BMS 4.36 DEV SERIES - AGM 65L
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@Stevie Sure. That limited deployment ways is only “curse” for laser weapons. Easily jammed, essentially only with water
That;s why they turned to jdam - gps/rf . … almost all weapons today have secondary guidance. … even Harm have a millimeter wave radar.
But from precision standpoint , laser will always be top notch.
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@white_fang - there’s a laser JDAM now too…so you can not only drop it where you think it should go, you can steer it as well.
MAVG is over-modeled in BMS too. But what’s been done is pretty well done. Just get rid of those triple racks and pesky dome covers!
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@Stevie Correct, uuf, since 4.34/4.35?? … It’s GBU54 and I just love those babies , dropping them like flies. . Even effective little bastards.
It is the only LGB which laser-code can be changed in flight, via sms-ctrl page.Btw… they … THE BMS TEAM , (they know who they are) … unfortunately bugged AGM123 “Skipper” in 4.36 … I’ve tried,… even fixed’em… so.
Pretty decent standoff weapon , 1000lb bomb from cca10nm , laser guided. Marvelous for FAC/JTAC… as they do painting., fire and forget … with style
Agm123.dat need a sensor replacement … type 5-0 , so it behaves just like LMAV, and in database remove the flag gps-guided , “skipper” just misses everytime.
BUT!, for AI that may not be the case , so maybe they won’t know how to use it properly… still need to test try that .
*But!! , if they (AI) know how to use MAV-E/L … there is still hope -
@white_fang - I’m not reading much of anything I agree with that they’ve done to AIM-120 in 4.36…got me thinking about doing some hacking. For the first time. Or rolling back…
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@Stevie Look, what can you break ?? , I mean, just make a copy of a theater and that’s it.
You still have original for MP… , since its probably the best where to keep stuff exactly the same, as they are , for compatibility purposes.
But with local stuff… dissect it , butcher it … i don’t know what not, find a way to kill it if you can… only then you can find how it works, where it breaks. What’s the worst thing it can happen… break your installation … make copy , reinstall if needed.
What I want to say, you don’t have to be mad scientist at all … just look at Rick and Morty -
@white_fang - that’s what I was thinking…that mainly I’d break Multi-player, and mainly because what I’d hack would be armament or related. And I’d prefer those hacks to be universal, so…I’d have to give somethings up. Time will tell…once I have time on my hands!
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@Stevie Here you are. Quick-fix for AGM 123.
For anyone who is “in-love” enough to try it. - since that rocket bomb can be carried by F18 family but is not using new 4.36 SALH possibility.What is edited , is explosive type, range , laser guidance and loftable , few flags only.
For vehicle file it was more stuff, sensor , deployable wings time, guidance time (was set too low) … etc , you can compare files to have full picture. NOTHING too COMPLICATED especially if you did something similar before.- I still need to test wingman , can AI use it , IF you’re Human … then no problem … walk in the park.
- edit: AI wingman tested OK , … actually enjoyed it - now, only if he/she would learn buddy lasing one day …
When you open agm123 in database editor you will see on picture what has been changed in respect to original entry. - it was originally just for anti-ship use , which is… yes and no , … it was used more for anti-land then anti-ship, if ever.
You might want to BACKUP some stuff, not much, specifically:
- FALCON4_SWD.XML and FALCON4_WCD.XML for object directory (database)
- AGM-123.dat in sim/misdata , vehicle db
That’s it , no big deal. edit database, … copy “code” to favorite text editor and save it as AGM-123.dat , put that file in vehicle database.
Try it , I had pretty good results… it is 1000lb bomb … duh
HOPE guys, BSM TEAM … will make this weapon available officially in some subsequent update , not as this hackety hack., the real thing.
Cheers.
# Title: AGM-123 Skipper II # Author: BMS # Revision: Missile Data Manager ver:1.2.3.0 Date: 5/21/2016 7:17:16 PM #----------------------------------------------------- # Comments #----------------------------------------------------- #----------------------------------------------------- # INPUT DATA #----------------------------------------------------- # # Final Time (sec) 400.000000 # Pk (0.0-1.0) 0.800000 # Weight of missile (lbs) 1001.22 # Weight of propellant (lbs) 90.00 # Motor Impulse (lb-sec) 30000.00 # Reference Area (ft*ft) 0.348400 # Nozzle Exit Area (ft*ft) 0.200000 # Length (ft) 10.010000 # AOA max (deg) 12.0 # AOA min (deg) -12.0 # Beta max (deg) 12.0 # Beta min (deg) -12.0 # Velocity min (mach) 0.000000 # Gimbal Angle Limit (deg) 55.0 # Gimbl Ang Rate Lim (deg/sec) 12.0 # Field of View (deg) 10.0 # Guidance Delay (sec) 0.50 # Lofting Bias (Gs) 0.40 # Proportional nav gain 1.40 # Autopilot Bandwidth 0.00 # Time To Go Active (sec) -1.00 # Seeker Type 5 # Seeker Version 0 # Display 1 # Missile loft time 10.000000 # boostguidesec 0.500000 # terminalguiderange 24250.000000 # boostguideSensorPrecision 5.000000 # sustainguideSensorPrecision 4.300000 # terminalguideSensorPrecision 2.900000 # boostguideLead 2.000000 # sustainguideLead 1.000000 # terminalguideLead 1.000000 # boostguideGnav 1.000000 # sustainguideGnav 1.500000 # terminalguideGnav 1.800000 # boostguideBwap 0.090000 # sustainguideBwap 0.090000 # terminalguideBwap 0.090000 #----------------------------------------------------- # AERO DATA #----------------------------------------------------- # #----------------------------------------------------- # MACH BREAKPOINTS #----------------------------------------------------- # MACH 2 +0.000000 +4.000000 # #----------------------------------------------------- # ALPHA BREAKPOINTS #----------------------------------------------------- # ALPHA 21 +0.000000 +4.000000 +8.000000 +12.000000 +16.000000 +20.000000 +24.000000 +28.000000 +32.000000 +36.000000 +40.000000 +44.000000 +48.000000 +52.000000 +56.000000 +60.000000 +64.000000 +68.000000 +72.000000 +76.000000 +90.000000 # #----------------------------------------------------- # NORMAL FORCE COEFFICIENT CZ (SYMMETRIC ABOUT ALPHA = 0) #----------------------------------------------------- # # Normal Multiplier 0.950000 # # Mach: 0.0 +0.000000 -2.800000 -7.200000 -12.000000 -16.800000 -21.200000 -24.000000 -28.000000 -30.400000 -34.400000 -37.600000 -40.000000 -42.400000 -44.800000 -47.200000 -49.600000 -50.400000 -51.200000 -52.000000 -52.800000 -54.400000 # # Mach: 4.0 +0.000000 -3.500000 -9.000000 -15.000000 -21.000000 -26.500000 -30.000000 -35.000000 -38.000000 -43.000000 -47.000000 -50.000000 -53.000000 -56.000000 -59.000000 -62.000000 -63.000000 -64.000000 -65.000000 -66.000000 -68.000000 # # #----------------------------------------------------- # AXIAL FORCE COEFFICIENT CX (SYMMETRIC ABOUT ALPHA = 0) #----------------------------------------------------- # # Axial Multiplier 0.800000 # # Mach: 0.0 -1.120000 -1.040000 -0.960000 -0.880000 -0.800000 -0.720000 -0.640000 -0.580000 -0.540000 -0.490000 -0.450000 -0.420000 -0.380000 -0.320000 -0.280000 -0.220000 -0.160000 -0.120000 -0.080000 -0.040000 +0.000000 # # Mach: 4.0 -1.400000 -1.300000 -1.200000 -1.100000 -1.000000 -0.900000 -0.800000 -0.730000 -0.680000 -0.610000 -0.560000 -0.520000 -0.470000 -0.400000 -0.350000 -0.280000 -0.200000 -0.150000 -0.100000 -0.050000 +0.000000 # # #----------------------------------------------------- # Rocket SOLID ROCKET ENGINE DATA #----------------------------------------------------- # #----------------------------------------------------- # BURN TIME BREAKPOINTS #----------------------------------------------------- # BRNTIME 8 +0.000000 +0.025000 +3.100000 +3.200000 +3.500000 +4.000000 +4.800000 +5.000000 # #----------------------------------------------------- # ENGINE THRUST (LBS) #----------------------------------------------------- # +0.000000 +8000.000000 +8000.000000 +4000.000000 +1600.000000 +400.000000 +80.000000 +0.000000 # #----------------------------------------------------- # Range Data #----------------------------------------------------- # #Table Multiplier 1.00 # #----------------------------------------------------- # Number of Altitude Breakpoints #----------------------------------------------------- # 6 +0.000000 +10000.000000 +20000.000000 +30000.000000 +40000.000000 +50000.000000 # #----------------------------------------------------- # number of ownship vel breakpoints #----------------------------------------------------- # 2 +0.000000 +1181.490000 # #----------------------------------------------------- # number of aspect breakpoints #----------------------------------------------------- # 3 +0.000000 +1.570800 +3.141600 # # Alt = 0.0 # Vel = 0.0 +20000.000000 +20000.000000 +20000.000000 # # Alt = 0.0 # Vel = 1181.5 +30381.010000 +30381.010000 +30381.010000 # # # Alt = 10000.0 # Vel = 0.0 +36000.000000 +36000.000000 +36000.000000 # # Alt = 10000.0 # Vel = 1181.5 +46000.000000 +46000.000000 +46000.000000 # # # Alt = 20000.0 # Vel = 0.0 +57000.000000 +57000.000000 +57000.000000 # # Alt = 20000.0 # Vel = 1181.5 +64000.000000 +64000.000000 +64000.000000 # # # Alt = 30000.0 # Vel = 0.0 +63000.000000 +63000.000000 +63000.000000 # # Alt = 30000.0 # Vel = 1181.5 +72000.000000 +72000.000000 +72000.000000 # # # Alt = 40000.0 # Vel = 0.0 +65000.000000 +65000.000000 +65000.000000 # # Alt = 40000.0 # Vel = 1181.5 +73000.000000 +73000.000000 +73000.000000 # # # Alt = 50000.0 # Vel = 0.0 +70000.000000 +70000.000000 +70000.000000 # # Alt = 50000.0 # Vel = 1181.5 +80000.000000 +80000.000000 +80000.000000 # # #----------------------------------------------------- # Aux Data #----------------------------------------------------- # #----------------------------------------------------- # Type and Misc #----------------------------------------------------- maxToe 0 foxType 0 maxspeed 0 correctedWeigthCode 0 deployableWingsTime 5 errorfromparrent 0 pickleTimeDelay 200 AspectSelectorSize 50 #----------------------------------------------------- # Engine #----------------------------------------------------- engLocation 0.00 0.00 0.00 EngineSound 266 hasGasDynamicManeuvering 0 mistrail 45 contrail 49 misengGlowBSP 0 #----------------------------------------------------- # Rocket #----------------------------------------------------- rocketDispersionConeAngle 0 rocketSalvoSize -1 #----------------------------------------------------- # SecondStage #----------------------------------------------------- SecondStageTimer 0 SecondStageWeight 0 SecondStageOffset 0 #----------------------------------------------------- # Guidance #----------------------------------------------------- OpticalEyeOffset 5 hasInertialGuidance 0 InsDrift 0.0 AntiRadSensorPrecision 0.0 TerminalStageDist 7.0 dataLinkPodType 0 #----------------------------------------------------- # Range #----------------------------------------------------- MinEngagementRange 0 MinEngagementAlt -1 miniaerorange 0 #----------------------------------------------------- # Loft #----------------------------------------------------- loftTableFilename RMaxTableType 0 #----------------------------------------------------- # Gs #----------------------------------------------------- maxGTerminal 16 maxGNormal 16 RaeroTerminalGmax 8 RaeroTerminalGmin 2 #----------------------------------------------------- # Fuse #----------------------------------------------------- ProximityfuseChange 75 proximityfuserange 0 #----------------------------------------------------- # AIM-9 Sounds #----------------------------------------------------- sndAim9Growl 6 sndAim9GrowlLock 0 sndAim9Uncaged 7 sndAim9EnviroSky 186 sndAim9EnviroGround 187 #----------------------------------------------------- # Particle sys files #----------------------------------------------------- psGroundImpact _GP1000lb psMissileKill _GP1000lb psFeatureImpact _GP1000lb psBombImpact _GP1000lb psArmingDelay psExceedFOV psRocketBurst #----------------------------------------------------- # Counter #----------------------------------------------------- ChaffBurstChances 2 ChaffBurstResetInterval 2000 ClutterFactorHeight 4000 ChaffClutterFactor 1.1 BeamScanRatioForSearch 2 # #----------------------------------------------------- # Additionals that are not included in MDM. #-----------------------------------------------------
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I see there have been a great update for the durandals. the crater is bigger , CCRP works much better and for the durandals the flashing reticle doesn’t show anymore.
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Nice job from the devs, simple and practical maverick use, well done guys!!!
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just wondering why the “blow dome cover” for the D has been removed in 4.36. I needed to uncage in 4.34+ but now once in WP page I can see a video image already and without uncaging?
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@Alfred read the 4th post on here.
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@Stevie said in BMS 4.36 DEV SERIES - AGM 65L:
@Tumbler31 - check out the VRS Superbug (man, I hate that stupid name…) AGM-65E model. They have the best one I’ve seen so far. In fact, they are my fav Hornet overall really -
https://forums.vrsimulations.com/support/index.php/AGM-65E_Laser_Maverick
When it comes to MAVs it’s pretty much going to work the same way for all, other than for how the actual HOTAS setup is built. Look over all the sims out there, and pay more attention to function over style. Never overlook other sims as good references!
AGM65L we’re polished a bit in u1, do let me know what you think
- Fix HUD info (ttg, slant range, DLZ etc), which is now the same as normal AGM6
- Fix WPN MFD info (DLZ, OSB labels)
- Fix interval of laser code, previous was pretty fast making code changes a hit or miss
- update mechanisation
- missile starts caged
- uncaging in PRE/VIS will slave missile to SPI indicated by S on MFD
- uncaging in BORE will start a 10x10deg scanning pattern
- TMS up after re-caging in BORE will allow GPI slewing
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@Tumbler31 - just reading what you indicate:
- no PRE or VIS mode for a laser seeker.
- no BORE mode for a laser seeker - only CAGED, SLAVED, or scanning.
- no “DLZ” for MAV - only an IN RNG cue…that I’m aware of…
I’ll be sure to check it all out.
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I’m not seeing the TD box in the HUD. After point tracking the tgp on a target, with a yellow box in keyhole, with an “S”, in PRE mode, and everything set up correctly. If I use the HMCS and look at the target over the canopy rail, then I do see the cue over the target on the ground. Perhaps U1 has caused this to happen. After 4.36 came out, and in the videos, there was a square TD box on the ground looking through the HUD. Thanks, T
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@Trippp72ndVFW - you should actually see two indications:
- TD box for where the TGP is pointing the laser
- upside down triangle indicating where the MAV seeker is pointing.
Once locked, the two should overlay each other. Should see this in the HUD, Helmet, and FLIR video.
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Thanks to the team for 4.36.3 Looking forward to flying with it.
First looks shows the AGM65L still very broken in this patch compared with 4.36 .
While the missile can track the laser inside an (unknown to the pilot) weapons envelope, there’s no slaving/tracking symbology on the WPN page, or in range release cues to assist the pilot. And laser code cannot be adjusted from the MFD. In boresight mode, it can be slaved to the HUD cue, but the HUD cue cannot be ground stabilised. (Would the laser even slave to the boresight? )
Hoping AGM6L gets some ‘love’ for the next patch.
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I leave @Tumbler31 answer this one.
Between fiction and reality, I can’t say…
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@Fish44 - a lasr Mav should not have a “boresight” mode. It’s either locked, Slaved, or scanning - in one of two scan modes/patterns.
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@Stevie said in BMS 4.36 DEV SERIES - AGM 65L:
@Fish44 - a lasr Mav should not have a “boresight” mode…
Thats what I would expect.
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@Fish44 - I think aas close as one could get to “boresight” would be CAGED…however, that will get he missile looking straight ahead off the pylon, and not coincident with the FPM.
I’m also not positively sure if the missile is allowed to enter track while CAGED if it should happen to pick up some energy…like coming over the top on a pop-up roll in. I’ll have to look into that.