diff --git a/MQ-9-JSBSim-set.xml b/MQ-9-JSBSim-set.xml index 8bcf4a7..68b106e 100755 --- a/MQ-9-JSBSim-set.xml +++ b/MQ-9-JSBSim-set.xml @@ -6,13 +6,13 @@ General Atomics MQ-9 Reaper (bombable) 1.2 - Petar Jedvaj + Petar Jedvaj, J Maverick 16 Alpha 1 1 1 - 1 + 2 jsb MQ-9-JSBSim @@ -206,6 +206,14 @@ + + + + + + true + + diff --git a/Nasal/damage.nas b/Nasal/damage.nas index c8269d7..963b803 100755 --- a/Nasal/damage.nas +++ b/Nasal/damage.nas @@ -1,41 +1,118 @@ # # Install: Include this code into an aircraft to make it damagable. (remember to add it to the -set file) # -# Author: Nikolai V. Chr. (with some improvement by Onox and Pinto) +# Authors: Nikolai V. Chr. and Pinto (with improvement by Onox) # # -var clamp = func(v, min, max) { v < min ? min : v > max ? max : v } +############################ Config ###################################################################################### +var full_damage_dist_m = 3;# Can vary from aircraft to aircraft depending on how many failure modes it has. + # Many modes (like Viggen) ought to have lower number like zero. + # Few modes (like F-14) ought to have larger number such as 3. + # For assets this should be average radius of the asset. +var use_hitpoints_instead_of_failure_modes_bool = 0;# mainly used by assets that don't have failure modes. +var hp_max = 80;# given a direct hit, how much pounds of warhead is needed to kill. Only used if hitpoints is enabled. +var hitable_by_air_munitions = 1; # if anti-air can do damage +var hitable_by_cannon = 1; # if cannon can do damage +var hitable_by_ground_munitions = 1;# if anti-ground/marine can do damage +var is_fleet = 0; # Is really 7 ships, 3 of which has offensive missiles. +########################################################################################################################## + +## +## TODO: +## Move all to emesary +## + var TRUE = 1; var FALSE = 0; +var hp = hp_max; +setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD var cannon_types = { - " M70 rocket hit": 0.25, #135mm - " M55 cannon shell hit": 0.10, # 30mm - " KCA cannon shell hit": 0.10, # 30mm - " Gun Splash On ": 0.10, # 30mm - " M61A1 shell hit": 0.05, # 20mm - " GAU-8/A hit": 0.10, # 30mm - " BK27 cannon hit": 0.07, # 27mm - " GSh-30 hit": 0.10, # 30mm - " GSh-23 hit": 0.065,# 23mm - " 7.62 hit": 0.005,# 7.62mm - " 50 BMG hit": 0.015,# 12.7mm - " S-5 rocket hit": 0.20, #55mm -}; - - - + # + # 0.20 means a direct hit will disable 20% of the failure modes on average. + # or, 0.20 also means a direct hit can do 20 hitpoints damage. + # + " M70 rocket hit": 0.250, #135mm + " S-5 rocket hit": 0.200, # 55mm + " M55 cannon shell hit": 0.100, # 30mm + " KCA cannon shell hit": 0.100, # 30mm + " Gun Splash On ": 0.100, # 30mm + " GSh-30 hit": 0.100, # 30mm + " GAU-8/A hit": 0.100, # 30mm + " Mk3Z hit": 0.100, # 30mm Jaguar + " BK27 cannon hit": 0.070, # 27mm + " GSh-23 hit": 0.065, # 23mm + " M61A1 shell hit": 0.050, # 20mm + " 50 BMG hit": 0.015, # 12.7mm (non-explosive) + " 7.62 hit": 0.005, # 7.62mm (non-explosive) + " Hydra-70 hit": 0.250, # F-16 + " SNEB hit": 0.250, # Jaguar +}; + +# lbs of warheads is explosive+fragmentation+fuse, so total warhead mass. + var warhead_lbs = { + # Anti-ground/marine warheads (sorted alphabetically) "AGM-65": 126.00, "AGM-84": 488.00, "AGM-88": 146.00, "AGM65": 200.00, + "AGM-119": 264.50, "AGM-154A": 493.00, "AGM-158": 1000.00, + "ALARM": 450.00, + "AM39-Exocet": 364.00, + "AS-37-Martel": 330.00, + "AS30L": 529.00, + "BL755": 100.00,# 800lb bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2. + "CBU-87": 100.00,# bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2. + "CBU-105": 100.00,# bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2. + "Exocet": 364.00, + "FAB-100": 92.59, + "FAB-250": 202.85, + "FAB-500": 564.38, + "GBU-12": 190.00, + "GBU-24": 945.00, + "GBU-31": 945.00, + "GBU-54": 190.00, + "GBU12": 190.00, + "GBU16": 450.00, + "HVAR": 7.50,#P51 + "KAB-500": 564.38, + "Kh-25MP": 197.53, + "Kh-66": 244.71, + "LAU-68": 10.00, + "M71": 200.00, + "M71R": 200.00, + "M90": 10.00,# bomblet warhead. x3 of real mass. + "MK-82": 192.00, + "MK-83": 445.00, + "MK-83HD": 445.00, + "MK-84": 945.00, + "OFAB-100": 92.59, + "RB-04E": 661.00, + "RB-05A": 353.00, + "RB-15F": 440.92, + "RB-75": 126.00, + "RN-14T": 800.00, #fictional, thermobaeric replacement for the RN-24 nuclear bomb + "RN-18T": 1200.00, #fictional, thermobaeric replacement for the RN-28 nuclear bomb + "RS-2US": 28.66, + "S-21": 245.00, + "S-24": 271.00, + "SCALP": 992.00, + "Sea Eagle": 505.00, + "SeaEagle": 505.00, + "STORMSHADOW": 850.00, + "ZB-250": 236.99, + "ZB-500": 473.99, +}; + +var warhead_air_lbs = { + # Anti-air warheads (sorted alphabetically) "aim-120": 44.00, "AIM-120": 44.00, "AIM-54": 135.00, @@ -46,31 +123,10 @@ var warhead_lbs = { "AIM120": 44.00, "AIM132": 22.05, "AIM9": 20.80, - "ALARM": 450.00, - "AM39-Exocet": 364.00, - "AS-37-Martel": 330.00, - "AS30L": 529.00, - "CBU-87": 128.00, - "Exocet": 364.00, - "FAB-100": 92.59, - "FAB-250": 202.85, - "FAB-500": 564.38, - "GBU-12": 190.00, - "GBU-24": 945.00, - "GBU-31": 945.00, - "GBU12": 190.00, - "GBU16": 450.00, - "HVAR": 7.50,#P51 - "KAB-500": 564.38, - "Kh-25MP": 197.53, - "Kh-66": 244.71, "KN-06": 315.00, - "LAU-68": 10.00, "M317": 145.00, - "M71": 200.00, - "M71R": 200.00, - "M90": 500.00, "Magic-2": 27.00, + "Majic": 26.45, "Matra MICA": 30.00, "Matra R550 Magic 2": 27.00, "MATRA-R530": 55.00, @@ -80,10 +136,6 @@ var warhead_lbs = { "Meteor": 55.00, "MICA-EM": 30.00, "MICA-IR": 30.00, - "MK-82": 192.00, - "MK-83": 445.00, - "MK-84": 945.00, - "OFAB-100": 92.59, "R-13M": 16.31, "R-27R1": 85.98, "R-27T1": 85.98, @@ -95,27 +147,22 @@ var warhead_lbs = { "R-73E": 16.31, "R-77": 49.60, "R74": 16.00, - "RB-04E": 661.00, "RB-05A": 353.00, - "RB-15F": 440.92, "RB-24": 20.80, "RB-24J": 20.80, "RB-71": 88.00, "RB-74": 20.80, - "RB-75": 126.00, "RB-99": 44.00, - "RN-14T": 800.00, #fictional, thermobaeric replacement for the RN-24 nuclear bomb - "RN-18T": 1200.00, #fictional, thermobaeric replacement for the RN-28 nuclear bomb - "RS-2US": 28.66, - "S-21": 245.00, - "S-24": 271.00, - "S530D": 66.00, - "SCALP": 992.00, - "Sea Eagle": 505.00, - "SeaEagle": 505.00, - "STORMSHADOW": 850.00, - "ZB-250": 236.99, - "ZB-500": 473.99, + "S530D": 66.00, + "S48N6": 330.00,# 48N6 from S-300pmu +}; + +var cluster = { + # cluster munition list + "M90": nil, + "CBU-87": nil, + "CBU-105": nil, + "BL755": nil, }; var fireMsgs = { @@ -125,7 +172,7 @@ var fireMsgs = { " FOX2 at": nil, # heat " FOX1 at": nil, # semi-radar - # Viggen + # Generic " Fox 1 at": nil, # semi-radar " Fox 2 at": nil, # heat " Fox 3 at": nil, # radar @@ -135,7 +182,7 @@ var fireMsgs = { " Rifle at": nil, # TV guided " Sniper at": nil, # anti-radiation - # SAM and missile frigate + # SAM, fleet and missile frigate " Bird away at": nil, # G/A # F15 @@ -163,62 +210,8 @@ var incoming_listener = func { } if (contains(fireMsgs, last_vector[1]) or m2000 == TRUE) { # air2air being fired - if (size(last_vector) > 2 or m2000 == TRUE) { - #print("Missile launch detected at"~last_vector[2]~" from "~author); - if (m2000 == TRUE or last_vector[2] == " "~callsign) { - # its being fired at me - #print("Incoming!"); - var enemy = getCallsign(author); - if (enemy != nil) { - #print("enemy identified"); - var bearingNode = enemy.getNode("radar/bearing-deg"); - if (bearingNode != nil) { - #print("bearing to enemy found"); - var bearing = bearingNode.getValue(); - var heading = getprop("orientation/heading-deg"); - var clock = bearing - heading; - while(clock < 0) { - clock = clock + 360; - } - while(clock > 360) { - clock = clock - 360; - } - #print("incoming from "~clock); - if (clock >= 345 or clock < 15) { - playIncomingSound("12"); - } elsif (clock >= 15 and clock < 45) { - playIncomingSound("1"); - } elsif (clock >= 45 and clock < 75) { - playIncomingSound("2"); - } elsif (clock >= 75 and clock < 105) { - playIncomingSound("3"); - } elsif (clock >= 105 and clock < 135) { - playIncomingSound("4"); - } elsif (clock >= 135 and clock < 165) { - playIncomingSound("5"); - } elsif (clock >= 165 and clock < 195) { - playIncomingSound("6"); - } elsif (clock >= 195 and clock < 225) { - playIncomingSound("7"); - } elsif (clock >= 225 and clock < 255) { - playIncomingSound("8"); - } elsif (clock >= 255 and clock < 285) { - playIncomingSound("9"); - } elsif (clock >= 285 and clock < 315) { - playIncomingSound("10"); - } elsif (clock >= 315 and clock < 345) { - playIncomingSound("11"); - } else { - playIncomingSound(""); - } - return; - } - } - } - } - } elsif (1==1) { # mirage: getprop("/controls/armament/mp-messaging") - # latest version of failure manager and taking damage enabled - #print("damage enabled"); + warn(last_vector,m2000,callsign,author); + } elsif (getprop("payload/armament/msg")) { var last1 = split(" ", last_vector[1]); if(size(last1) > 2 and last1[size(last1)-1] == "exploded" ) { #print("missile hitting someone"); @@ -236,40 +229,85 @@ var incoming_listener = func { if(distance != nil) { var dist = distance; - if (type == "M90") { - var prob = rand()*0.5; - var failed = fail_systems(prob); - var percent = 100 * prob; - printf("Took %.1f%% damage from %s clusterbombs at %0.1f meters. %s systems was hit", percent,type,dist,failed); + if (contains(cluster, type)) { + # cluster munition + var lbs = warhead_lbs[type]; + var maxDist = maxDamageDistFromWarhead(lbs); + var distance = math.max(0,rand()*5-full_damage_dist_m);#being 0 to 5 meters from a bomblet on average. + var diff = math.max(0, maxDist-distance); + diff = diff * diff; + var probability = diff / (maxDist*maxDist); + if (use_hitpoints_instead_of_failure_modes_bool) { + var hpDist = maxDamageDistFromWarhead(hp_max); + probability = (maxDist/hpDist)*probability; + } + var failed = fail_systems(probability, hp_max); + var percent = 100 * probability; + printf("Took %.1f%% damage from %s clusterbomb at %0.1f meters from bomblet. %s systems was hit", percent,type,distance,failed); nearby_explosion(); return; } - distance = clamp(distance-3, 0, 1000000); - var maxDist = 0; - - if (contains(warhead_lbs, type)) { - maxDist = maxDamageDistFromWarhead(warhead_lbs[type]); + distance = math.max(distance-full_damage_dist_m, 0); + + var maxDist = 0;# distance where the explosion dont hurt us anymore + var lbs = 0; + + if (hitable_by_ground_munitions and contains(warhead_lbs, type)) { + lbs = warhead_lbs[type]; + maxDist = maxDamageDistFromWarhead(lbs);#3*sqrt(lbs) + } elsif (hitable_by_air_munitions and contains(warhead_air_lbs, type)) { + lbs = warhead_air_lbs[type]; + maxDist = maxDamageDistFromWarhead(lbs); } else { return; } - + var diff = maxDist-distance; if (diff < 0) { diff = 0; } - diff = diff * diff; - + var probability = diff / (maxDist*maxDist); + + if (use_hitpoints_instead_of_failure_modes_bool) { + var hpDist = maxDamageDistFromWarhead(hp_max); + probability = (maxDist/hpDist)*probability; + } - var failed = fail_systems(probability); + var failed = fail_systems(probability, hp_max); var percent = 100 * probability; printf("Took %.1f%% damage from %s missile at %0.1f meters. %s systems was hit", percent,type,dist,failed); nearby_explosion(); + + #### + # I don't remember all the considerations that went into our original warhead damage model. + # But looking at the formula it looks like they all do 100% damage at 0 meter hit, + # and warhead size is only used to determine the decrease of damage with distance increase. + # It sorta gets the job done though, so I am hesitant to advocate that warheads above a certain + # size should give 100% damage for some distance, and that warheads smaller than certain size should + # not give 100% damage even on direct hit. + # Anyway, for hitpoint based assets, this is now the case. Maybe we should consider to also do something + # similar for failure mode based aircraft. ~Nikolai + #### + + ## example 1: ## + # 300 lbs warhead, 50 meters distance + # maxDist=52 + # diff = 52-50 = 2 + # diff^2 = 4 + # prob = 4/2700 = 0.15% + + ## example 2: ## + # 300 lbs warhead, 25 meters distance + # maxDist=52 + # diff = 52-25 = 27 + # diff^2 = 729 + # prob = 729/2700 = 27% } - } - } elsif (cannon_types[last_vector[1]] != nil) { + } + } elsif (hitable_by_cannon and cannon_types[last_vector[1]] != nil) { if (size(last_vector) > 2 and last_vector[2] == " "~callsign) { if (size(last_vector) < 4) { # msg is either missing number of hits, or has no trailing dots from spam filter. @@ -306,24 +344,167 @@ var incoming_listener = func { } var maxDamageDistFromWarhead = func (lbs) { - # very simple + # Calc at what distance the warhead will do zero damage every time. var dist = 3*math.sqrt(lbs); - return dist; } -var fail_systems = func (probability) { - var failure_modes = FailureMgr._failmgr.failure_modes; - var mode_list = keys(failure_modes); - var failed = 0; - foreach(var failure_mode_id; mode_list) { - if (rand() < probability) { - FailureMgr.set_failure_level(failure_mode_id, 1); - failed += 1; - } +var fail_systems = func (probability, factor = 100) {#this factor needs tuning after all asset hitpoints have been evaluated. + if (is_fleet) { + return fail_fleet_systems(probability, factor); + } elsif (use_hitpoints_instead_of_failure_modes_bool) { + hp -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage + printf("HP: %d/%d", hp, hp_max); + setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD + if ( hp < 0 ) { + setprop("/carrier/sunk/",1);#we are dead + setprop("/sim/multiplay/generic/int[2]",1);#radar off + setprop("/sim/multiplay/generic/int[0]",1);#smoke on + setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead."); + } + return -1; + } else { + var failure_modes = FailureMgr._failmgr.failure_modes; + var mode_list = keys(failure_modes); + var failed = 0; + foreach(var failure_mode_id; mode_list) { + #print(failure_mode_id); + if (rand() < probability) { + FailureMgr.set_failure_level(failure_mode_id, 1); + failed += 1; + if (failure_mode_id == "Engines/engine") { + # fail UH1 yasim: + setprop("sim/model/uh1/state",0); + setprop("controls/engines/engine/magnetos", 0); + #set a listener so that if a restart is attempted, it'll fail. + yasim_list = setlistener("sim/model/uh1/state",func {setprop("sim/model/uh1/state",0);}); + } + } + } + if (rand() < probability) { + # fail UH1 yasim: + setprop("sim/model/uh1/state",0); + setprop("controls/engines/engine/magnetos", 0); + #set a listener so that if a restart is attempted, it'll fail. + if (yasim_list == nil) { + yasim_list = setlistener("sim/model/uh1/state",func {setprop("sim/model/uh1/state",0);}); + } + } + return failed; } - return failed; }; +var yasim_list = nil; + +var repairYasim = func { + if (yasim_list != nil) { + removelistener(yasim_list); + yasim_list = nil; + } + setprop("sim/crashed", 0); + var failure_modes = FailureMgr._failmgr.failure_modes; + var mode_list = keys(failure_modes); + + foreach(var failure_mode_id; mode_list) { + FailureMgr.set_failure_level(failure_mode_id, 0); + } +} + +setlistener("/sim/signals/reinit", repairYasim); + +hp_f = [hp_max,hp_max,hp_max,hp_max,hp_max,hp_max,hp_max]; + +var fail_fleet_systems = func (probability, factor) { + var no = 7; + while (no > 6 or hp_f[no] < 0) { + no = int(rand()*7); + if (hp_f[no] < 0) { + if (rand() > 0.9) { + armament.defeatSpamFilter("You shot one of our already sinking ships, you are just mean."); + hp_f[no] -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage + print("HP["~no~"]: " ~ hp_f[no] ~ "/" ~ hp_max); + return; + } + } + } + hp_f[no] -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage + printf("HP[%d]: %d/%d", no, hp_f[no], hp_max); + #setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD + if ( hp_f[no] < 0 ) { + setprop("/sim/multiplay/generic/bool["~(no+40)~"]",1); + armament.defeatSpamFilter("So you sank one of our ships, we will get you for that!"); + if (!getprop("/carrier/disabled") and hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0) { + setprop("/carrier/disabled",1); + armament.defeatSpamFilter("Captain our offensive capability is crippled!"); + } + if (hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0 and hp_f[3]<0 and hp_f[4]<0 and hp_f[5]<0 and hp_f[6]<0) { + setprop("/carrier/sunk",1); + setprop("/sim/multiplay/generic/int[2]",1);#radar off + setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead."); + armament.defeatSpamFilter("S.O.S. Heeelp"); + } else { + armament.defeatSpamFilter("This is not over yet.."); + } + } + return -1; +}; + +var warn = func (last_vector,m2000,callsign,author) { + if (size(last_vector) > 2 or m2000 == TRUE) { + #print("Missile launch detected at"~last_vector[2]~" from "~author); + if (m2000 == TRUE or last_vector[2] == " "~callsign) { + # its being fired at me + #print("Incoming!"); + var enemy = getCallsign(author); + var sam = size(last_vector) > 2 and last_vector[1] == " Bird away at"?1:0; + if (enemy != nil) { + #print("enemy identified"); + var bearingNode = enemy.getNode("radar/bearing-deg"); + if (bearingNode != nil) { + #print("bearing to enemy found"); + var bearing = bearingNode.getValue(); + var heading = getprop("orientation/heading-deg"); + var clock = bearing - heading; + while(clock < 0) { + clock = clock + 360; + } + while(clock > 360) { + clock = clock - 360; + } + #print("incoming from "~clock); + if (clock >= 345 or clock < 15) { + playIncomingSound("12"); + } elsif (clock >= 15 and clock < 45) { + playIncomingSound("1"); + } elsif (clock >= 45 and clock < 75) { + playIncomingSound("2"); + } elsif (clock >= 75 and clock < 105) { + playIncomingSound("3"); + } elsif (clock >= 105 and clock < 135) { + playIncomingSound("4"); + } elsif (clock >= 135 and clock < 165) { + playIncomingSound("5"); + } elsif (clock >= 165 and clock < 195) { + playIncomingSound("6"); + } elsif (clock >= 195 and clock < 225) { + playIncomingSound("7"); + } elsif (clock >= 225 and clock < 255) { + playIncomingSound("8"); + } elsif (clock >= 255 and clock < 285) { + playIncomingSound("9"); + } elsif (clock >= 285 and clock < 315) { + playIncomingSound("10"); + } elsif (clock >= 315 and clock < 345) { + playIncomingSound("11"); + } else { + playIncomingSound(""); + } + setLaunch(author, sam); + return; + } + } + } + } +} var playIncomingSound = func (clock) { setprop("sound/incoming"~clock, 1); @@ -334,10 +515,15 @@ var stopIncomingSound = func (clock) { setprop("sound/incoming"~clock, 0); } -var callsign_struct = {}; -var getCallsign = func (callsign) { - var node = callsign_struct[callsign]; - return node; +var setLaunch = func (c,s) { + setprop("sound/rwr-launch-sam", s); + setprop("sound/rwr-launch", c); + settimer(func {stopLaunch();},7); +} + +var stopLaunch = func () { + setprop("sound/rwr-launch", ""); + setprop("sound/rwr-launch-sam", 0); } var nearby_explosion = func { @@ -354,6 +540,12 @@ var nearby_explosion_b = func { setprop("damage/sounds/nearby-explode-on", 0); } +var callsign_struct = {}; +var getCallsign = func (callsign) { + var node = callsign_struct[callsign]; + return node; +} + var processCallsigns = func () { callsign_struct = {}; var players = props.globals.getNode("ai/models").getChildren(); @@ -363,17 +555,18 @@ var processCallsigns = func () { callsign_struct[callsign] = player; } } - settimer(processCallsigns, 1.5); + settimer(processCallsigns, 5); } processCallsigns(); setlistener("/sim/multiplay/chat-history", incoming_listener, 0, 0); -#setprop("/sim/failure-manager/display-on-screen", FALSE); +# prevent flooding the pilots screen with failure modes that fail when getting hit. +setprop("/sim/failure-manager/display-on-screen", FALSE); var re_init = func { - # repair the aircraft + # repair the aircraft at relocation to another airport. var failure_modes = FailureMgr._failmgr.failure_modes; var mode_list = keys(failure_modes);