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PostPosted: Mon Aug 11, 2003 20:56 pm 
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Hey remember how a long time back there was a way to arch the trajectory of fired weapons? You know like artillery salvos and stuff and mortar rounds? I think it was PMok who did it. I would love to get the tip for that and implement it into the manual.

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PostPosted: Tue Aug 12, 2003 00:30 am 
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Not an answer, but.....
A few months ago, I installed a lib on FA, and just for kicks, started to
target buildings with AGM missiles. On one of my shots, I had the
"external missile view" (F12) when to my utter surprise, the missile
started to turn AROUND the building. Did 3 turns, quite fast, very close, and then WAM! ROFL!!! :D :D :D :D :D
I THINK it was the 77th gamblers libs that did that "unusual" manoeuver.

Just my undervalued Canadian 2-cents

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    PostPosted: Tue Aug 12, 2003 02:32 am 
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    my "arty" weapon and LRARTY do that it's just tinkering with the cruise settings to make it seem ballistic

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    PostPosted: Tue Aug 12, 2003 13:09 pm 
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    Well you want to know more details? base your weapon on the AIM-54 and then alter the crusie altitudes and max and min response miles...


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    PostPosted: Tue Aug 12, 2003 19:52 pm 
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    So basically give it a cruise altitude that is very high and a distance that is very short so that it immediately tries to climb but gets only so far and is forced downward, into the target? Will it be accurate?

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    PostPosted: Tue Aug 12, 2003 22:35 pm 
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    Not really an answer to Cent's question, but earlier I was experimenting with turning the LAU61.JT into a Laser guided AGM-144K... I gave it cruise settings, something like 20,10, 10, 5, Checked cruise missile flight... the missile would climb up into the sky, and then plunge down... too late, no matter what distance I fired from, it would always hit a spot in the ground about 10 meters away from the target (Behind it), I just couldn't figure it out so I ended up basing cruise stuff (ATG) on the AGM-84A, which is one of the coolest looking cruises in the game (IMHO)


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    PostPosted: Wed Aug 13, 2003 01:32 am 
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    Speedy wrote:
    Not really an answer to Cent's question, but earlier I was experimenting with turning the LAU61.JT into a Laser guided AGM-144K... I gave it cruise settings, something like 20,10, 10, 5, Checked cruise missile flight... the missile would climb up into the sky, and then plunge down... too late, no matter what distance I fired from, it would always hit a spot in the ground about 10 meters away from the target (Behind it), I just couldn't figure it out so I ended up basing cruise stuff (ATG) on the AGM-84A, which is one of the coolest looking cruises in the game (IMHO)


    Yes I too have had this problem. I converted my Brimstone to an AGM-114K, which has a significantly shorter range and it would always impact the ground. I wound up just redoing the settings and making it a smaller cruise thing. However, this is all for guided projectiles. I am looking for how to do it with an unguided weapon like an artillery barage ya know.

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    PostPosted: Wed Aug 13, 2003 02:31 am 
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    my Hellfires dont hit the ground behind the target, they break lock completely and never dive. NO matter how many times I rebuild them they have a high fail rate VERY frustrating. Of course if you want to hit a target EVERY time with a semi active weapon ( where when you change the target in mid flight the missle turns to the new target) just change that target in mid flight, it hits EVERY time even when the % is poor frequently.

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    PostPosted: Wed Aug 13, 2003 15:20 pm 
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    KAPTOR wrote:
    my Hellfires dont hit the ground behind the target, they break lock completely and never dive. NO matter how many times I rebuild them they have a high fail rate VERY frustrating. Of course if you want to hit a target EVERY time with a semi active weapon ( where when you change the target in mid flight the missle turns to the new target) just change that target in mid flight, it hits EVERY time even when the % is poor frequently.


    Yeah I love doing that with AIM-7 Sparrows. They hit good! Regardless, yes I have seen my Hellfire's do that with the non-dive and in fact to solve it, just increase the FOV of the seeker and/or lower the cruise height. My lofted AIM-120As used to do this because they do have a small FOV, something like 15 deg. so having them loft really high wasn't working.

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    PostPosted: Thu Aug 14, 2003 02:02 am 
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    I've tried wide FOVs, the only thing that seems to help is a slower flight speed.

    The cool thing with sparrows is that the target aircraft will only pop chaff soon after the missle is lanched. If you lock on one plane , fire sparrow and wait like 3 seconds or so THEN switch targets, the new target seems to have NO idea the missle is coming

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    PostPosted: Thu Aug 14, 2003 13:16 pm 
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    My Hellfires work great and hit the target about 95% of the time in a plunding attack..

    However I did experience this problem with the Maverick missiles and tied it to powered and un powered turn rates. What the error seems to be related to is that the missile can not turn fast enough to hit the target that the FOV allows the missile to see...

    THus it turns to slowly and slams int o the ground behind the target...

    I solved this issue in futures this way and now its working fine...


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    PostPosted: Thu Aug 14, 2003 15:58 pm 
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    Okay so then it's a direct correlation to speed and turn performance. That makes more sense than FOV but I am sure that plays a bit of it because if it loses the target in FOV it won't dive. Interesting mixture. Thanks a ton.

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    PostPosted: Thu Aug 14, 2003 23:28 pm 
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    I tried everything and nothing worked well, remember the Hellfire has a terminal velocity of close to Mach 2 .

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    PostPosted: Fri Aug 15, 2003 13:22 pm 
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    Yeah. Want me to send you mine just so you can see what I did?

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    PostPosted: Fri Aug 15, 2003 19:12 pm 
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    according to FAS on the Hellfire II ...

    "Maximum velocity of the missile is 950 miles per hour"

    also have you thought about duplicating these trajectories? THis si what I attempted to do... with a higher arched trajectory...

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