Admiral189 Posted December 3, 2023 Author Posted December 3, 2023 Hey Rudel. Thank you. I appreciate that. So it's just a wooden plaque with the words engraved in it correct? Let me see what I can do. 4
Rudel_chw Posted December 3, 2023 Posted December 3, 2023 7 minutes ago, Admiral189 said: So it's just a wooden plaque with the words engraved in it correct? Let me see what I can do. Correct, all of our navy's ships have it (by law), couldnt find a photo of this specific ship, but they are all very similar, only vary in size: 1 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Rudel_chw Posted December 3, 2023 Posted December 3, 2023 Just tested the flightdeck lights they are a bit subdued, but work nicely and illuminate the helos, something ED has not been able to achieve on most landbases: 2 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Rudel_chw Posted December 3, 2023 Posted December 3, 2023 22 minutes ago, Rudel_chw said: they are a bit subdued ... I added a light from the Massun 92 Asset pack, and to my eyes it is much more practical for night ops 1 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Admiral189 Posted December 3, 2023 Author Posted December 3, 2023 That's a nice light and it's not too bright. Can you send a link to the Massun 92 Asset Pack Rudel? I can add an Omni light of any color over the flight deck but it will always be on. The existing flight deck spotlights I added can be brightened but not sure how bright they need to be. I can also add more. I can also add any color to them. I created the plaque already. Just need to add it to the model and the liveries. 8
Rudel_chw Posted December 4, 2023 Posted December 4, 2023 36 minutes ago, Admiral189 said: That's a nice light and it's not too bright. Can you send a link to the Massun 92 Asset Pack Rudel? Sure, here it is: https://massun92.gumroad.com/l/VTreS 36 minutes ago, Admiral189 said: I can add an Omni light of any color over the flight deck but it will always be on. The existing flight deck spotlights I added can be brightened but not sure how bright they need to be. I can also add more. I can also add any color to them. I truly have no idea how is the night lighting of these frigates, those with deficient night vision like me can always add lights themselves, don't spend too much time on this request please 36 minutes ago, Admiral189 said: I created the plaque already. Just need to add it to the model and the liveries. Looks great, thanks a lot For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Admiral189 Posted December 4, 2023 Author Posted December 4, 2023 Thanks. No worries. I will work on my shipyard projects. Upcoming mods. I will work on the Blueridge and the Oak Hill FPS issues. 6
toan Posted December 4, 2023 Posted December 4, 2023 On 11/24/2023 at 9:03 AM, RWC said: Another masterpiece contributing to the expansion of DCS naval assets ! Below is a screenschot of the HMS Richmond firing a Sea Ceptor missile Many thanks Admiral for this superb HMS Richmond Mod ! 2
Mapi Posted December 4, 2023 Posted December 4, 2023 vor 9 Stunden schrieb Admiral189: That's a nice light and it's not too bright. Can you send a link to the Massun 92 Asset Pack Rudel? I can add an Omni light of any color over the flight deck but it will always be on. The existing flight deck spotlights I added can be brightened but not sure how bright they need to be. I can also add more. I can also add any color to them. I created the plaque already. Just need to add it to the model and the liveries. and for UK too? https://www.seaforces.org/marint/Royal-Navy/Frigate/F-239-HMS-Richmond.htm 1
HighMaintenanceB Posted December 5, 2023 Posted December 5, 2023 Hi, @Admiral189, hope your health has improved. We enjoy your Type 23 frigates and I've been working on more liveries and hull numbers. One thing I've noticed about how your ships launch SAMs (not just the Type 23 but in general) is that half of the missiles would self-destruct mid-air before the others fire off properly to intercept the targets. Is this something to do with the ECM burn-through? I've heard Currenthill mention this mechanic before but I'm not entirely sure about how to work around this. If there's a way to work around this, please let me know. Whether it's a line of code I must alter or whether people will have to reprogram the missile LUA file entirely, I hope to hear from you and others with significant DCS modding experience. Thanks for everything. 1
Mapi Posted December 5, 2023 Posted December 5, 2023 Am 3.12.2023 um 23:35 schrieb Rudel_chw: I added a light from the Massun 92 Asset pack, and to my eyes it is much more practical for night ops this mod comes to mind: "ON/OFF Projector" maybe you can use some of it 1
daskjdhjah Posted December 5, 2023 Posted December 5, 2023 8小时前,HighMaintenanceB说: 你好@Admiral189,希望您的健康状况有所改善。我们喜欢你们的23型护卫舰,我一直在研究更多的涂装和船体编号。我注意到你的舰艇如何发射地空导弹(不仅仅是23型,而是一般的导弹)的一件事是,一半的导弹会在半空中自毁,然后其他导弹会正确发射以拦截目标。这与 ECM 烧毁有关吗?我以前听说过 Currenthill 提到过这个机制,但我不完全确定如何解决这个问题。 如果有办法解决这个问题,请告诉我。无论是我必须更改的一行代码,还是人们是否必须完全重新编程导弹LUA文件,我都希望听到您和其他具有丰富DCS改装经验的人的意见。 谢谢你所做的一切。 我也遇到过同样的问题,大量导弹会在海面以上10公里处垂直发射并最终自毁,发射了10枚左右的导弹后,其余的导弹正常飞向空中目标,23式护卫舰有反舰导弹吗?我似乎无法让他执行反舰任务。 2
Enoy Posted December 6, 2023 Posted December 6, 2023 (edited) So for me, the sea ceptors are going are insane speeds, have very long range. Anyone else got this issue Edited December 6, 2023 by Enoy 1
Citizen Posted December 6, 2023 Posted December 6, 2023 On 12/3/2023 at 1:55 PM, Rudel_chw said: Correct, all of our navy's ships have it (by law) By law? It's like an auto license plate, but made of wood and for a warship? That's kinda neat
Rudel_chw Posted December 6, 2023 Posted December 6, 2023 1 hour ago, Citizen said: By law? It's like an auto license plate, but made of wood and for a warship? That's kinda neat Its more like a standing order: "you either win or die" … subtly hinting that a chilean navy vessel will never surrender. 4 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Admiral189 Posted December 6, 2023 Author Posted December 6, 2023 Hey Guys. Thanks all for the compliments. I'm recovering well but I'm not there yet. After that Surgery, things will never be the same again. Todays Topic. Missiles and more Missiles. - Let's talk about Missile Speeds because this seems to always be a burning issue. So the SeaCeptor has a speed of Mach 3 which is 3,588 kph. Everything in DCS is configured in Kph and meters. I'm not an expert in missile speeds so I try to configure the speeds based on information I obtain on the web. The question is what is the correct speed that the SeaCeptor missile should be launched and travel at? If one of you knows the correct speed let me know and I will try to calibrate it. Also, all players must agree to that speed which I don't see happening because all of you have a different opinion about missile speeds. With that said whoever configures the missile speed correctly will become my new DCS AI Ship Mod Missile Speed configuration manager. Highmaintenance to answer your question. There is a way to configure the missile speed. First, adjust Line number 25 In the Richmond_SeaCeptor.Lua File. That is the average missile speed. Lower the average speed to what you think it should be. Second, Adjust line 93 under Thrust, t-march. This is the missile launch speed. Reduce the 63,000 down to what you think it should be launched at. Be careful with that line because it makes the missile go crazy after launch if you reduce it too much. - So the question about why the missile explodes after launch. I honestly don't know. To me, it seems like the missile loses track of the incoming missile and just decide to explode en route. Either way that is controlled by the DCS Game Engine. I honestly don't know how to correct it. I'm sure there is a way but I don't know how honestly. Remember all we do is configure the weapons and the DCS Game Engine does the rest. Once that missile is launched we have no control of it. For all please place your Missile Speed results here and we can all go from there. Thanks 5
Admiral189 Posted December 6, 2023 Author Posted December 6, 2023 (edited) On another note. The USS Blue Ridge FPS issue has been corrected. You can find updated version 1.0.1 at Admiral189 DCS World Mods along with changes I made to the mod. Also, the Massun 92 Asset pack Rudel_chw shared has a light mod that works great if you need more lighting on the ship flight deck. It's located under static objects/structures. Place it near the Flight deck of the ship and link it to that ship. One thing I forgot to mention. Thank you all who have bought me coffee lately. It shows me you appreciate my efforts. I really really appreciate it. Edited December 6, 2023 by Admiral189 14
djuice Posted December 7, 2023 Posted December 7, 2023 Admiral189, could you not collaborate with currenthill for a missile mod database? Having all your assets/ships, and currenthill's assets/ships draw from the same database so it's uniform in game, instead of having differing missile performance between both your naval assets?
Mizuri Posted December 7, 2023 Posted December 7, 2023 First of all, thank you for all your work and get well soon. I downloaded newest version of USS Blue Ridge and I have problem with every helicopter. All of them are sinking in parking and UH-1 is moving with the engine turned off in the direction opposite to the direction of the ship. Short videos: BR Test 1 | BR Test 2
Enoy Posted December 7, 2023 Posted December 7, 2023 (edited) I have modified the Sea Ceptor using CurrentHills code for the type 26. Love the ship model by the way. Paste this to: Type23/Database/Weapons/Richmond_SeaCeptor It should just work. =+=+=+ Paste From Here =+=+=+ TYPE23_SEA_CEPTOR = { category = CAT_MISSILES, name = "Type23_SeaCeptor", user_name = _("Sea Ceptor"), model = 'Richmond_SeaCeptor', mass = 99.0, wsTypeOfWeapon = {4,4,34,WSTYPE_PLACEHOLDER}, Escort = 0, Head_Type = 2, sigma = {16, 16, 16}, --aiming error on target M = 99.0, --missile mass in KG H_max = 20000.0, --maximum flight altitude H_min = 1, --minimum flight altitude Diam = 166.0, --diameter Cx_pil = 2, D_max = 25000.0, -- maximum launch range at 0 height D_min = 500.0, --minimum launch range Head_Form = 0, Life_Time = 180.0, Nr_max = 60, v_min = 150.0, --minimum speed v_mid = 1000.0, --average speed Mach_max = 3.0, t_b = 0.0, --engine start delay time t_acc = 0.0, --engine operating time t_marsh = 12.0, --time in flight Range_max = 45000.0, -- maximum launch range at maximum height (HHQ9: 100km range) H_min_t = 1.0, --minimum target height Fi_start = 3.14152, -- angle of tracking at firing Fi_rak = 3.14152, Fi_excort = 2.0, Fi_search = 99.9, --search angle limit OmViz_max = 99.9, --search line speed limit exhaust = { 1, 1, 1, 1 }, tail_scale = 1.2, X_back = -1.675, Y_back = 0.0, Z_back = 0.0, Reflection = 0.040, --effective surface of radio reflection, square meters (like 5V55) KillDistance = 10.0, ccm_k0 = 0.1, active_radar_lock_dist = 45000.0, go_active_by_default = 1, PN_coeffs = { 3, -- Number of Entries 5000.0 ,1.0, -- Less 5 km to target Pn = 1 10000.0, 0.5, -- Between 10 and 5 km to target, Pn smoothly changes from 0.5 to 1.0. 15000.0, 0.2 }; -- Between 15 and 10 km to target, Pn smoothly changes from 0.2 to 0.5. Longer then 30 km Pn = 0.2. warhead = enhanced_a2a_warhead(10), shape_table_data = { { name = "Type23_SeaCeptor", file = 'Richmond_SeaCeptor', life = 1, fire = {0, 1}, username = _("Sea Ceptor"), index = WSTYPE_PLACEHOLDER, }, }, ModelData = { 58 , -- model params count 0.13 , -- characteristic square (характеристическая площадь) -- параметры зависимости Сx 0.025 , -- Cx_k0 планка Сx0 на дозвуке ( M << 1) 0.065 , -- Cx_k1 высота пика волнового кризиса 0.01 , -- Cx_k2 крутизна фронта на подходе к волновому кризису 0.035, -- Cx_k3 планка Cx0 на сверхзвуке ( M >> 1) 0.9 , -- Cx_k4 крутизна спада за волновым кризисом 0.7 , -- коэффициент отвала поляры (пропорционально sqrt (M^2-1)) -- параметры зависимости Cy 0.7 , -- Cy_k0 планка Сy0 на дозвуке ( M << 1) 0.6 , -- Cy_k1 планка Cy0 на сверхзвуке ( M >> 1) 0.9 , -- Cy_k2 крутизна спада(фронта) за волновым кризисом 0.7 , -- 7 Alfa_max максимальный балансировачный угол, радианы 20.0, --угловая скорость создаваймая моментом газовых рулей -- Engine data. Time, fuel flow, thrust. -- t_statr t_b t_accel t_march t_inertial t_break t_end -- Stage 0.0, 0.5, 0.01, 7.5, 0.0, 0.0, 1.0e9, -- time of stage, sec 0.0, 0.0, 0.0, 4.0, 0.0, 0.0, 0.0, -- fuel flow rate in second, kg/sec(секундный расход массы топлива кг/сек) 0.0, 0.0, 0.0, 12000.0, 0.0, 0.0, 0.0, -- thrust, newtons 1.0e9, -- таймер самоликвидации, сек 180.0, -- время работы энергосистемы, сек 0, -- абсолютная высота самоликвидации, м 0.5, -- время задержки включения управления (маневр отлета, безопасности), сек 1.0e9, -- дальность до цели в момент пуска, при превышении которой ракета выполняется маневр "горка", м 1.0e9, -- дальность до цели, при которой маневр "горка" завершается и ракета переходит на чистую пропорциональную навигацию (должен быть больше или равен предыдущему параметру), м 0.0, -- синус угла возвышения траектории набора горки 50.0, -- продольное ускорения взведения взрывателя 50.0, -- модуль скорости сообщаймый катапультным устройством, вышибным зарядом и тд !!!!!!! 1.19, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K0 1.0, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K1 2.0, -- характристика системы САУ-РАКЕТА, полоса пропускания контура управления 0.0, -- дальность полета в горизонт с располагаемой перегрузкой Navail >= 1.0 на высоте H=2000 0.0, -- крутизна зависимости дальность полета в горизонт с располагаемой перегрузкой Navail >= 1.0 от высоты H 0.0, 0.0, -- безразмерный коэф. эффективности САУ ракеты 0.0, -- расчет времени полета -- DLZ. Данные для рассчета дальностей пуска (индикация на прицеле) 17500.0, -- дальность ракурс 180(навстречу) град, Н=10000м, V=900км/ч, м 7500.0, -- дальность ракурс 0(в догон) град, Н=10000м, V=900км/ч, м 9000.0, -- дальность ракурс 180(навстречу) град, Н=1000м, V=900км/ч, м 0.2, -- Уменьшение разрешенной дальности пуска при отклонении вектора скорости носителя от линии визирования цели. 1.0, -- Вертикальная плоскость. Наклон кривой разрешенной дальности пуска в нижнюю полусферу. Уменьшение дальности при стрельбе вниз. 1.4, -- Вертикальная плоскость. Наклон кривой разрешенной дальности пуска в верхнюю полусферу. Увеличение дальности при стрельбе вверх. -3.0, -- Вертикальная плоскость. Угол перегиба кривой разрешенной дальности, верхняя - нижняя полусфера. 0.5, -- Изменение коэффициентов наклона кривой в верхнюю и нижнюю полусферы от высоты носителя. }, } declare_weapon(TYPE23_SEA_CEPTOR) GT_t.WS_t.Type23_SeaCeptor = {} GT_t.WS_t.Type23_SeaCeptor.angles = { {math.rad(180), math.rad(-180), math.rad(-90), math.rad(90)}, }; GT_t.WS_t.Type23_SeaCeptor.moveable = false GT_t.WS_t.Type23_SeaCeptor.LN = {} GT_t.WS_t.Type23_SeaCeptor.LN[1] = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].type = 4 GT_t.WS_t.Type23_SeaCeptor.LN[1].distanceMin = 500 GT_t.WS_t.Type23_SeaCeptor.LN[1].distanceMax = 30000 GT_t.WS_t.Type23_SeaCeptor.LN[1].reactionTime = 1; GT_t.WS_t.Type23_SeaCeptor.LN[1].launch_delay = 0.1; GT_t.WS_t.Type23_SeaCeptor.LN[1].reflection_limit = 0.02 GT_t.WS_t.Type23_SeaCeptor.LN[1].ECM_K = 0.1 GT_t.WS_t.Type23_SeaCeptor.LN[1].max_number_of_missiles_channels = 1 GT_t.WS_t.Type23_SeaCeptor.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.Type23_SeaCeptor.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.Type23_SeaCeptor.LN[1].external_tracking_awacs = false GT_t.WS_t.Type23_SeaCeptor.LN[1].show_external_missile = true GT_t.WS_t.Type23_SeaCeptor.LN[1].PL = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1] = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].ammo_capacity = 32 GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].type_ammunition = TYPE23_SEA_CEPTOR.wsTypeOfWeapon GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].reload_time = 1000000; GT_t.WS_t.Type23_SeaCeptor.LN[1].BR = { {pos = {0, 0, 0} } } Edited December 7, 2023 by Enoy 1 2
toan Posted December 7, 2023 Posted December 7, 2023 6 hours ago, Enoy said: I have modified the Sea Ceptor using CurrentHills code for the type 26. Love the ship model by the way. Paste this to: Type23/Database/Weapons/Richmond_SeaCeptor It should just work. =+=+=+ Paste From Here =+=+=+ TYPE23_SEA_CEPTOR = { category = CAT_MISSILES, name = "Type23_SeaCeptor", user_name = _("Sea Ceptor"), model = 'Richmond_SeaCeptor', mass = 99.0, wsTypeOfWeapon = {4,4,34,WSTYPE_PLACEHOLDER}, Escort = 0, Head_Type = 2, sigma = {16, 16, 16}, --aiming error on target M = 99.0, --missile mass in KG H_max = 20000.0, --maximum flight altitude H_min = 1, --minimum flight altitude Diam = 166.0, --diameter Cx_pil = 2, D_max = 25000.0, -- maximum launch range at 0 height D_min = 500.0, --minimum launch range Head_Form = 0, Life_Time = 180.0, Nr_max = 60, v_min = 150.0, --minimum speed v_mid = 1000.0, --average speed Mach_max = 3.0, t_b = 0.0, --engine start delay time t_acc = 0.0, --engine operating time t_marsh = 12.0, --time in flight Range_max = 45000.0, -- maximum launch range at maximum height (HHQ9: 100km range) H_min_t = 1.0, --minimum target height Fi_start = 3.14152, -- angle of tracking at firing Fi_rak = 3.14152, Fi_excort = 2.0, Fi_search = 99.9, --search angle limit OmViz_max = 99.9, --search line speed limit exhaust = { 1, 1, 1, 1 }, tail_scale = 1.2, X_back = -1.675, Y_back = 0.0, Z_back = 0.0, Reflection = 0.040, --effective surface of radio reflection, square meters (like 5V55) KillDistance = 10.0, ccm_k0 = 0.1, active_radar_lock_dist = 45000.0, go_active_by_default = 1, PN_coeffs = { 3, -- Number of Entries 5000.0 ,1.0, -- Less 5 km to target Pn = 1 10000.0, 0.5, -- Between 10 and 5 km to target, Pn smoothly changes from 0.5 to 1.0. 15000.0, 0.2 }; -- Between 15 and 10 km to target, Pn smoothly changes from 0.2 to 0.5. Longer then 30 km Pn = 0.2. warhead = enhanced_a2a_warhead(10), shape_table_data = { { name = "Type23_SeaCeptor", file = 'Richmond_SeaCeptor', life = 1, fire = {0, 1}, username = _("Sea Ceptor"), index = WSTYPE_PLACEHOLDER, }, }, ModelData = { 58 , -- model params count 0.13 , -- characteristic square (характеристическая площадь) -- параметры зависимости Сx 0.025 , -- Cx_k0 планка Сx0 на дозвуке ( M << 1) 0.065 , -- Cx_k1 высота пика волнового кризиса 0.01 , -- Cx_k2 крутизна фронта на подходе к волновому кризису 0.035, -- Cx_k3 планка Cx0 на сверхзвуке ( M >> 1) 0.9 , -- Cx_k4 крутизна спада за волновым кризисом 0.7 , -- коэффициент отвала поляры (пропорционально sqrt (M^2-1)) -- параметры зависимости Cy 0.7 , -- Cy_k0 планка Сy0 на дозвуке ( M << 1) 0.6 , -- Cy_k1 планка Cy0 на сверхзвуке ( M >> 1) 0.9 , -- Cy_k2 крутизна спада(фронта) за волновым кризисом 0.7 , -- 7 Alfa_max максимальный балансировачный угол, радианы 20.0, --угловая скорость создаваймая моментом газовых рулей -- Engine data. Time, fuel flow, thrust. -- t_statr t_b t_accel t_march t_inertial t_break t_end -- Stage 0.0, 0.5, 0.01, 7.5, 0.0, 0.0, 1.0e9, -- time of stage, sec 0.0, 0.0, 0.0, 4.0, 0.0, 0.0, 0.0, -- fuel flow rate in second, kg/sec(секундный расход массы топлива кг/сек) 0.0, 0.0, 0.0, 12000.0, 0.0, 0.0, 0.0, -- thrust, newtons 1.0e9, -- таймер самоликвидации, сек 180.0, -- время работы энергосистемы, сек 0, -- абсолютная высота самоликвидации, м 0.5, -- время задержки включения управления (маневр отлета, безопасности), сек 1.0e9, -- дальность до цели в момент пуска, при превышении которой ракета выполняется маневр "горка", м 1.0e9, -- дальность до цели, при которой маневр "горка" завершается и ракета переходит на чистую пропорциональную навигацию (должен быть больше или равен предыдущему параметру), м 0.0, -- синус угла возвышения траектории набора горки 50.0, -- продольное ускорения взведения взрывателя 50.0, -- модуль скорости сообщаймый катапультным устройством, вышибным зарядом и тд !!!!!!! 1.19, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K0 1.0, -- характристика системы САУ-РАКЕТА, коэф фильтра второго порядка K1 2.0, -- характристика системы САУ-РАКЕТА, полоса пропускания контура управления 0.0, -- дальность полета в горизонт с располагаемой перегрузкой Navail >= 1.0 на высоте H=2000 0.0, -- крутизна зависимости дальность полета в горизонт с располагаемой перегрузкой Navail >= 1.0 от высоты H 0.0, 0.0, -- безразмерный коэф. эффективности САУ ракеты 0.0, -- расчет времени полета -- DLZ. Данные для рассчета дальностей пуска (индикация на прицеле) 17500.0, -- дальность ракурс 180(навстречу) град, Н=10000м, V=900км/ч, м 7500.0, -- дальность ракурс 0(в догон) град, Н=10000м, V=900км/ч, м 9000.0, -- дальность ракурс 180(навстречу) град, Н=1000м, V=900км/ч, м 0.2, -- Уменьшение разрешенной дальности пуска при отклонении вектора скорости носителя от линии визирования цели. 1.0, -- Вертикальная плоскость. Наклон кривой разрешенной дальности пуска в нижнюю полусферу. Уменьшение дальности при стрельбе вниз. 1.4, -- Вертикальная плоскость. Наклон кривой разрешенной дальности пуска в верхнюю полусферу. Увеличение дальности при стрельбе вверх. -3.0, -- Вертикальная плоскость. Угол перегиба кривой разрешенной дальности, верхняя - нижняя полусфера. 0.5, -- Изменение коэффициентов наклона кривой в верхнюю и нижнюю полусферы от высоты носителя. }, } declare_weapon(TYPE23_SEA_CEPTOR) GT_t.WS_t.Type23_SeaCeptor = {} GT_t.WS_t.Type23_SeaCeptor.angles = { {math.rad(180), math.rad(-180), math.rad(-90), math.rad(90)}, }; GT_t.WS_t.Type23_SeaCeptor.moveable = false GT_t.WS_t.Type23_SeaCeptor.LN = {} GT_t.WS_t.Type23_SeaCeptor.LN[1] = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].type = 4 GT_t.WS_t.Type23_SeaCeptor.LN[1].distanceMin = 500 GT_t.WS_t.Type23_SeaCeptor.LN[1].distanceMax = 30000 GT_t.WS_t.Type23_SeaCeptor.LN[1].reactionTime = 1; GT_t.WS_t.Type23_SeaCeptor.LN[1].launch_delay = 0.1; GT_t.WS_t.Type23_SeaCeptor.LN[1].reflection_limit = 0.02 GT_t.WS_t.Type23_SeaCeptor.LN[1].ECM_K = 0.1 GT_t.WS_t.Type23_SeaCeptor.LN[1].max_number_of_missiles_channels = 1 GT_t.WS_t.Type23_SeaCeptor.LN[1].sensor = {} set_recursive_metatable(GT_t.WS_t.Type23_SeaCeptor.LN[1].sensor, GT_t.WSN_t[0]) GT_t.WS_t.Type23_SeaCeptor.LN[1].external_tracking_awacs = false GT_t.WS_t.Type23_SeaCeptor.LN[1].show_external_missile = true GT_t.WS_t.Type23_SeaCeptor.LN[1].PL = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1] = {} GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].ammo_capacity = 32 GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].type_ammunition = TYPE23_SEA_CEPTOR.wsTypeOfWeapon GT_t.WS_t.Type23_SeaCeptor.LN[1].PL[1].reload_time = 1000000; GT_t.WS_t.Type23_SeaCeptor.LN[1].BR = { {pos = {0, 0, 0} } } Hi Enoy, there are 2 different versions of the Sea Ceptor (aka CAMM "Common Anti-Air Modular Missile"). The initial CAAM, which was developed by MBDA for the British armed forces, includes a naval version called "Sea Ceptor", fitted on the type 23 frigates, and a CAMM-ER developed later for the Italian Navy. Their characteristics are different (see details here : https://fr.wikipedia.org/wiki/Common_Anti-Air_Modular_Missile and https://www.seaforces.org/wpnsys/SURFACE/Sea-Ceptor-CAMM.htm). As far as I can see, Currenthill implemented the initial CAMM version for his type 26 Mod, whereas Admiral used the CAMM-ER one for the type 23 frigates. Their mass (99 or 160 kg) and ranges (25 or 45 km) are different. That's about it. I don't know if the type 23 are retrofitted with the CAMM-ER version. Enjoy ! 1
Admiral189 Posted December 7, 2023 Author Posted December 7, 2023 Hey Djiuce, I do collab with CH. He is the reason I am declaring missiles for the warships and if he created a warship with similar missiles. I would compare missile configurations to ensure they aligned as I did with the SeaCeptor but the Richmond SeaCeptor missile has greater range. I hope that answered your question. Hey Mizuri, I only tested the UH-1 and the AH-64. You can adjust the height of other aircraft using these settings. Line # 60 "GT.Landing_Point = {-77.72, 13.208, -0.0}." To explain the settings. -77.72 is forward and aft. The center setting is for the height of the aircraft. So try adjusting from 13.208 to 13.400 and so forth until you reach a height you're satisfied with. Let me know if you need assistance. Sorry, I can't stop the helicopter from moving. Honestly not sure why it does that. Thanks for the short videos. Thanks, Enoy. I appreciate you making the effort to get involved but as Toan mentioned. The Type 26 and the Type 23 SeaCeptor missile ranges are different but the configuration is the same. Thanks, Toan for chiming in and explaining the missile settings. I appreciate that. Thank you all for getting involved. For every problem, there is always a solution. We're all here to learn. 6 1
Admiral189 Posted December 8, 2023 Author Posted December 8, 2023 Missile Speed calculations. Hey guys so average missile speeds in DCS are calculated in milliseconds. m/s. I placed some examples below of the USS Fitzgerald's average missile speeds which are labeled "Vid_mid" within the missile. Lua file. I found a calculator online that was very useful. The link is below. This is for those interested in tweaking the missile speeds. Hope this helps. https://www.metric-conversions.org/speed/mach-to-meters-per-second.htm Richmond SeaCeptor- Mach 3 Avg speed is 1020 m/s. With that said the missile speed is correct. I have it at 1000 m/s which is a bit slower. RIM-161: SM3 - Mach 8.8 Avg speed 2994 m/s RIM-66: SM2R - Mach 3.5 Avg speed 1191 m/s RIM-67: SM2ER - Mach 3.5 Avg speed 1191 m/s 6
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