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f5b316176c
Weapons usually tend toward the velocity vector due to aerodynamics - calculate side slip and use calculation to do this
78 lines
2.8 KiB
C++
78 lines
2.8 KiB
C++
class CfgAmmo {
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class Bo_GBU12_LGB;
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class GVAR(12): Bo_GBU12_LGB {
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maneuvrability = 0; // no maneuvrability so that default guidance doesnt work
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airFriction = 0.25; // bombs have high drag who woulda thunk
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class ace_missileguidance {
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enabled = 1;
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pitchRate = 5;
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yawRate = 5;
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bangBangGuidance = 1;
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stabilityCoefficient = 0.4; // how much this projectile likes to "weathervane" (keep direction toward velocity)
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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// Guidance type for munitions
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defaultSeekerType = "SALH";
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seekerTypes[] = { "SALH" };
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL" };
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defaultNavigationType = "LineOfSight";
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navigationTypes[] = { "LineOfSight" };
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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 60; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 5;
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seekerMaxRange = 4000; // Range from the missile which the seeker can visually search
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// Attack profile type selection
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defaultAttackProfile = "DIR";
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attackProfiles[] = {"DIR"};
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};
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};
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class Bomb_03_F;
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class GVAR(FAB250): Bomb_03_F {
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maneuvrability = 0; // no maneuvrability so that default guidance doesnt work
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airFriction = 0.25; // bombs have high drag who woulda thunk
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class ace_missileguidance {
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enabled = 1;
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pitchRate = 8;
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yawRate = 8;
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bangBangGuidance = 1;
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canVanillaLock = 0; // Can this default vanilla lock? Only applicable to non-cadet mode
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// Guidance type for munitions
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defaultSeekerType = "SALH";
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seekerTypes[] = { "SALH" };
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defaultSeekerLockMode = "LOAL";
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seekerLockModes[] = { "LOAL" };
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defaultNavigationType = "LineOfSight";
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navigationTypes[] = { "LineOfSight" };
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seekLastTargetPos = 0; // seek last target position [if seeker loses LOS of target, continue to last known pos]
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seekerAngle = 60; // Angle from the shooter's view that can track the missile
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seekerAccuracy = 1; // seeker accuracy multiplier
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seekerMinRange = 5;
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seekerMaxRange = 4000; // Range from the missile which the seeker can visually search
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// Attack profile type selection
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defaultAttackProfile = "DIR";
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attackProfiles[] = {"DIR"};
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};
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};
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};
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