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 Post subject: Weapon Cruise Activity
PostPosted: Sat Aug 19, 2017 11:13 am 
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Hey has anyone figured out WTH the settings in Cruise Activity on a weapon actually means?

We have Primary Dist / Alt and Secondary Dist / Alt

Presumably at X distance it flies at X altitude and Y distance at Y altitude but I remember messing with these way back when and getting terrible results so I never really went into figuring out what they mean.

I would love to make a cruise missile like the AGM-86/BGM-109 hug the ground and fly as well as something like the Kh-15 / AIM-54 fly up at maximum height and then come down.

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PostPosted: Tue Sep 05, 2017 03:16 am 
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You cant get a cruise missile to go below standard elevations because they wont do terrain avoidance like an AI aircraft will so they will simply fly into the side of a mountain instead of skirting over it to target...

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PostPosted: Sun Nov 26, 2017 16:12 pm 
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I have built a cruise missile that is actually an aircraft that will do terrain avoidance and I can set minimal altitudes via waypoints and set minimal altitudes the cruise missile can fly at (0) in the PT file and then set the fuel to 0 at the attack point after I have have it drop a load of invisible CBUs to mimic the dropping of a submunition warhead...

Great to use to simulate a mass cruise missile strike to try to intercept and it allows SAMs, AAA, and ships Phalanx to shoot them down as well...

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PostPosted: Sun Nov 26, 2017 17:01 pm 
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That could work for a mission where you have to engage and shoot them down; however, my goal was to have the cruise missiles launched from ships to do some sort of different behavior as well as allow AIM-54s and AIM-120s to fly up near 80,000 ft.

You can make cruise missiles targetable and engageable so that they can be shot down (as JT files) but they're tricky and you can't detect them on radar if I remember right. I always remember getting them on IR or visual.

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PostPosted: Mon Nov 27, 2017 00:30 am 
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You can detect them on radar and IR if you increase the cross section enough for both forms of tracking.... but you cant make them do terrain avoidance.

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PostPosted: Mon Nov 27, 2017 20:38 pm 
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CAG Hotshot wrote:
You can detect them on radar and IR if you increase the cross section enough for both forms of tracking.... but you cant make them do terrain avoidance.


Ah so you can get them on radar - it's been a while obviously. Yes I know they won't do the terrain avoidance. Moreover though do we know what the values correspond to in the Toolkit categories?

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PostPosted: Mon Nov 27, 2017 22:18 pm 
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Sorry its been to long... have you tried searching the forums?

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PostPosted: Thu Dec 21, 2017 23:24 pm 
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CAG Hotshot wrote:
Sorry its been to long... have you tried searching the forums?


Yes and even my old tip files - never found much though.

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PostPosted: Fri Dec 22, 2017 18:56 pm 
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Are the cruise missile speed values in foot per second or nautical miles per hour or just regular miles per hour? I seem to remember something about that being FPS...

At least it is in the PT File...

viewtopic.php?f=6&t=2105&p=19268&hilit=feet+per+second#p19268

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PostPosted: Fri Dec 22, 2017 19:00 pm 
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By the way have you checked the help files in the FATK?

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