hachiman Posted December 8, 2012 Posted December 8, 2012 Hi. Does then Maverick have a minimum range before it self detonates? I am trying to hit SAM's from over 15 miles away using Force Correlation. I am also at well over 20000ft because although the inital burning motor might die out i am hoping gravity and velocity will carry the Maverick to target. However they are just exploding in the air well short of the target? Thanx
Jona33 Posted December 8, 2012 Posted December 8, 2012 They explode after a set amount of time on purpose I believe. 15 miles is well out of range. Try 9-10. Always remember. I don't have a clue what I'm doing
WildBillKelsoe Posted December 8, 2012 Posted December 8, 2012 if you have terrain as mask, you can place a markpoint from 15 mikes high, dip down through terrian, pop up, shoot and duck again. AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
hachiman Posted December 8, 2012 Author Posted December 8, 2012 So is there any way to change this detonation point??
Jona33 Posted December 8, 2012 Posted December 8, 2012 Possible by hacking around in some .lua files but to be honest. Go low and strafe the SAM. Much more fun! :D Always remember. I don't have a clue what I'm doing
SmokeyTheLung Posted December 8, 2012 Posted December 8, 2012 Hi. Does then Maverick have a minimum range before it self detonates? I am trying to hit SAM's from over 15 miles away using Force Correlation. I am also at well over 20000ft because although the inital burning motor might die out i am hoping gravity and velocity will carry the Maverick to target. However they are just exploding in the air well short of the target? Thanx From extensive testing, 12nm is the longest range you'll get with the Mav. Altitude and speed should be the biggest factors in getting that amount of standoff. Climb to 20,000+ and go as fast as the hog goes :D System specifications: Computer, joystick, DCS world, Beer
Eddie Posted December 8, 2012 Posted December 8, 2012 This is incorrect behavior, the AGM-65 does not have self destruct function. The only factor limiting absolute range is the battery life of 105 seconds after launch. Once the battery expires the missile will go ballistic and detonate on impact with the ground. In short, this is a bug/incorrect implementation and has now been reported as such.
Tholozor Posted December 9, 2012 Posted December 9, 2012 When engaging SAMs from that far away, what I like to do is equip Mavericks like the Golf or Kilo, fly up to 15~20k, and launch from high altitude. The high altitude and heavier warhead will give it extra momentum and speed as it flies down towards the target. REAPER 51 | Tholozor VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/ Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/
WildBillKelsoe Posted December 9, 2012 Posted December 9, 2012 This is incorrect behavior, the AGM-65 does not have self destruct function. The only factor limiting absolute range is the battery life of 105 seconds after launch. Once the battery expires the missile will go ballistic and detonate on impact with the ground. In short, this is a bug/incorrect implementation and has now been reported as such. Wait a sec. You mean mavs in real life don't air explode on terminal? they just 'fall' to the ground? what about civilian buildings in its path? I guess pilots shoot with civilian structures out of the way. But still, wind can push the missile to become a glide bomb and damage civic targets. Am I right? AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
Eddie Posted December 9, 2012 Posted December 9, 2012 Am I right? No. No pilot worth a damn would fire a missile from beyond its effective range in the first place.
Heli Shed Posted December 9, 2012 Posted December 9, 2012 This is incorrect behavior, the AGM-65 does not have self destruct function. The only factor limiting absolute range is the battery life of 105 seconds after launch. Once the battery expires the missile will go ballistic and detonate on impact with the ground. In short, this is a bug/incorrect implementation and has now been reported as such. Everything you wanted to know about force correlate modes for AGM65H or K, but were afraid to ask. http://www.74thvirtual.co.uk/modules.php?name=Forums&file=viewtopic&t=1460 Regards 'T' Come pay us a visit on YouTube - search for HELI SHED
Eddie Posted December 9, 2012 Posted December 9, 2012 (edited) Everything you wanted to know about force correlate modes for AGM65H or K, but were afraid to ask. http://www.74thvirtual.co.uk/modules.php?name=Forums&file=viewtopic&t=1460 Regards 'T' And what about FC tracking on the G/G2, was that not worthy of a mention? :music_whistling::thumbup: Nice article T, but if and when the Mavs are fixed/implemented correctly it'll all be meaningless. Time of flight aside, once the Mav lock logic is improved many of the launch parameters used will result in a flat out miss as they would be out of permissible launch limits for the missile, resulting in loss of lock at the moment of launch. Essentially any high alt, level launch is almost certain to be outside of limits. Edited December 9, 2012 by Eddie
Heli Shed Posted December 9, 2012 Posted December 9, 2012 And what about FC tracking on the G/G2, was that not worthy of a mention? :music_whistling::thumbup: Nice article T, but if and when the Mavs are fixed/implemented correctly it'll all be meaningless. Time of flight aside, once the Mav lock logic is improved many of the launch parameters used will result in a flat out miss as they would be out of permissible launch limits for the missile, resulting in loss of lock at the moment of launch. Essentially any high alt, level launch is almost certain to be outside of limits. Rubbish. FC does not track, never has done and unlikely it will be implemented either. I'm sure you probably know that anyway. G2 is not modelled. The article, which is not an article but a forum discussion, is by members of the 74th discussing CURRENT parameters. Next patch = start again. Most of us are used to that concept with the titles. Nature of the beast. We're not ones to get tied down in theoretical bollox usually and so at this point, I'll pull from the convo. It seems if you wanna be taught 'how' to do something with this sim and some basic reasons why, with a no nonsense approach, come to our workshops. If however, you are interested in the in depth knowledge of the workings of the seeker head of the various maverick missiles, then eat Wikipedia and book yourself in with eddies VFS. I'm booked in for your workshop ed. can't wait.:book: Regards. 'T' Come pay us a visit on YouTube - search for HELI SHED
BlueRidgeDx Posted December 10, 2012 Posted December 10, 2012 I'm afraid I don't understand the King's English very well, because I have no idea what you're trying to say. ALL Mavericks have Correlate Track mode. During missile fly-out, the seeker Centroid tracks the target. Once the target's bounding box grows to certain proportions, Correlate Track mode takes over and tracks the entire scene instead of only what's underneath the tracking gate. The G/G2/H/K model mavericks have the added feature of Forced Correlate, which simply forces the missile into Correlate track prior to missile launch. The modes are identical to previous variants, they're just invoked at different times. As far as the flight testing of the Maverick in DCS described in the link, I think you've forgotten that a constant CAS yields an increasing TAS with increasing altitude. 250KCAS at Sea Level is also 250KTAS, but at 20,000ft, 250KCAS is approximately 350KTAS. Since you tested with zero wind, TAS = GS. You're imparting more kinetic energy on the missile by flying faster at higher altitude. If you want to remove that variable in order to measure only the effect of altitude, you'll need to fly the same TAS, not the same CAS. "They've got us surrounded again - those poor bastards!" - Lt. Col. Creighton Abrams
PhoenixBvo Posted December 10, 2012 Posted December 10, 2012 (edited) Hi Tyger, I wanted to post this on the 74th in the thread you linked to, but it said I wasn't granted "special access" :-(... So I did a little curve fitting using Sharpe's data and came up with the following figure: You may use the equation to find the range at each desired altitude. Of course, this is only an estimate and only valid in the current DCS version, but still it might be useful. Edited December 11, 2012 by PhoenixBvo [sIGPIC][/sIGPIC] CPU i7 4970k @ 4.7 GHz RAM 16GB G.Skill TridentX 1600 ATX ASUS Z97-PRO DSU Samsung 850 PRO 256GB SSD for Win10, Plextor M6e 128GB SSD for DCS exclusively, RAID-1 HDDs GFX Aorus GTX 1080 Ti 11GB Xtreme Edition, ASUS ROG Swift PG279Q, 27" with G-Sync, Oculus Rift CV1 HID TM HOTAS Warthog + 10 cm extension, MFG Crosswind pedals, TrackIR 5, Obutto oZone My TM Warthog Profile + Chart, F-15C EM Diagram Generator
PhoenixBvo Posted December 11, 2012 Posted December 11, 2012 You're imparting more kinetic energy on the missile by flying faster at higher altitude. If you want to remove that variable in order to measure only the effect of altitude, you'll need to fly the same TAS, not the same CAS. Actually, the variable airspeed (CAS or TAS) was not kept constant at all. Sharpe states he launched at between 225-275 kts (CAS presumably). But I think airspeed is going to be a minor factor in overall energy as the missile quickly accelerates to a max speed mostly governed by drag which depends on the air density which in turn depends on altitude. So higher launch altitude means less drag and more potential energy from the altitude. Those are the major factors. Keeping TAS/GS equal through all tests would also be very tedious. [sIGPIC][/sIGPIC] CPU i7 4970k @ 4.7 GHz RAM 16GB G.Skill TridentX 1600 ATX ASUS Z97-PRO DSU Samsung 850 PRO 256GB SSD for Win10, Plextor M6e 128GB SSD for DCS exclusively, RAID-1 HDDs GFX Aorus GTX 1080 Ti 11GB Xtreme Edition, ASUS ROG Swift PG279Q, 27" with G-Sync, Oculus Rift CV1 HID TM HOTAS Warthog + 10 cm extension, MFG Crosswind pedals, TrackIR 5, Obutto oZone My TM Warthog Profile + Chart, F-15C EM Diagram Generator
BlueRidgeDx Posted December 11, 2012 Posted December 11, 2012 To test it properly, you can only change one variable at a time. You cannot isolate the effect altitude has on aerodynamic range if you don't fly a constant TAS or Mach. It's just the way it is. Besides, maintaining the same TAS isn't difficult, simply select TAS from the IFFCC settings menu to read it directly on the HUD, or just go here and use the calculator. TAS/Mach has a significant effect on the aerodynamic range of the Maverick. "They've got us surrounded again - those poor bastards!" - Lt. Col. Creighton Abrams
PhoenixBvo Posted December 11, 2012 Posted December 11, 2012 TAS/Mach has a significant effect on the aerodynamic range of the Maverick. I don't disagree with you that there is an effect, but it would be interesting to test how large it is. I see another experiment coming up... ;) [sIGPIC][/sIGPIC] CPU i7 4970k @ 4.7 GHz RAM 16GB G.Skill TridentX 1600 ATX ASUS Z97-PRO DSU Samsung 850 PRO 256GB SSD for Win10, Plextor M6e 128GB SSD for DCS exclusively, RAID-1 HDDs GFX Aorus GTX 1080 Ti 11GB Xtreme Edition, ASUS ROG Swift PG279Q, 27" with G-Sync, Oculus Rift CV1 HID TM HOTAS Warthog + 10 cm extension, MFG Crosswind pedals, TrackIR 5, Obutto oZone My TM Warthog Profile + Chart, F-15C EM Diagram Generator
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