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Hellfire - Update to new framework (#10028)
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@ -26,9 +26,8 @@ class CfgAmmo {
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class ace_missileguidance {
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enabled = 1;
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minDeflection = 0.0005; // Minium flap deflection for guidance
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maxDeflection = 0.01; // Maximum flap deflection for guidance
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incDeflection = 0.0005; // The incrmeent in which deflection adjusts.
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pitchRate = 30; // degrees per second
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yawRate = 30;
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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@ -39,6 +38,9 @@ class CfgAmmo {
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL", "LOBL" };
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defaultNavigationType = "Direct";
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navigationTypes[] = { "Direct", "ZeroEffortMiss" };
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seekLastTargetPos = 1; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 70; // Angle in front of the missile which can be searched
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seekerAccuracy = 1; // seeker accuracy multiplier
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@ -49,6 +51,19 @@ class CfgAmmo {
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// Attack profile type selection
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defaultAttackProfile = "hellfire";
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attackProfiles[] = {"hellfire", "hellfire_hi", "hellfire_lo"};
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class navigationStates {
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class initial {
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transitionCondition = QFUNC(midCourseTransition);
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navigationType = "Direct";
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};
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class terminal {
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transitionCondition = "";
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navigationType = "ZeroEffortMiss";
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};
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// transitions from initial -> termimal
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states[] = {"initial", "terminal"};
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};
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};
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};
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class ACE_Hellfire_AGM114N: ACE_Hellfire_AGM114K {
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@ -75,8 +90,8 @@ class CfgAmmo {
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canVanillaLock = 1;
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enabled = 1; // Missile Guidance must be explicitly enabled
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seekLastTargetPos = 0;
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defaultSeekerType = "ARH";
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seekerTypes[] = { "ARH" };
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defaultSeekerType = "MillimeterWaveRadar";
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seekerTypes[] = { "MillimeterWaveRadar" };
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defaultSeekerLockMode = "LOBL";
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seekerLockModes[] = { "LOBL" };
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@ -2,3 +2,4 @@ LOG("prep");
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PREP(attackProfile);
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PREP(getAttackProfileSettings);
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PREP(setupVehicle);
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PREP(midCourseTransition);
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@ -18,80 +18,99 @@
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*/
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params ["_seekerTargetPos", "_args", "_attackProfileStateParams"];
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_args params ["_firedEH", "_launchParams", "", "", "_stateParams"];
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_args params ["_firedEH", "_launchParams", "_flightParams", "", "_stateParams"];
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_stateParams params ["", "_seekerStateParams"];
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_launchParams params ["","_targetLaunchParams","_seekerType"];
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_targetLaunchParams params ["", "", "_launchPos"];
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_targetLaunchParams params ["", "", "_launchPos", "_launchDir"];
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_firedEH params ["","","","","","","_projectile"];
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// Get state params:
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if (_attackProfileStateParams isEqualTo []) then {
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_this call FUNC(getAttackProfileSettings);
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};
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_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear"];
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_attackProfileStateParams params ["_attackStage", "_configLaunchHeightClear", "_missileStateData"];
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private _projectilePos = getPosASL _projectile;
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private _distanceFromLaunch2d = _launchPos distance2d _projectilePos;
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private _heightAboveLaunch = (_projectilePos select 2) - (_launchPos select 2);
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// Add height depending on distance for compensate
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private _returnTargetPos = nil;
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private _returnTargetPos = _seekerTargetPos;
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if (_returnTargetPos isEqualTo [0, 0, 0]) then {
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private _initialDistanceToTarget = 8000;
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_returnTargetPos = _launchPos vectorAdd (_launchDir vectorMultiply _initialDistanceToTarget);
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};
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private _closingRate = vectorMagnitude velocity _projectile;
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// subtract 500 meters to account for the fact that we don't want to be at the perfect pitch exactly when we cross the target
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// 500 seemed good in testing
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private _timeToGo = ((_projectilePos distance2d _seekerTargetPos) - 500) / _closingRate;
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// we could do stuff like desired attack angle, but I'm not going that far today
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private _los = _projectilePos vectorFromTo _seekerTargetPos;
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_flightParams params ["_pitchRate", "_yawRate"];
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private _angleToTarget = acos ((vectorDir _projectile) vectorCos _los);
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private _atMinRotationAngle = _angleToTarget >= (_pitchRate * _timeToGo);
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switch (_attackStage) do {
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case STAGE_LAUNCH: { // Gain height quickly to pass terrain mask
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_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
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_returnTargetPos set [2, (_projectilePos select 2) + 36.4]; // 100 and 36.4 gives a 20 deg angle
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 20)]; // 100 and 36.4 gives a 20 deg angle
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if (_heightAboveLaunch > _configLaunchHeightClear) then {
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_attackProfileStateParams set [0, STAGE_SEEK_CRUISE];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_SEEK_CRUISE",_distanceFromLaunch2d,_heightAboveLaunch);
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};
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if (_atMinRotationAngle) then {
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_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
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};
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};
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case STAGE_SEEK_CRUISE: { // Slowly gain altitude while searching for target
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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// Before 4000 cruise at 5.7 degrees up, then level out
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private _cruiseHeight = linearConversion [3000, 5000, _distanceFromLaunch2d, 10, 0, true];
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_returnTargetPos = _projectilePos getPos [100, getDir _projectile];
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_returnTargetPos set [2, (_projectilePos select 2) + _cruiseHeight];
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 5.7)];
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if (_seekerTargetPos isNotEqualTo [0,0,0]) then {
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_attackProfileStateParams set [0, STAGE_ATTACK_CRUISE];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_1("New Stage: STAGE_ATTACK_CRUISE",_distanceFromLaunch2d);
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};
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};
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case STAGE_ATTACK_CRUISE: {
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_missileStateData params ["_heightBeforeStateSwitch", "_initialDistanceToTarget"];
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private _currentHeightOverTarget = (_projectilePos select 2) - (_seekerTargetPos select 2);
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private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
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private _distToGoRatio = _distanceToTarget2d / (_launchPos distance2d _seekerTargetPos);
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// arcing up at 7 degrees to start until 50% left, then smooth curve to a downward attack
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private _gainSlope = linearConversion [0.5, 0.1, _distToGoRatio, 7, -7, true];
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_returnTargetPos = +_seekerTargetPos;
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_returnTargetPos set [2, ((_projectilePos select 2) + (_distanceToTarget2d * sin _gainSlope)) max (_seekerTargetPos select 2)];
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_returnTargetPos set [2, _heightBeforeStateSwitch + (_initialDistanceToTarget * sin 7)];
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if ((_distanceToTarget2d < 500) || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
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// if we are at the rotation limit, rotate to target
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if (_atMinRotationAngle || {(_currentHeightOverTarget atan2 _distanceToTarget2d) > 15}) then { // Wait until we can come down at a sharp angle
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_attackProfileStateParams set [0, STAGE_ATTACK_TERMINAL];
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_attackProfileStateParams set [2, [_projectilePos select 2, _seekerTargetPos distance2d _projectilePos]];
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TRACE_2("New Stage: STAGE_ATTACK_TERMINAL",_distanceToTarget2d,_currentHeightOverTarget);
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};
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};
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case STAGE_ATTACK_TERMINAL: {
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private _distanceToTarget2d = _seekerTargetPos distance2d _projectilePos;
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_returnTargetPos = _seekerTargetPos vectorAdd [0, 0, _distanceToTarget2d * 0.02];
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};
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};
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// Special radar case. Adjust target position such that we are leading it
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if (_attackStage >= 3 && { _seekerType isEqualTo "ARH" }) then {
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_seekerStateParams params ["", "", "", "", "", "", "", "_lastKnownVelocity"];
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private _projectileVelocity = velocity _projectile;
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if (_projectileVelocity#2 < 0) then {
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private _projectileSpeed = vectorMagnitude _projectileVelocity; // this gives a precise impact time versus using speed _projectile. Dont change
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private _timeUntilImpact = (_seekerTargetPos distance _projectilePos) / _projectileSpeed;
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_returnTargetPos = _returnTargetPos vectorAdd (_lastKnownVelocity vectorMultiply _timeUntilImpact);
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};
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};
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// missile guidance defines this variable in doAttackProfile
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//IGNORE_PRIVATE_WARNING ["_attackProfileName"];
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_attackProfileName = ["na", "hellfire - LAUNCH", "hellfire - SEEK CRUISE", "hellfire - ATTACK CRUISE", "hellfire - TERMINAL"] select _attackStage;
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// TRACE_1("Adjusted target position",_returnTargetPos);
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TRACE_1("Adjusted target position",_returnTargetPos);
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_returnTargetPos;
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@ -27,6 +27,8 @@ private _attackConfig = configFile >> QEGVAR(missileguidance,AttackProfiles) >>
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// Launch (clearing terrain mask for LO/HI):
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private _configLaunchHeightClear = getNumber (_attackConfig >> QGVAR(launchHeightClear));
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private _projectilePos = getPosASL _projectile;
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// Get starting stage
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private _startingStage = if (_configLaunchHeightClear > 0) then {
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STAGE_LAUNCH; // LOAL-HI / LO
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@ -40,5 +42,9 @@ private _startingStage = if (_configLaunchHeightClear > 0) then {
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// Set data in param array
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_attackProfileStateParams set [0, _startingStage];
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_attackProfileStateParams set [1, _configLaunchHeightClear];
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_attackProfileStateParams set [2, [
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_projectilePos select 2,
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_seekerTargetPos distance2d _projectilePos
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]];
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TRACE_1("new shot settings",_attackProfileStateParams);
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29
addons/hellfire/functions/fnc_midCourseTransition.sqf
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29
addons/hellfire/functions/fnc_midCourseTransition.sqf
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@ -0,0 +1,29 @@
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#include "..\script_component.hpp"
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/*
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* Author: tcvm
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* Condition to switch to next navigation profile
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*
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* Arguments:
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* Guidance Arg Array <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [] call ace_hellfire_fnc_midCourseTransition
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*
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* Public: No
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*/
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_args params ["_firedEH", "_launchParams", "_flightParams", "_seekerParams", "_stateParams", "_targetData", "_navigationStateData"];
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_firedEH params ["_shooter","","","","_ammo","","_projectile"];
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_launchParams params ["_shooter","_targetLaunchParams","_seekerType","_attackProfile","_lockMode","_laserInfo","_navigationType"];
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_targetLaunchParams params ["_target", "_targetPos", "_launchPos", "_launchDir", "_launchTime"];
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_flightParams params ["_pitchRate", "_yawRate", "_isBangBangGuidance"];
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_stateParams params ["_lastRunTime", "_seekerStateParams", "_attackProfileStateParams", "_lastKnownPosState","_navigationParams", "_guidanceParameters"];
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_seekerParams params ["_seekerAngle", "_seekerAccuracy", "_seekerMaxRange", "_seekerMinRange"];
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_targetData params ["_targetDirection", "_attackProfileDirection", "_targetRange", "_targetVelocity", "_targetAcceleration"];
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_attackProfileStateParams params ["_state"];
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_state isEqualTo STAGE_ATTACK_TERMINAL;
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