried even with different class of objects, rather
than only planes, but the results were the same. It's a
pity cause it would have simplified a lot of things:
for example as now engine burnout is not simulated visually,
you can see it clearly at night cause the missile shines
always. Would have that system worked, it would have
been easy to do so, just using one model and config entry.
I think I can adjust this reducing the hit/indirectHit values.
I based mine on existing OFP AA and SAM missiles. For
example Footmunch's AMRAAM has hit=270, indirectHit=200
and indirectHitRange=15. The 9M33 I simulated has
300,180 and 15 respectively. The 9M31, gaskin's missile,
has 200,120 and 7 resp. . I want the missile to be deadly,
that is it has to be able to down a plane with a direct hit.
Of course I'm not basing these values on the standard OFP A10, which is strongly underarmoured, but rather on
addons planes. Footmunch's ones, for example, have an
armor value set around 100, RAD F/A 18 has 120.
I'll try to play around with some values and see what will
achieve a balanced result.
EDIT>
These are the new files:
s34.yousendit.com/d.aspx?id=0MB21AEOMP7AZ2VEXVSYK5GETA(7 days only)
I modified hit and indirectHit setting them both to 150,
indirectHitRange stays at 15. The proximity fuse is activated
2.6 seconds after launch, that conrespond to a distance
from the shooting vehicle of about 400 (+-10) meters.
That means that if a target is intercepted when the missile
has still to travel this distance it can only be destroyed by
a direct hit. I did some tests, and being the missile rather
precise in a non lagging scenario (FPS>20), if the target
doesn't make any evasive maneuver it will be hit directly
anyway (and anyway the missile turns back to re-engage,
so beware...). At this distance the speed of the missile
should be around 300 m/s and the turn rate a little less
than 40 deg/s.
As I said the maximum turning rate is set to 60 deg/s,
but this is the turn rate at the average speed of 550 m/s.
Maximum turning rate, achieved at 800 m/s (max speed),
is about 75 (+- 1) deg/s. Max speed is achieved 9.25 secs
after launch, at a distance from the shooting vehicle of
about 4350 meters. For these stats, de-pbo scripts.pbo
and in \aa\PSY_MCAR_guidMis_16.sqs uncomment the
following line:
;player globalchat format ["dist %1,time %2, tr %3, sp %4",_missile distance _shooter,_time - _misTime,_speed select 1,_speed select 0]
this prints on screen the distance from the shooter, the time
this distance is taken, the turning rate at that moment and
the actual speed.
The turning rate (TR) is not given in deg/s. To transform it in
deg/s, you have to use this formula:
TR in deg/s = acos (-(TR^2 - 2)/2)
acos = arc cosine.
To make the missile less manouvrable reduce, always in
guidMis_16.sqs, the value _maxTR (now set to 1).
I remember you that this value is the turning rate at the
average speed, so it will be higher at top speed. To switch
from angles to the value to input in _maxTR use this formula:
TR = sqrt( 2 - 2*cos(TR in deg/s))
For example, for 45 deg/s, TR = .7654, for 30 deg/s TR = 0.5176 .