Suggestion for database, data supply
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If you wish to modell well the coefficient you need very exact data about dimensions, which are not available from dimensionless blueprints. Small chamfers, edges are counted for CL and CD….
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So, can you show just a quick demo (speed M2.0 AoA 2 deg) with mentioned sofwared to see how close is the result for current values in DB?
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If you wish to modell well the coefficient you need very exact data about dimensions, which are not available from dimensionless blueprints. Small chamfers, edges are counted for CL and CD….
You opened my eyes
I knew it even before the debate began.
@molnibalage:So, can you show just a quick demo (speed M2.0 AoA 2 deg) with mentioned sofwared to see how close is the result for current values in DB?
No time for it
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@OSD & SpbGoro
Does this table contains data which concerning on burn time and help calculate the total impulse?
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hi, molnibalage
u talk about missile weight a lot.
i have read 10 pages of this thread without answer: in BMS editor (from launch menu), we can see the weight in weapons>weapons tab and weapons>simweapondata tab, SA-3 has 300 and 225 (unit unknown), and ur dat file is 593 lbs.
do i need to change them? r they really affect in-game exp?the other weird missile is AS4, in DB it is 2000 (unit unknown), but in wiki it is 12000 lbs!
BTW: u can enlarge SA-3 range in BMS editor -
The problem that missile weight is defined depending where it is. If a missile are on a hardpoint its weight is stored in DB, but after launch weight is defined by dat files. –-> Only air launched missile weight is important in DB, for other it does not have effect in their performance.
So if you set for ex. 2000 lbs for AIM-7M in DB, as long as AIM-7M on a HP its weight is 2000 lbs, but after launch the dat file data is used because of changing weight (propellant consumption.)
This “dual world” is also true for drag as I know. You can set as big drag a missile in DB as you wish, but after launch the drag table in the specific dat file is used. This is why I’m saying that DB structure of Falcon is very idiotic and fragmented…
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I prefer to use program 201, even it is unreal for high altitude targets, but because of the limited engagement distance and bubble it is more suitable against low and high flying tagerst eihter in Falcon’s environment. You can see that against low flying closing target the engagement distance is much smaller.
I believe the missile engine program is dependant of expected point of impact height and missile flying time:
1. Time of flight < 52 sec or T>52 sec and height < 20 km - this which you marked “105”
2. Time of flight >52 sec and height > 20 km - program “201”…Also the flight profile is dependant from the time to impact and target height…
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I know when is used a certain program, only problem Falcon uses static dat file sturcture.
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I know when is used a certain program, only problem Falcon uses static dat file sturcture.
I see…. Sorry, I just want to help…
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Can you clarify that R-33 has dual thrust engine?
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@SpbGoroCan you clarify that R-33 has dual thrust engine?
Yes - R-33 has dual thrust engine (двухрежимный РДТТ)http://vympelmkb.com/products/prod01/But there are no detailed data on this engine.I think - the data on the total impuls and power - are similar or close to the AIM-54A
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I set the same total impulse for AIM-54A and R-33 (~85000 lb*sec), but AIM-54A has constant 3200 lbs thrust for 27 sec except a 3 sec transition from 0 to 3200 lbs. What about AIM-54C. You have posted that AIM-54C propellant weight is smaller than AIM-54A’s. What about thrust characteristics and total impulse?
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What about AIM-54C. You have posted that AIM-54C propellant weight is smaller than AIM-54A’s. What about thrust characteristics and total impulse?
Fuel weight table:
“MXU-637/B” for the AIM-54A as containing 459 lbs propellant,
and “MXU-637A/B” for the AIM-54C as containing 360 lbs propellant.
Aim-54A: weight – 453 kg. Max Range – 3,7-130 km , Max speed (4,3М or 4800 km/h), Max lofting altitude - 24,8 km.
Aim-54C: weight – 462 kg. Max Range – 150 km , Max speed (5М), Max lofting altitude - 30,5 km.
Presumably, an increase in range achieved by the use of more advanced lofting trajectories and > speed.
More likely, in the fuel data table for a misprint, because there is a total mass of the missile > higher than (A), but the weight of the electronics should be less than, due to the released space increase the share of fuel.Here, asked a similar question http://www.secretprojects.co.uk/forum/index.php?topic=15336.0
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Some words about the drop method launching. Two 0 thrust values next to each other in the matrix cannot be used because in this case missile flame is never turned on.
Here is what sould be used.
BRNTIM
7
0.0 0.5 0.7 5.2 5.5 16.5 17.0ENGINE THRUST (LBS)
THRST1
0 1 5800 5800 1100 1000 0
Of course the result won perfect because the missile flame will be visible during the drop because of the ‘1’ lbs thrust, but at least the kinematics is good.
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Some words about the drop method launching. Two 0 thrust values next to each other in the matrix cannot be used because in this case missile flame is never turned on.
?
I’ve used with no problems.
But this is not the best solution for the AI. Because the AI launches missile from exotic provisions.BRNTIM
7
0.0 0.5 0.7 5.2 5.5 16.5 17.0ENGINE THRUST (LBS)
THRST1
0 1 5800 5800 1100 1000 0
Second, check the engine thrust.
In the AIM-7F_Sparrow_CS_-_January_1976.pdf is not the average thrust.
Total Imp 4.55750+101811=37073
in the same document
Total Imp (lb/sec) = 30649 -
I’ve used with no problems.
I forgot about the “double 0” issue, I experienced in FF too. I’m 100% sure that two 0 thrust value next to each other kill the rocket flame.
What should I do with total imp. vs. detailed thrust data? They are not the same, but I can only guess how and where should be tweaked booster or sustain thrust.
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At your discretion.
While no credible data on lift and drag of the missile maximum that can do this to fix the missile range and the average time of flight.
But do not forget that at high AOA of thr missiles thrust to significantly contribute to the creation G when the missile is maneuvering.I had such values
#BURN TIMES
0 0.4 0.5 4.9 5.0 16.0 16.1#THRUST
0 0 4450 5750 1018 372 0 -
Does anybody know how works these values and what means exactly?
2.3 # Proportional Nav gain
2 # boost guide lead
1 # sustain guide lead
1 # terminal guide lead
2.5 # Boost Guide nav
2.5 # sustain guide G Nav
2.5 # terminal guide G Nav
0.1 # boost guide BW AP
0.05 # sustain guide BW AP
0.05 # terminal guide BW API’m able to set to some missile will be better but I do not know how real what I’m doing. With original modeling value MANPADs and SHORADs are not able to hit any low flying target, their flight path is very strange. Video comes soon. To make effective MANPADs the bold marked values should be increased to 2.5-3.0. Some radar guided missiles have such a high value, for ex. SA-6 has 3 and 3.
IR AA missiles, as a missile is more advanced as has bigger values in stock dat files. The proportional Nav Gain also bigger for some missiles.
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SA-13 original values
1.6 # Proportional Nav gain
2 # Missile loft time
0.8 # Seconds we are in boostguide mode
4000 # What range we transfere to terminal guidence
1 # Boost Guide nav
1.7 # sustain guide G Nav
2 # terminal guide G Nav
0.05 # boost guide BW AP
0.05 # sustain guide BW AP
0.05 # terminal guide BW APSA-13 modified values
2.3 # Proportional Nav gain
10 # Missile loft time
0.5 # Seconds we are in boostguide mode
9000 # What range we transfere to terminal guidence
1.0 # Boost Guide nav
1.0 # sustain guide G Nav
3.0 # terminal guide G Nav
0.05 # boost guide BW AP
0.05 # sustain guide BW AP
0.05 # terminal guide BW APYou can see the difference in similar cases against non maneuvering target. I have the ACMI records about the recordes cases if anyone wish to see.