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Changes:

-Improved the logic of missiles increasing their lethality. Due to this, along with the missile update itself, the warheads of all Surface To Air and Air To Air missiles can now be reduced so they don't double as dual purpose anti tank artillery missiles.

-Added an input to launchers to detonate any currently launched missiles

-Added an output to launchers to display the position of the last fired missile. This is meant to help make creating custom guidance more accessible.

-Added reduction ECCM for missiles. Once a missile has acquired a target it will reduce the size of the area it seeks making the missile less prone to being flared.

-Added SEAM(Seeker Expanded Acquisition Mode) to missiles. Missiles will expand their seek radius to 3x of the base seek cone when they don't have a target. This is to emulate using the gimbal to search for a target expanding the search area.
Technically this search area would only be 2x without any gaps in coverage (double the radius of the seek angle) but this area could be larger if one tolerates gaps.

-Overshoot guidance will now detonate after arming if it loses sight of the target. This should allow command guide missiles to detonate on passing an aimpoint or help missiles without memory detonate after overshooting a target.

-Anti missile guidance now filters out your own missiles

-Added basic logic to allow anti missile guidance to spread out its targeting and target missiles not engaged by other missiles.

-Made it so the minimum distance requirement for seekers is disabled after 0.5 seconds of launch. This should allow missiles to continue to seek even when close to the target.

-Removed the caliber requirement from missile tubes. Though I left the logic there, it just needlessly complicated adding missiles to a rack since you already have to specify allowed racks

Missile Stat Changelog:
Surface To Air missiles and Air To Air missiles were given their realistic warhead sizes
This will hopefully reduce their usage as dual purpose anti-tank artillery missiles

IR Sams were also given additional sensitivity to better help with engaging helicopters increasing the effective range of their seekers

Fim-92
-Changed caliber to 70mm
-Changed warhead size to 3.1kg
-Added IRCCM
-Added a datalink as this is the mounted version meant to be added to vehicles
-Added booster to improve reliability while launched and accelerating towards maneuvering targets
-Increased range slightly by considerably reducing drag
Should overall give the stinger more reliability up close and pushing the standoff distance slightly.
Still rather easy to avoid at distance with maneuvers or popping a few countermeasures.

Mistral
-Changed caliber to 90mm
-Changed warhead size to 3.3kg
-Added IRCCM
-Reduced drag
-Increased burntime considerably
The missile is not as agile as the stinger but the long burntime should make it quite good at hitting distant targets

TY-90
-Reduced warhead side to 3.4kg
-Increased burntime of missile

Strela
-Reduced warhead to 5.4kg
-Added seeker reduction IRCCM making it harder to flare

VT-1
-Reduced warhead to 15.4kg
-Changed caliber to 165mm

9M311 Tunguska
-Warhead weight reduced to 9.5kg
-Missile caliber changed to 76mm
-Significantly increased speed
Should significantly reduce the travel time to reach heli targets at the cost of reducing the total maneuvering the missile can make

9M331 Tor
-Warhead weight reduced to 15.5kg
-Missile Caliber Changed to 235mm
-Increased boost speed to reduce likelihood of missile dropping into ground after launch

9M38M1 Buk
-Warhead weight reduced to 70.6 kg
-Missile caliber changed to 200mm, actual is 330mm but because of shell customization caliber/length ratios could not get a warhead less than 50cm long
-Added Seeker Reduction IRCCM

*5V55 S-300
-Warhead weight reduced to 130kg
-Missile caliber changed to 200mm, actual is 514mm but because of shell customization caliber/length ratios could not get a warhead less than 50cm long

Aim-9
-Warhead weight reduced to 9.4kg

Aim-7
-Warhead weight reduced to 40.5kg

Aim-120
-Caliber changed to 178mm
-Warhead weight reduced to 20kg
-Added advanced reduction seeker ECCM

Aim-54
-Missile caliber changed to 200mm, actual is 380mm but because of shell customization caliber/length ratios could not get a warhead less than 50cm long
-Warhead weight reduced to 60.4kg
-Added IRCM that should've been enabled

SRAAM
-Missile caliber changed to 100mm, actual is 165mm but because of shell customization caliber/length ratios could not get a warhead less than 50cm long
-Warhead weight reduced to 11.8kg, 4.4kg / 3.1kg TNT

Mica
-Warhead weight reduced to 12.5kg
-Added advanced reduction seeker ECCM

Meteor
-Warhead weight reduced to 24.5kg
-Added advanced reduction seeker ECCM

R-60
-Warhead weight reduced to 4.9kg,

R-73
-Warhead weight reduced to 7.4kg
-Added reduction seeker IRCCM

R-27
-Warhead weight reduced to 39.7kg
-Added shutoff ECCM

R-77
-Warhead weight reduced to 22.6kg
-Added ADV reduction seeker ECCM

R-33
-Warhead weight reduced to 47.5kg
-Added ADV reduction seeker ECCM

@RedDeadlyCreeper RedDeadlyCreeper added the enhancement New feature or request label Dec 13, 2025
@KemGus
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KemGus commented Dec 13, 2025

RDC, can you also take a look on this PR, chiyo claims that it is actual caliber size from IRL, so can the PR be closed?:
#87

rack = "1xRK", -- Which rack to spawn this missile on?
length = 200 * 2.53, --Convert to ammocrate units
caliber = 51.4,
caliber = 20, --Actual is 514. Had to reduce caliber because of shell customization ratio limits preventing not having a shell smaller than 50cm and thus having a huge warhead
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i think we can adjust the max scale of the ammo box easily

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If it can be done in relatively short order, sure, adjust ammoboxes to reduce the limitations on ammo customization
Otherwise it's outside the scope of the rework

@KemGus
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KemGus commented Dec 13, 2025

Also I was thinking of detonating an exact missile in here, because while it works for one launcher with slow reload, it won't work very well for a 6x rack for example, it will blow up every missile.

What about exploding missile by its id?
image

@RedDeadlyCreeper
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I didn't want to do that because the intention of the input was to make it easy to use and accessible.
My thoughts were one rack can control any missile anyways so using an ID would require a significant amount of extra logic for little gain.

@KemGus
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KemGus commented Dec 13, 2025

Ok, maybe it'd be cool to have some extra entity or a convar setting where you can basically turn on advanced mode, but good for now ig

I didn't want to do that because the intention of the input was to make it easy to use and accessible. My thoughts were one rack can control any missile anyways so using an ID would require a significant amount of extra logic for little gain.

@RedDeadlyCreeper
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stare
I am not making life infinitely harder on everyone for 3% of use cases that can already be done with current "advanced" implementations

@RedDeadlyCreeper RedDeadlyCreeper marked this pull request as ready for review December 18, 2025 03:23
@MartyX5555
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I think calibers must represent what it is in real life. Im somewhat sure you can adjust the "missile shell size" directly from the missile, just like you would do with weapons in general, like this, meaning you can also potentially modify the "rocket fuel" and the warhead size, respectively.

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4 participants