Предлагаю ввести данную ракету как прокачиваемый модуль после AIM-9L, ракета имеет уникальные характеристики и некоторые преимущества над сайдуайндером. Ракета маневрирует при помощи вектора тяги прямо как sraam. Работы по созданию ракеты были прекращены в пользу asraam. Причина по которой я предлагаю ввести эту ракету достаточно банальна у амеров и так далеко не самые хорошие ракеты если сравнивать с конкурентами (всё в рамках игры). Так что не помешает больше разных типов вооружения. В качестве источника информации прикреплю несколько ссылок.
Вот подтверждение того что ракеты могли устанавливаться на F-14.
Hughes AIM-95 Agile - Off boresight before it was cool - #4 by tripod2008 - Machinery of War Discussion - War Thunder — official forum (Обсуждение на англоязычном форуме)
В случае если вы голосуете против, я бы хотел узнать причину, если это возможно.
Если же причиной послужила бумажность ракеты, то прошу посмотреть на некоторые r2y2.
Вот демонстрация того как примерно должна работать ракета основываясь на доступных данных. https://www.youtube.com/watch?v=qOl3q-8gUfQ&ab_channel=legolegolego456
Спойлер
rocketGun:b = true
preset_cost:i = 20
bullets:i = 1
shotFreq:r = 1000.25
sound:t = “weapon.rocketgun_132”
helicopterGroup:i = 2
mesh:t = “uk_sraam”
tags {
}
rocket {
bulletName:t = “uk_sraam”
statType:t = “hydra”
caliber:r = 0.203
length:r = 2.54
WdK:p3 = 0.1, 0.1, 0.1
CxK:r = 2.2
finsAoaHor:r = 0
finsAoaVer:r = 0
distFromCmToStab:r = 0.08
mass:r = 135
massEnd:r = 82.8
timeFire:r = 6.86
force:r = 15570
timeLife:r = 7.5
thrustVectoringAngle:r = 0.2
useStartSpeed:b = true
startSpeed:r = 0
machMax:r = 2.4
endSpeed:r = 0
maxDistance:r = 10000
minDistance:r = 30
rangeMax:r = 10000
loadFactorMax:r = 20
guidanceType:t = “ir”
guidanceSfx:t = “alarm_spin_scan”
effectOffset:p3 = -1.8, 0, 0
normalizationPreset:t = “heat”
ricochetPreset:t = “he”
groundRicochetPreset:t = “he”
secondaryShattersPreset:t = “ap”
stabilityThreshold:r = 0.05
stabilityCaliberToArmorThreshold:r = 5
stabilityReductionAfterRicochet:r = 0.5
stabilityReductionAfterPenetration:r = 0.15
bulletType:t = “aam”
explosiveType:t = “pbxn_102”
explosiveMass:r = 6
maxDeltaAngle:r = 0
dragCx:r = 0.014
spawnExplosionFx:b = false
spawnExplosionWreckage:b = false
explosionEffect:t = “explosion_midair_medium”
groundCollisionEffect:t = “explosion_midair_small”
ricochetEffect:t = “hit_59_80mm_metal_ap”
waterCollisionEffect:t = “hit_59_80mm_water”
explosionPatchRadius:r = 3.4
waterRicochetEffect:t = “hit_81_105mm_water_ap”
groundRicochetEffect:t = “hit_81_105mm_dirt_ap”
visualShattersWaterOffset:r = 1.2
visualShattersGroundOffset:r = 1.2
fireEffect:t = “fires_exhaust_jet_early_big”
smokeEffect:t = “smoke_rocket_tail_light_huge”
smokeEffect2:t = “”
hazeEffect:t = “haze_missile”
endSmokeViscosity:r = 0.05
distanceFuse:b = false
hitPowerMult:r = 400
fuseDelayDist:r = 1
explodeTreshold:r = 0.1
hasProximityFuse:b = true
explodeTreshold:r = 0.01
explodeHitPower:r = 550
explodeArmorPower:r = 75
explodeRadius:p2 = 1, 5
rendinstDamageRadius:r = 9
shutterDamage:b = true
shutterDamageRadius:r = 17
shutterAmount:i = 2000
shutterArmorPower:r = 12
shutterHit:r = 10
price:r = 3000
arcadeProp {
finsAoaHor:r = 0
finsAoaVer:r = 0
}
guidance {
warmUpTime:r = 1
workTime:r = 20
uncageBeforeLaunch:b = true
useThrustVectoring:b = true
breakLockMaxTime:r = 1
irSeeker {
rangeBand0:r = 11000
rangeBand1:r = 4500
rangeBand2:r = 11000
rangeBand3:r = 11000
rangeBand7:r = 9000
rangeMax:r = 11000
fov:r = 3.2
minAngleToSun:r = 10
lockAngleMax:r = 70
angleMax:r = 85
rateMax:r = 60
prolongationTimeMax:r = 0.5
designationSourceTypeMask:i = 38
constantDesignationSourceTypeMask:i = 6
}
guidanceAutopilot {
timeOut:r = 0.15
propNavMult:r = 12
reqAccelMax:r = 55
velFrameReference:b = false
baseIndSpeed:r = 1800
accelControlProp:r = 0.000025
accelControlIntg:r = 0.002
accelControlIntgLim:r = 1.0
accelControlDiff:r = 0.001
}
}
stabilityRicochetModifier {
mod1:p2 = 0, 0.05
mod2:p2 = 20, 0.1
mod3:p2 = 30, 0.2
mod3:p2 = 45, 0.3
}
pressureDamage {
damageType:t = "pressure"
}
damage {
shatter {
useRealShatters:b = true
countPortion:r = 0.15
segment {
radiusScale:r = 1
penetrationScale:r = 1.5
damageScale:r = 1.5
angles:p2 = 0, 9
countPortion:r = 0.1
}
segment {
angles:p2 = 10, 29
countPortion:r = 0
}
segment {
radiusScale:r = 1
penetrationScale:r = 1
damageScale:r = 1
angles:p2 = 30, 124
countPortion:r = 0.35
}
segment {
radiusScale:r = 1
penetrationScale:r = 1.5
damageScale:r = 1.5
angles:p2 = 45, 70
countPortion:r = 0.05
}
segment {
angles:p2 = 125, 169
countPortion:r = 0
}
segment {
radiusScale:r = 1
penetrationScale:r = 1
damageScale:r = 1
angles:p2 = 170, 189
countPortion:r = 0.1
}
segment {
angles:p2 = 190, 234
countPortion:r = 0
}
segment {
radiusScale:r = 1
penetrationScale:r = 1
damageScale:r = 1
angles:p2 = 235, 329
countPortion:r = 0.35
}
segment {
radiusScale:r = 1
penetrationScale:r = 1.5
damageScale:r = 1.5
angles:p2 = 290, 315
countPortion:r = 0.05
}
segment {
angles:p2 = 330, 349
countPortion:r = 0
}
segment {
radiusScale:r = 1
penetrationScale:r = 1.5
damageScale:r = 1.5
angles:p2 = 350, 359
countPortion:r = 0.1
}
}
shatterDamage {
breachConeAngle:r = 45
}
explosive {
radius:r = 0.15
offset:r = 0.9
}
}
DamageParts {
body {
hp:r = 50
armorClass:t = "tank_structural_steel"
armorThickness:r = 1
}
}
DamageEffects {
part {
name:t = "body"
onHit {
shellState:t = "inFlight"
expl:r = 1
}
onKill {
shellState:t = "inFlight"
destruction:r = 1
}
onHit {
shellState:t = "onUnit"
damageType:t = "generic"
expl:r = 0.05
fire:r = 0.45
break:r = 0.5
damage:r = 3
fHitCritical:b = true
}
onHit {
shellState:t = "onUnit"
damageType:t = "generic"
expl:r = 0.5
fire:r = 0.3
break:r = 0.2
damage:r = 30
fHitCritical:b = true
}
onHit {
shellState:t = "onUnit"
damageType:t = "explosion"
expl:r = 0.45
fire:r = 0.45
break:r = 0.1
damage:r = 50
fHitCritical:b = true
}
onHit {
shellState:t = "onUnit"
damageType:t = "cumulative"
expl:r = 0.4
fire:r = 0.4
break:r = 0.1
damage:r = 100
fHitCritical:b = true
}
onKill {
shellState:t = "onUnit"
expl:r = 0.05
fire:r = 0.05
break:r = 0.9
fHitCritical:b = true
}
}
}
collisions {
steel {
fx:t = "explosion_midair_small"
ricochetFx:t = "hit_81_105mm_metal_ap"
}
armor {
fx:t = "explosion_midair_small"
ricochetFx:t = "hit_81_105mm_metal_ap"
}
buildings {
fx:t = "explosion_midair_small"
ricochetFx:t = "hit_106_132mm_stone_ap"
}
wood {
fx:t = "explosion_midair_small"
ricochetFx:t = "hit_106_132mm_wood_ap"
}
}
shatterCollisions {
groundCollisionEffect:t = "hit_12_18mm_dirt_ap"
waterCollisionEffect:t = "hit_8_11mm_water"
default {
fx:t = "hit_12_18mm_dirt_ap"
}
horLandMesh {
fx:t = "hit_12_18mm_dirt_ap"
}
soil {
fx:t = "hit_12_18mm_dirt_ap"
}
dirt {
fx:t = "hit_12_18mm_dirt_ap"
}
road {
fx:t = "hit_12_18mm_dirt_ap"
}
bricks_red {
fx:t = "hit_12_18mm_red_brick_ap"
}
roadSoil {
fx:t = "hit_12_18mm_dirt_ap"
}
sand {
fx:t = "hit_12_18mm_sand_ap"
}
duneSand {
fx:t = "hit_12_18mm_sand_ap"
}
roadSand {
fx:t = "hit_12_18mm_sand_ap"
}
quickSand {
fx:t = "hit_12_18mm_sand_ap"
}
snow {
fx:t = "hit_12_18mm_snow_ap"
}
ice {
fx:t = "hit_12_18mm_snow_ap"
}
roadSnow {
fx:t = "hit_12_18mm_snow_ap"
}
snowLower {
fx:t = "hit_12_18mm_snow_ap"
}
glass {
fx:t = "hit_12_18mm_metal_ap"
}
wood {
fx:t = "hit_12_18mm_wood_ap"
}
steel {
fx:t = "hit_12_18mm_metal_ap"
}
metal {
fx:t = "hit_12_18mm_metal_ap"
}
tank_structural_steel {
fx:t = "hit_12_18mm_metal_ap"
}
aluminum_armor {
fx:t = "hit_12_18mm_metal_ap"
}
tank_rubber_screens {
fx:t = "hit_12_18mm_stone_ap"
}
buildings {
fx:t = "hit_12_18mm_stone_ap"
}
verLandMesh {
fx:t = "hit_12_18mm_stone_ap"
}
concrete {
fx:t = "hit_12_18mm_stone_ap"
}
rocks {
fx:t = "hit_12_18mm_stone_ap"
}
rocksSlippery {
fx:t = "hit_12_18mm_stone_ap"
}
fabric {
fx:t = "hit_12_18mm_stone_ap"
}
stone_snow {
fx:t = "hit_12_18mm_snow_ap"
}
armorPierceLowCal {
fx:t = "hit_12_18mm_metal_ap"
}
armorPierceMedCal {
fx:t = "hit_12_18mm_metal_ap"
}
armorPierceHiCal {
fx:t = "hit_12_18mm_metal_ap"
}
armorNPLowCal {
fx:t = "hit_12_18mm_metal_ap"
}
armorNPMedCal {
fx:t = "hit_12_18mm_metal_ap"
}
armorNPHiCal {
fx:t = "hit_12_18mm_metal_ap"
}
}
proximityFuse {
timeOut:r = 0.5
radius:r = 5
detectShells:b = true
shellCaliberRange:p2 = 0.08, 0.2
}
armorpower {
ArmorPower0m:p2 = 28, 10
ArmorPower100m:p2 = 25, 100
ArmorPower7000m:p2 = 23, 7000
ArmorPower10000m:p2 = 0, 10000
}
hitpower {
HitPower0m:p2 = 400, 500
HitPower10000m:p2 = 400, 10000
}
}
Благодарю за внимание.
- За
- Против