* abc * Revert "abc" This reverts commitbcb4214bd9
. * Update to current commit * Ports over NouberNou's dragon guidance * Add Dragon model * Make the Dragon CSW capable * Fix bugs regarding argument order * Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust * Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes * Adjust model to reflect real-life one * Add attackProfile and guidanceProfile onFired functions * Change Dragon "onFired" to reflect missileGuidance changes * Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics * Add sight description * Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area. * Add feature wiki page. * Fix picture issues * Remove Dragon manual * add missing semi-colon * Tweak damage values. Fix formatting. Add lazy evaluation where applicable * Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code * Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges * hpp newline fixes. Case sensitivity for model and rvmat references * Update Wiki dependencies * Revert "Update Wiki dependencies" This reverts commitefc298c481
. * fix dependency component * Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness * get rid of the optic for the base dragon. fucking bi configs not making sense * Lock non-useable dragon on initialization * Add model.cfg for animations * Fix formatting. Fix M47 Dragon Optic zoom * Change LOD selection names * Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease" * Re-update indentation of model.cfg * Path fix. Whitespace fix * Sight attach/detach on same vehicle * If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens * disable debug * Add EOF * Maybe finally fix EOF problem
3.7 KiB
layout | title | description | group | category | parent | mod | version | ||||||
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wiki | M47 Dragon Missile | M47 Dragon | feature | equipment | wiki | ace |
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1. Overview
1.1 Guidance
The M47 Dragon is a wire-guided SACLOS missile with a unique manuever system. It has a series of charges along the missile that fire every third of a second to adjust the missile on course
1.2 Attack profiles
The missile requires line of sight to the target at all times. Keep your crosshair on the target as the missile cruises toward it until impact. If you lose line of sight the missile will stop tracking toward your crosshair and will fly on its current trajectory. You can regain control if the missile re-enters line of sight. If the missile exceeds its maximum range the wire will snap and it will fly off in a random direction. The missiles manuever system causes inaccuracy that cannot be corrected for by the gunner. This means that the risk of missing increases as range goes up
2. Usage
2.1 Placement
- Ensure that you have the M47 Super-Dragon launcher as well as the SU-36/P sighting unit
- Use self interaction Ctrl+⊞ Win (ACE3 default key bind
Self Interaction Key
) - Select 'Place Tripod'
- Interact with the missile ⊞ Win (ACE3 default key bind
Interaction Key
) - Select 'Attach Sight'
- Get into the launcher
- Point at target
- Fire
2.2 Tear Down
- Interact with the missile ⊞ Win (ACE3 default key bind
Interaction Key
) - Select 'Disassemble'
- Look to the right of the launcher and pick up the sighting unit
- Move on
3. Sight Ranging
The Dragon gunners use the stadia lines in the daysight to determine if a target falls within range. Moving and stationary vehicles may present flank, oblique, and frontal or rear targets (Figure 1). At maximum range (1,500 meters), a 7-meter (23-foot) long target completely fills the area between the stadia lines and exceeds the stadia lines at a closer range.
Figure 1. Frontal, oblique, and flank targets
3.1 Flanking Targets (Full Stadia)
Adjust the sight picture by moving the launcher so the target centers between the stadia lines (Figure 2).
Figure 2. Range determination for flank target.
3.2 Oblique Targets
If you can see more of the flank, use the full-stadia method (Figure 3.1). The vehicle should appear to fill the area between the stadia lines. If you see more of the front or rear, use the half-stadia method (Figure 3.2). The track of the vehicle should fit between one stadia line and the center.
Figure 3.1. Range determination for oblique target, more flank visible Figure 3.2. Range determination for oblique target, more front or rear visible
3.3 Frontal (Head-On) or Rear (Going Away, Half-Stadia) Targets
Adjust the sight picture by moving the launcher to align the vertical cross hair and one of the stadia lines on the target (Figure 4)
Figure 4. Range determination for frontal or rear target.
4. Dependencies
{% include dependencies_list.md component="dragon" %}