mirror of
https://github.com/l0k1/oprf_assets.git
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56 lines
2.2 KiB
Plaintext
56 lines
2.2 KiB
Plaintext
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################### SAM INFO ###################
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var setupTime = 300;#minimum 'launcher_tilt_time' secs no matter what, due to anim and stuff.
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var reload_time = 600;
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var launcher_final_tilt_deg = 33;
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var launcher_start_tilt_deg = 0;
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var launcher_tilt_time = 15;
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var sam_align_to_target = 0;
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var launcher_align_to_target = 1;
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var align_speed_dps = 20;
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var radar_elevation_above_terrain_m = 10;#estimate
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var radar_lowest_pitch = 0.1;# 0.5 degs = roughly 925 feet at 20 nm, 25 feet at half a nm. # 0.35 = roughly 925 feet at 20 nm, 25 feet at half a nm.
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#reaction tme for s-300p is 28 secs acording to http://www.astronautix.com/s/s-300p.html
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# sounds a bit high for pmu, as its 4 secs for s-400
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################### CIWS INFO ###################
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var ciws_installed = 0;
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var ciws_domain_nm = 1.50; #range where it can kill
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var ciws_chance = 0.20; #chance to get a kill at 0nm distance
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var ciws_burst_rounds = 60;#how many rounds in a burst
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var ciws_shell = 15;#from lookup table in damage.nas
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var ROUNDS_init = 30;
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var ROUNDS = ROUNDS_init;#CIWS bursts remaining
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################### MISSILE INFO - http://www.astronautix.com/k/kub.html ###################
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var NUM_MISSILES = 2; # total carried minus 1
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var missile_name = "m3m9";
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var missile_brevity = "3M9";
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var missile_max_distance = 18; #max distance of target in nm when it will fire
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var missile_min_distance = 0.5; #minimum distance in nm when it will fire
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var lockon_time = 24; #time in seconds it takes to lock on and get a firing solution on a target
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var fire_minimum_interval = 7;# time since last track was initiated till a new can be initiated
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var same_target_max_missiles = 2;# max number of missiles in air against same target
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var isInEngagementEnvelope = func (target_radial_airspeed, target_ground_distance, target_relative_altitude) {
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return 1;
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}
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var midflight = func (struct) {
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if (struct.guidance == "semi-radar") {
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# This makes the SAM system keep lock on target when missile in-flight and no longer tracking the target.
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# Usage is to make the RWR lock sound go off in targets cockpit.
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thread.lock(mutexLock);
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semi_active_track = struct.callsign;
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thread.unlock(mutexLock);
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}
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return {};
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};
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