mirror of
https://github.com/l0k1/oprf_assets.git
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1829 lines
65 KiB
Plaintext
1829 lines
65 KiB
Plaintext
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###########################################################################
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#######
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####### Guided missiles code for Flightgear.
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#######
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####### License: GPL 2
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#######
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####### Authors:
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####### XIII, 5N1N0B1, Nikolai V. Chr.
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#######
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####### In addition, some code is derived from work by:
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####### David Culp, Vivian Meazza
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#######
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###########################################################################
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var AcModel = props.globals.getNode("payload");
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var OurHdg = props.globals.getNode("orientation/heading-deg");
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var OurRoll = props.globals.getNode("orientation/roll-deg");
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var OurPitch = props.globals.getNode("orientation/pitch-deg");
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var HudReticleDev = props.globals.getNode("payload/armament/hud/reticle-total-deviation", 1);#polar coords
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var HudReticleDeg = props.globals.getNode("payload/armament/hud/reticle-total-angle", 1);
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var vol_weak_track = 0.10;
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var vol_track = 0.15;
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var update_loop_time = 0.000;
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var FRAME_TIME = 1;
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var REAL_TIME = 0;
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var TRUE = 1;
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var FALSE = 0;
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var use_fg_default_hud = FALSE;
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var MISSILE_STANDBY = -1;
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var MISSILE_SEARCH = 0;
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var MISSILE_LOCK = 1;
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var MISSILE_FLYING = 2;
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var g_fps = 9.80665 * M2FT;
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var slugs_to_lbs = 32.1740485564;
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#
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# The radar will make sure to keep this variable updated.
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# Whatever is targeted and ready to be fired upon, should be set here.
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#
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var contact = nil;
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#
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var AIM = {
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#done
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new : func (p, type = "AIM-9", sign = "Sidewinder") {
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if(AIM.active[p] != nil) {
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#do not make new missile logic if one exist for this pylon.
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return -1;
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}
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var m = { parents : [AIM]};
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# Args: p = Pylon.
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m.type_lc = string.lc(type);
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m.type = type;
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m.status = MISSILE_STANDBY; # -1 = stand-by, 0 = searching, 1 = locked, 2 = fired.
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m.free = 0; # 0 = status fired with lock, 1 = status fired but having lost lock.
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m.trackWeak = 1;
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m.prop = AcModel.getNode("armament/"~m.type_lc~"/").getChild("msl", 0 , 1);
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m.SwSoundOnOff = AcModel.getNode("armament/"~m.type_lc~"/sound-on-off");
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m.SwSoundVol = AcModel.getNode("armament/"~m.type_lc~"/sound-volume");
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m.PylonIndex = m.prop.getNode("pylon-index", 1).setValue(p);
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m.ID = p;
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m.pylon_prop = props.globals.getNode("controls/armament").getChild("station", p+1);
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m.Tgt = nil;
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m.callsign = "Unknown";
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m.update_track_time = 0;
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m.seeker_dev_e = 0; # Seeker elevation, deg.
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m.seeker_dev_h = 0; # Seeker horizon, deg.
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m.curr_tgt_e = 0;
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m.curr_tgt_h = 0;
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m.init_tgt_e = 0;
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m.init_tgt_h = 0;
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m.target_dev_e = 0; # Target elevation, deg.
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m.target_dev_h = 0; # Target horizon, deg.
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m.track_signal_e = 0; # Seeker deviation change to keep constant angle (proportional navigation),
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m.track_signal_h = 0; # this is directly used as input signal for the steering command.
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m.t_coord = geo.Coord.new().set_latlon(0, 0, 0);
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m.last_t_coord = m.t_coord;
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m.before_last_t_coord = nil;
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#m.next_t_coord = m.t_coord;
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m.direct_dist_m = nil;
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m.speed_m = 0;
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# AIM specs:
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m.aim9_fov_diam = getprop("payload/armament/"~m.type_lc~"/FCS-field-deg");
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m.aim9_fov = m.aim9_fov_diam / 2;
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m.max_detect_rng = getprop("payload/armament/"~m.type_lc~"/max-fire-range-nm");
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m.max_seeker_dev = getprop("payload/armament/"~m.type_lc~"/seeker-field-deg") / 2;
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m.force_lbs_1 = getprop("payload/armament/"~m.type_lc~"/thrust-lbf-stage-1");
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m.force_lbs_2 = getprop("payload/armament/"~m.type_lc~"/thrust-lbf-stage-2");
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m.stage_1_duration = getprop("payload/armament/"~m.type_lc~"/stage-1-duration-sec");
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m.stage_2_duration = getprop("payload/armament/"~m.type_lc~"/stage-2-duration-sec");
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m.weight_launch_lbs = getprop("payload/armament/"~m.type_lc~"/weight-launch-lbs");
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m.weight_whead_lbs = getprop("payload/armament/"~m.type_lc~"/weight-warhead-lbs");
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m.Cd_base = getprop("payload/armament/"~m.type_lc~"/drag-coeff");
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m.eda = getprop("payload/armament/"~m.type_lc~"/drag-area");
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m.max_g = getprop("payload/armament/"~m.type_lc~"/max-g");
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m.searcher_beam_width = getprop("payload/armament/"~m.type_lc~"/searcher-beam-width");
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m.arming_time = getprop("payload/armament/"~m.type_lc~"/arming-time-sec");
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m.min_speed_for_guiding = getprop("payload/armament/"~m.type_lc~"/min-speed-for-guiding-mach");
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m.selfdestruct_time = getprop("payload/armament/"~m.type_lc~"/self-destruct-time-sec");
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m.guidance = getprop("payload/armament/"~m.type_lc~"/guidance");
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m.all_aspect = getprop("payload/armament/"~m.type_lc~"/all-aspect");
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m.vol_search = getprop("payload/armament/"~m.type_lc~"/vol-search");
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m.angular_speed = getprop("payload/armament/"~m.type_lc~"/seeker-angular-speed-dps");
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m.loft_alt = getprop("payload/armament/"~m.type_lc~"/loft-altitude");
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m.min_dist = getprop("payload/armament/"~m.type_lc~"/min-fire-range-nm");
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m.rail = getprop("payload/armament/"~m.type_lc~"/rail");
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m.rail_dist_m = getprop("payload/armament/"~m.type_lc~"/rail-length-m");
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m.rail_forward = getprop("payload/armament/"~m.type_lc~"/rail-point-forward");
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m.class = getprop("payload/armament/"~m.type_lc~"/class");
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m.aim_9_model = getprop("payload/armament/models")~type~"/"~m.type_lc~"-";
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m.dt_last = 0;
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# Find the next index for "models/model" and create property node.
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# Find the next index for "ai/models/aim-9" and create property node.
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# (M. Franz, see Nasal/tanker.nas)
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var n = props.globals.getNode("models", 1);
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var i = 0;
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for (i = 0; 1==1; i += 1) {
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if (n.getChild("model", i, 0) == nil) {
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break;
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}
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}
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m.model = n.getChild("model", i, 1);
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n = props.globals.getNode("ai/models", 1);
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for (i = 0; 1==1; i += 1) {
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if (n.getChild(m.type_lc, i, 0) == nil) {
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break;
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}
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}
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m.ai = n.getChild(m.type_lc, i, 1);
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m.ai.getNode("valid", 1).setBoolValue(1);
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m.ai.getNode("name", 1).setValue(type);
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m.ai.getNode("sign", 1).setValue(sign);
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#m.model.getNode("collision", 1).setBoolValue(0);
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#m.model.getNode("impact", 1).setBoolValue(0);
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var id_model = m.aim_9_model ~ m.ID ~ ".xml";
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m.model.getNode("path", 1).setValue(id_model);
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m.life_time = 0;
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# Create the AI position and orientation properties.
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m.latN = m.ai.getNode("position/latitude-deg", 1);
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m.lonN = m.ai.getNode("position/longitude-deg", 1);
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m.altN = m.ai.getNode("position/altitude-ft", 1);
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m.hdgN = m.ai.getNode("orientation/true-heading-deg", 1);
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m.pitchN = m.ai.getNode("orientation/pitch-deg", 1);
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m.rollN = m.ai.getNode("orientation/roll-deg", 1);
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m.ac = nil;
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m.coord = geo.Coord.new().set_latlon(0, 0, 0);
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m.last_coord = nil;
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m.before_last_coord = nil;
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m.s_down = nil;
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m.s_east = nil;
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m.s_north = nil;
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m.alt = nil;
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m.pitch = nil;
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m.hdg = nil;
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m.density_alt_diff = 0;
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m.max_g_current = m.max_g;
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m.last_deviation_e = nil;
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m.last_deviation_h = nil;
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m.last_track_e = 0;
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m.last_track_h = 0;
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m.update_count = -1;
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m.paused = 0;
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m.last_tgt_h = nil;
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m.last_tgt_e = nil;
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m.old_speed_horz_fps = nil;
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m.t_alt_delta_last_m = nil;
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m.dist_last = nil;
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m.dist_direct_last = nil;
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m.last_t_course = nil;
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m.last_t_elev_deg = nil;
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m.last_cruise_or_loft = 0;
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m.old_speed_fps = 0;
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m.last_t_norm_speed = nil;
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m.last_t_elev_norm_speed = nil;
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m.dive_token = FALSE;
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# cruise missiles
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m.nextGroundElevation = 0; # next Ground Elevation
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m.nextGroundElevationMem = [-10000, -1];
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#rail
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m.drop_time = 0;
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m.rail_passed = FALSE;
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m.x = 0;
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m.y = 0;
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m.z = 0;
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m.rail_pos = 0;
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m.rail_speed_into_wind = 0;
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m.lastFlare = 0;
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m.SwSoundOnOff.setBoolValue(FALSE);
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m.SwSoundVol.setDoubleValue(m.vol_search);
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me.trackWeak = 1;
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return AIM.active[m.ID] = m;
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},
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#done
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del: func {
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#print("deleted");
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me.model.remove();
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me.ai.remove();
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if (me.status == MISSILE_FLYING) {
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delete(AIM.flying, me.flyID);
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} else {
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delete(AIM.active, me.ID);
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}
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},
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# get Coord from body position. x,y,z must be in meters.
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getGPS: func(x, y, z) {
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# derived from Vivian's code in AIModel/submodel.cxx.
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var ac_roll = getprop("orientation/roll-deg");
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var ac_pitch = getprop("orientation/pitch-deg");
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var ac_hdg = getprop("orientation/heading-deg");
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me.ac = geo.aircraft_position();
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var in = [0,0,0];
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var trans = [[0,0,0],[0,0,0],[0,0,0]];
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var out = [0,0,0];
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in[0] = -x * M2FT;
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in[1] = y * M2FT;
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in[2] = z * M2FT;
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# Pre-process trig functions:
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var cosRx = math.cos(-ac_roll * D2R);
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var sinRx = math.sin(-ac_roll * D2R);
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var cosRy = math.cos(-ac_pitch * D2R);
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var sinRy = math.sin(-ac_pitch * D2R);
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var cosRz = math.cos(ac_hdg * D2R);
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var sinRz = math.sin(ac_hdg * D2R);
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# Set up the transform matrix:
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trans[0][0] = cosRy * cosRz;
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trans[0][1] = -1 * cosRx * sinRz + sinRx * sinRy * cosRz ;
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trans[0][2] = sinRx * sinRz + cosRx * sinRy * cosRz;
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trans[1][0] = cosRy * sinRz;
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trans[1][1] = cosRx * cosRz + sinRx * sinRy * sinRz;
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trans[1][2] = -1 * sinRx * cosRx + cosRx * sinRy * sinRz;
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trans[2][0] = -1 * sinRy;
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trans[2][1] = sinRx * cosRy;
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trans[2][2] = cosRx * cosRy;
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# Multiply the input and transform matrices:
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out[0] = in[0] * trans[0][0] + in[1] * trans[0][1] + in[2] * trans[0][2];
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out[1] = in[0] * trans[1][0] + in[1] * trans[1][1] + in[2] * trans[1][2];
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out[2] = in[0] * trans[2][0] + in[1] * trans[2][1] + in[2] * trans[2][2];
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# Convert ft to degrees of latitude:
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out[0] = out[0] / (366468.96 - 3717.12 * math.cos(me.ac.lat() * D2R));
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# Convert ft to degrees of longitude:
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out[1] = out[1] / (365228.16 * math.cos(me.ac.lat() * D2R));
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# Set submodel initial position:
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var alat = me.ac.lat() + out[0];
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var alon = me.ac.lon() + out[1];
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var aalt = (me.ac.alt() * M2FT) + out[2];
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var c = geo.Coord.new();
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c.set_latlon(alat, alon, aalt * FT2M);
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return c;
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},
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release: func() {
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me.status = MISSILE_FLYING;
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me.flyID = rand();
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AIM.flying[me.flyID] = me;
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delete(AIM.active, me.ID);
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me.animation_flags_props();
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# Get the A/C position and orientation values.
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me.ac = geo.aircraft_position();
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me.ac_init = geo.Coord.new(me.ac);
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var ac_roll = getprop("orientation/roll-deg");# positive is banking right
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var ac_pitch = getprop("orientation/pitch-deg");
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var ac_hdg = getprop("orientation/heading-deg");
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# Compute missile initial position relative to A/C center
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me.x = me.pylon_prop.getNode("offsets/x-m").getValue();
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me.y = me.pylon_prop.getNode("offsets/y-m").getValue();
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me.z = me.pylon_prop.getNode("offsets/z-m").getValue();
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var init_coord = me.getGPS(me.x, me.y, me.z);
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# Set submodel initial position:
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var alat = init_coord.lat();
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var alon = init_coord.lon();
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var aalt = init_coord.alt() * M2FT;
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me.latN.setDoubleValue(alat);
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me.lonN.setDoubleValue(alon);
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me.altN.setDoubleValue(aalt);
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me.hdgN.setDoubleValue(ac_hdg);
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if (me.rail == FALSE) {
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# align into wind (commented out since heavy wind make missiles lose sight of target.)
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var alpha = getprop("orientation/alpha-deg");
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var beta = getprop("orientation/side-slip-deg");# positive is air from right
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var alpha_diff = alpha * math.cos(ac_roll*D2R) * ((ac_roll > 90 or ac_roll < -90)?-1:1) + beta * math.sin(ac_roll*D2R);
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#alpha_diff = alpha > 0?alpha_diff:0;# not using alpha if its negative to avoid missile flying through aircraft.
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#ac_pitch = ac_pitch - alpha_diff;
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var beta_diff = beta * math.cos(ac_roll*D2R) * ((ac_roll > 90 or ac_roll < -90)?-1:1) - alpha * math.sin(ac_roll*D2R);
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#ac_hdg = ac_hdg + beta_diff;
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# drop distance in time
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me.drop_time = math.sqrt(2*7/g_fps);# time to fall 7 ft to clear aircraft
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}
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me.pitchN.setDoubleValue(ac_pitch);
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me.rollN.setDoubleValue(ac_roll);
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#print("roll "~ac_roll~" on "~me.rollN.getPath());
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me.coord.set_latlon(alat, alon, aalt * FT2M);
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me.model.getNode("latitude-deg-prop", 1).setValue(me.latN.getPath());
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me.model.getNode("longitude-deg-prop", 1).setValue(me.lonN.getPath());
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me.model.getNode("elevation-ft-prop", 1).setValue(me.altN.getPath());
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me.model.getNode("heading-deg-prop", 1).setValue(me.hdgN.getPath());
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me.model.getNode("pitch-deg-prop", 1).setValue(me.pitchN.getPath());
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me.model.getNode("roll-deg-prop", 1).setValue(me.rollN.getPath());
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var loadNode = me.model.getNode("load", 1);
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loadNode.setBoolValue(1);
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# Get initial velocity vector (aircraft):
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||
|
me.s_down = getprop("velocities/speed-down-fps");
|
||
|
me.s_east = getprop("velocities/speed-east-fps");
|
||
|
me.s_north = getprop("velocities/speed-north-fps");
|
||
|
if (me.rail == TRUE) {
|
||
|
if (me.rail_forward == FALSE) {
|
||
|
# rail is actually a tube pointing upward
|
||
|
me.rail_speed_into_wind = -getprop("velocities/wBody-fps");# wind from below
|
||
|
} else {
|
||
|
# rail is pointing forward
|
||
|
me.rail_speed_into_wind = getprop("velocities/uBody-fps");# wind from nose
|
||
|
}
|
||
|
}
|
||
|
#print("release speed down: "~me.s_down);
|
||
|
|
||
|
me.alt = aalt;
|
||
|
me.pitch = ac_pitch;
|
||
|
me.hdg = ac_hdg;
|
||
|
|
||
|
#print("p1 "~ac_pitch);
|
||
|
if (getprop("sim/flight-model") == "jsb") {
|
||
|
# currently not supported in Yasim
|
||
|
me.density_alt_diff = getprop("fdm/jsbsim/atmosphere/density-altitude") - aalt;
|
||
|
}
|
||
|
|
||
|
#print("air density diff alt = "~me.density_alt_diff);
|
||
|
#print("missile alt = "~aalt);
|
||
|
|
||
|
#me.smoke_prop.setBoolValue(1);
|
||
|
me.SwSoundVol.setDoubleValue(0);
|
||
|
me.trackWeak = 1;
|
||
|
#settimer(func { HudReticleDeg.setValue(0) }, 2);
|
||
|
#interpolate(HudReticleDev, 0, 2);
|
||
|
#loadNode.remove();
|
||
|
|
||
|
me.flight();
|
||
|
loadNode.remove();
|
||
|
},
|
||
|
|
||
|
drag: func (mach) {
|
||
|
# Adjust Cd by Mach number. The equations are based on curves
|
||
|
# for a conventional shell/bullet (no boat-tail).
|
||
|
#
|
||
|
# Derived from Davic Culps code in AIBallistic
|
||
|
var Cd = 0;
|
||
|
if (mach < 0.7) {
|
||
|
Cd = 0.0125 * mach + me.Cd_base;
|
||
|
} elsif (mach < 1.2 ) {
|
||
|
Cd = 0.3742 * math.pow(mach, 2) - 0.252 * mach + 0.0021 + me.Cd_base;
|
||
|
} else {
|
||
|
Cd = 0.2965 * math.pow(mach, -1.1506) + me.Cd_base;
|
||
|
}
|
||
|
|
||
|
return Cd;
|
||
|
},
|
||
|
|
||
|
drag_new: func (mach) {
|
||
|
# Nikolai V. Chr.: Made the drag calc more in line with big missiles as opposed to small bullets.
|
||
|
#
|
||
|
# When I start using this, all the drag coefficients for the missiles have to be reestimated, same for thrust.
|
||
|
#
|
||
|
var Cd = 0;
|
||
|
if (mach < 0.7) {
|
||
|
Cd = (0.0125 * mach + 0.20) * 5 * me.Cd_base;
|
||
|
} elsif (mach < 1.2 ) {
|
||
|
Cd = (0.3742 * math.pow(mach, 2) - 0.252 * mach + 0.0021 + 0.2 ) * 5 * me.Cd_base;
|
||
|
} else {
|
||
|
Cd = (0.2965 * math.pow(mach, -1.1506) + 0.2) * 5 * me.Cd_base;
|
||
|
}
|
||
|
|
||
|
return Cd;
|
||
|
},
|
||
|
|
||
|
flight: func {
|
||
|
#print();
|
||
|
if (me.Tgt.isValid() == FALSE) {
|
||
|
me.del();
|
||
|
return;
|
||
|
}
|
||
|
var dt = getprop("sim/time/delta-sec");#TODO: find out more about how this property works (most likely time since last time nasal timers were called)
|
||
|
if (dt == 0) {
|
||
|
#FG is likely paused
|
||
|
me.paused = 1;
|
||
|
settimer(func me.flight(), 0.00);
|
||
|
return;
|
||
|
}
|
||
|
#if just called from release() then dt is almost 0 (cannot be zero as we use it to divide with)
|
||
|
# It can also not be too small, then the missile will lag behind aircraft and seem to be fired from behind the aircraft.
|
||
|
#dt = dt/2;
|
||
|
var elapsed = systime();
|
||
|
if (me.paused == 1) {
|
||
|
# sim has been unpaused lets make sure dt becomes very small to let elapsed time catch up.
|
||
|
me.paused = 0;
|
||
|
me.dt_last = elapsed-0.02;
|
||
|
}
|
||
|
var init_launch = 0;
|
||
|
if (me.dt_last != 0) {
|
||
|
#if (getprop("sim/speed-up") == 1) {
|
||
|
dt = (elapsed - me.dt_last)*getprop("sim/speed-up");
|
||
|
#} else {
|
||
|
# dt = getprop("sim/time/delta-sec")*getprop("sim/speed-up");
|
||
|
#}
|
||
|
init_launch = 1;
|
||
|
if(dt <= 0) {
|
||
|
# to prevent pow floating point error in line:cdm = 0.2965 * math.pow(me.speed_m, -1.1506) + me.cd;
|
||
|
# could happen if the OS adjusts the clock backwards
|
||
|
dt = 0.00001;
|
||
|
}
|
||
|
}
|
||
|
me.dt_last = elapsed;
|
||
|
|
||
|
|
||
|
me.life_time += dt;
|
||
|
# record coords so we can give the latest nearest position for impact.
|
||
|
me.before_last_coord = geo.Coord.new(me.last_coord);
|
||
|
me.last_coord = geo.Coord.new(me.coord);
|
||
|
#print(dt);
|
||
|
|
||
|
#### Calculate speed vector before steering corrections.
|
||
|
|
||
|
# Rocket thrust. If dropped, then ignited after fall time of what is the equivalent of 7ft.
|
||
|
# If the rocket is 2 stage, then ignite the second stage when 1st has burned out.
|
||
|
var f_lbs = 0;# pounds force (lbf)
|
||
|
if (me.life_time > me.drop_time) {
|
||
|
f_lbs = me.force_lbs_1;
|
||
|
}
|
||
|
if (me.life_time > me.stage_1_duration + me.drop_time) {
|
||
|
f_lbs = me.force_lbs_2;
|
||
|
}
|
||
|
if (me.life_time > (me.drop_time + me.stage_1_duration + me.stage_2_duration)) {
|
||
|
f_lbs = 0;
|
||
|
}
|
||
|
if (f_lbs < 1) {
|
||
|
me.smoke_prop.setBoolValue(0);
|
||
|
} else {
|
||
|
me.smoke_prop.setBoolValue(1);
|
||
|
}
|
||
|
|
||
|
# Get total old speed.
|
||
|
var d_east_ft = me.s_east * dt;
|
||
|
var d_north_ft = me.s_north * dt;
|
||
|
var d_down_ft = me.s_down * dt;
|
||
|
var dist_h_ft = math.sqrt((d_east_ft*d_east_ft)+(d_north_ft*d_north_ft));
|
||
|
var total_s_ft = math.sqrt((dist_h_ft*dist_h_ft)+(d_down_ft*d_down_ft));
|
||
|
|
||
|
# get old attitude
|
||
|
var pitch_deg = me.pitch;
|
||
|
var hdg_deg = me.hdg;
|
||
|
|
||
|
if (me.rail == TRUE and me.rail_passed == FALSE) {
|
||
|
var u = getprop("velocities/uBody-fps");# wind from nose
|
||
|
var v = getprop("velocities/vBody-fps");# wind from side
|
||
|
var w = getprop("velocities/wBody-fps");# wind from below
|
||
|
|
||
|
var opposing_wind = u;
|
||
|
|
||
|
if (me.rail_forward == TRUE) {
|
||
|
pitch_deg = getprop("orientation/pitch-deg");
|
||
|
hdg_deg = getprop("orientation/heading-deg");
|
||
|
} else {
|
||
|
pitch_deg = 90;
|
||
|
opposing_wind = -w;
|
||
|
hdg_deg = me.Tgt.get_bearing();
|
||
|
}
|
||
|
|
||
|
var speed_on_rail = me.clamp(me.rail_speed_into_wind - opposing_wind, 0, 1000000);
|
||
|
var movement_on_rail = speed_on_rail * dt;
|
||
|
|
||
|
me.rail_pos = me.rail_pos + movement_on_rail;
|
||
|
if (me.rail_forward == TRUE) {
|
||
|
me.x = me.x - (movement_on_rail * FT2M);# negative cause positive is rear in body coordinates
|
||
|
} else {
|
||
|
me.z = me.z + (movement_on_rail * FT2M);# positive cause positive is up in body coordinates
|
||
|
}
|
||
|
#print("rail pos "~(me.rail_pos*FT2M));
|
||
|
}
|
||
|
|
||
|
# Get air density and speed of sound (fps):
|
||
|
#var alt_ft = me.altN.getValue(); don't declare this twice
|
||
|
var rs = rho_sndspeed(me.altN.getValue() + me.density_alt_diff);
|
||
|
var rho = rs[0];
|
||
|
var sound_fps = rs[1];
|
||
|
|
||
|
# density for 0ft and 50kft:
|
||
|
#print("0:"~rho_sndspeed(0)[0]); = 0.0023769
|
||
|
#print("50k:"~rho_sndspeed(50000)[0]); = 0.00036159
|
||
|
#
|
||
|
# a aim-9j can do 22G at sealevel, 13G at 50Kft
|
||
|
# 13G = 22G * 0.5909
|
||
|
#
|
||
|
# extra/inter-polation:
|
||
|
# f(x) = y1 + ((x - x1) / (x2 - x1)) * (y2 - y1)
|
||
|
# calculate its performance at current air density:
|
||
|
me.max_g_current = me.max_g+((rho-0.0023769)/(0.00036159-0.0023769))*(me.max_g*0.5909-me.max_g);
|
||
|
#print("Max G = "~me.max_g_current~" Rho = "~rho);
|
||
|
|
||
|
var old_speed_fps = total_s_ft / dt;
|
||
|
#print("aim "~old_speed_fps);
|
||
|
#print("ac "~(getprop("velocities/groundspeed-3D-kt")*KT2FPS));
|
||
|
me.old_speed_horz_fps = dist_h_ft / dt;
|
||
|
me.old_speed_fps = old_speed_fps;
|
||
|
|
||
|
if (me.rail == TRUE and me.rail_passed == FALSE) {
|
||
|
# if missile is still on rail, we replace the speed, with the speed into the wind from nose on the rail.
|
||
|
old_speed_fps = me.rail_speed_into_wind;
|
||
|
}
|
||
|
|
||
|
me.speed_m = old_speed_fps / sound_fps;
|
||
|
|
||
|
var Cd = me.drag_new(me.speed_m);
|
||
|
|
||
|
# Add drag to the total speed using Standard Atmosphere (15C sealevel temperature);
|
||
|
# rho is adjusted for altitude in environment.rho_sndspeed(altitude),
|
||
|
# Acceleration = thrust/mass - drag/mass;
|
||
|
var mass = me.weight_launch_lbs / slugs_to_lbs;
|
||
|
|
||
|
var acc = f_lbs / mass;
|
||
|
|
||
|
var q = 0.5 * rho * old_speed_fps * old_speed_fps;# dynamic pressure
|
||
|
var drag_acc = (Cd * q * me.eda) / mass;
|
||
|
|
||
|
# get total new speed (minus gravity)
|
||
|
var speed_change_fps = acc*dt - drag_acc*dt;
|
||
|
|
||
|
|
||
|
if(me.loft_alt != 0 and me.loft_alt < 10000)
|
||
|
{
|
||
|
# detect terrain for use in terrain following
|
||
|
me.nextGroundElevationMem[1] -= 1;
|
||
|
var geoPlus2 = nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, old_speed_fps, dt*5);
|
||
|
var geoPlus3 = nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, old_speed_fps, dt*10);
|
||
|
var geoPlus4 = nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, old_speed_fps, dt*20);
|
||
|
#var geoPlus5 = nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, old_speed_fps, dt*30);
|
||
|
var e1 = geo.elevation(me.coord.lat(), me.coord.lon());# This is done, to make sure is does not decline before it has passed obstacle.
|
||
|
var e2 = geo.elevation(geoPlus2.lat(), geoPlus2.lon());# This is the main one.
|
||
|
var e3 = geo.elevation(geoPlus3.lat(), geoPlus3.lon());# This is an extra, just in case there is an high cliff it needs longer time to climb.
|
||
|
var e4 = geo.elevation(geoPlus4.lat(), geoPlus4.lon());
|
||
|
#var e5 = geo.elevation(geoPlus5.lat(), geoPlus5.lon());
|
||
|
if (e1 != nil) {
|
||
|
me.nextGroundElevation = e1;
|
||
|
} else {
|
||
|
print("nil terrain, blame terrasync! Cruise-missile keeping altitude.");
|
||
|
}
|
||
|
if (e2 != nil and e2 > me.nextGroundElevation) {
|
||
|
me.nextGroundElevation = e2;
|
||
|
if (e2 > me.nextGroundElevationMem[0] or me.nextGroundElevationMem[1] < 0) {
|
||
|
me.nextGroundElevationMem[0] = e2;
|
||
|
me.nextGroundElevationMem[1] = 5;
|
||
|
}
|
||
|
}
|
||
|
if (me.nextGroundElevationMem[0] > me.nextGroundElevation) {
|
||
|
me.nextGroundElevation = me.nextGroundElevationMem[0];
|
||
|
}
|
||
|
if (e3 != nil and e3 > me.nextGroundElevation) {
|
||
|
me.nextGroundElevation = e3;
|
||
|
}
|
||
|
if (e4 != nil and e4 > me.nextGroundElevation) {
|
||
|
me.nextGroundElevation = e4;
|
||
|
}
|
||
|
#if (e5 != nil and e5 > me.nextGroundElevation) {
|
||
|
# me.nextGroundElevation = e5;
|
||
|
#}
|
||
|
}
|
||
|
|
||
|
#print("alt "~alt_ft);
|
||
|
|
||
|
#### Guidance.
|
||
|
|
||
|
if ( me.status == MISSILE_FLYING and me.free == FALSE and me.life_time > me.drop_time) {
|
||
|
if (me.rail == FALSE or me.rail_passed == TRUE) {
|
||
|
var success = me.guide(dt);
|
||
|
if (success == FALSE) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#print("steering "~me.track_signal_e~" deg up");
|
||
|
#Here will be set the max angle of pitch and the max angle of heading to avoid G overload
|
||
|
var myG = steering_speed_G(me.track_signal_e, me.track_signal_h, old_speed_fps, dt);
|
||
|
if(me.max_g_current < myG)
|
||
|
{
|
||
|
var MyCoef = max_G_Rotation(me.track_signal_e, me.track_signal_h, old_speed_fps, dt, me.max_g_current);
|
||
|
me.track_signal_e = me.track_signal_e * MyCoef;
|
||
|
me.track_signal_h = me.track_signal_h * MyCoef;
|
||
|
#print(sprintf("G1 %.2f", myG));
|
||
|
var myG2 = steering_speed_G(me.track_signal_e, me.track_signal_h, old_speed_fps, dt);
|
||
|
#print(sprintf("G2 %.2f", myG)~sprintf(" - Coeff %.2f", MyCoef));
|
||
|
#print(sprintf("Missile pulling almost max G: %.1f G", myG2));
|
||
|
}
|
||
|
#print(sprintf("G %.1f", myG));
|
||
|
if (me.all_aspect == 1 or me.rear_aspect() == 1) {
|
||
|
pitch_deg += me.track_signal_e;
|
||
|
hdg_deg += me.track_signal_h;
|
||
|
me.last_track_e = me.track_signal_e;
|
||
|
me.last_track_h = me.track_signal_h;
|
||
|
} else {
|
||
|
me.last_track_e = 0;
|
||
|
me.last_track_h = 0;
|
||
|
print("Heat seeking missile lost lock, attempting to reaquire..");
|
||
|
}
|
||
|
#print(sprintf("%.1f deg elev command done, desired pitch: %.1f deg", me.track_signal_e, pitch_deg));
|
||
|
#print(sprintf("%.1f deg bear command done", me.last_track_h));
|
||
|
|
||
|
#print("Still Tracking : Elevation ",me.track_signal_e,"Heading ",me.track_signal_h," Gload : ", myG );
|
||
|
|
||
|
}
|
||
|
|
||
|
# If we add gravity while the missile is guiding, the gravity speed will be added to total speed,
|
||
|
# which next update will be added in the direction the missile points, which we do not want.
|
||
|
# therefore only real gravity drop is added to gravity bombs.
|
||
|
|
||
|
var grav_bomb = FALSE;
|
||
|
if (me.force_lbs_1 == 0 and me.force_lbs_2 == 0) {
|
||
|
grav_bomb == TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
#print("p "~pitch_deg);
|
||
|
# Break speed change down total speed to North, East and Down components.
|
||
|
var speed_down_fps = - math.sin(pitch_deg * D2R) * (speed_change_fps + old_speed_fps);
|
||
|
var speed_horizontal_fps = math.cos(pitch_deg * D2R) * (speed_change_fps + old_speed_fps);
|
||
|
var speed_north_fps = math.cos(hdg_deg * D2R) * speed_horizontal_fps;
|
||
|
var speed_east_fps = math.sin(hdg_deg * D2R) * speed_horizontal_fps;
|
||
|
|
||
|
if (me.rail == TRUE and me.rail_passed == FALSE) {
|
||
|
# missile still on rail, lets calculate its speed relative to the wind coming in from the aircraft nose.
|
||
|
me.rail_speed_into_wind = me.rail_speed_into_wind + speed_change_fps;
|
||
|
}
|
||
|
|
||
|
if (grav_bomb == TRUE) {
|
||
|
# true gravity acc
|
||
|
speed_down_fps += g_fps * dt;
|
||
|
}
|
||
|
|
||
|
#var speed_down_fps = speed_down_change_fps;# + me.s_down
|
||
|
#var speed_north_fps = speed_north_change_fps;# + me.s_north
|
||
|
#var speed_east_fps = speed_east_change_fps;# + me.s_east
|
||
|
|
||
|
#var speed_horizontal_fps = math.sqrt(speed_north_fps*speed_north_fps+speed_east_fps*speed_east_fps);
|
||
|
|
||
|
|
||
|
|
||
|
#print("change: down="~speed_down_change_fps~" north="~speed_north_change_fps~" east="~speed_east_change_fps);
|
||
|
#print("new: down="~speed_down_fps~" north="~speed_north_fps~" east="~speed_east_fps);
|
||
|
#print("speed horz: "~speed_horizontal_fps~" (old: "~(dist_h_ft/dt)~")");
|
||
|
#print("speed: new="~new_speed_fps~" old="~old_speed_fps);
|
||
|
|
||
|
#if (new_speed_fps < 0) {
|
||
|
# drag can theoretically make the speed less than 0, this will prevent that from happening.
|
||
|
# new_speed_fps = 0;
|
||
|
#}
|
||
|
|
||
|
# Calculate altitude and elevation velocity vector (no incidence here).
|
||
|
|
||
|
#pitch_deg = math.atan2( speed_down_fps, speed_horizontal_fps ) * R2D;
|
||
|
|
||
|
# this is commented, cause the missile just falls due to gravity, it doesn't pitch
|
||
|
# a real missile would pitch ofc. but then have to calc how fuel affects CoG and its inertia/momentum
|
||
|
#
|
||
|
#me.pitch = pitch_deg;
|
||
|
#pitch_deg = me.pitch;
|
||
|
|
||
|
var dist_h_m = speed_horizontal_fps * dt * FT2M;
|
||
|
var alt_ft = me.altN.getValue() - ((speed_down_fps + g_fps * dt * !grav_bomb) * dt);
|
||
|
|
||
|
var new_speed_fps = math.sqrt(speed_horizontal_fps*speed_horizontal_fps+speed_down_fps*speed_down_fps);
|
||
|
|
||
|
#print(".");
|
||
|
|
||
|
#print(me.s_down);
|
||
|
#print(speed_down_fps);
|
||
|
#print(me.altN.getValue());
|
||
|
#print(alt_ft);
|
||
|
if (me.rail == FALSE or me.rail_passed == TRUE) {
|
||
|
# misssile not on rail, lets move it to next waypoint
|
||
|
me.coord.apply_course_distance(hdg_deg, dist_h_m);
|
||
|
me.coord.set_alt(alt_ft * FT2M);
|
||
|
} else {
|
||
|
# missile on rail, lets move it on the rail
|
||
|
new_speed_fps = me.rail_speed_into_wind;
|
||
|
me.coord = me.getGPS(me.x, me.y, me.z);
|
||
|
alt_ft = me.coord.alt() * M2FT;
|
||
|
}
|
||
|
|
||
|
|
||
|
# performance logging:
|
||
|
#setprop("logging/missile/dist-m", me.ac_init.distance_to(me.coord));
|
||
|
#setprop("logging/missile/alt-m", alt_ft * FT2M);
|
||
|
#setprop("logging/missile/speed-m", me.speed_m*1000);
|
||
|
#setprop("logging/missile/drag-lbf", Cd * q * me.eda);
|
||
|
#setprop("logging/missile/thrust-lbf", f_lbs);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
me.latN.setDoubleValue(me.coord.lat());
|
||
|
me.lonN.setDoubleValue(me.coord.lon());
|
||
|
me.altN.setDoubleValue(alt_ft);
|
||
|
me.pitchN.setDoubleValue(pitch_deg);
|
||
|
me.hdgN.setDoubleValue(hdg_deg);
|
||
|
|
||
|
# log missiles to unicsv
|
||
|
#setprop("/logging/missile/latitude-deg", me.coord.lat());
|
||
|
#setprop("/logging/missile/longitude-deg", me.coord.lon());
|
||
|
#setprop("/logging/missile/altitude-ft", alt_ft);
|
||
|
#setprop("/logging/missile/t-latitude-deg", me.t_coord.lat());
|
||
|
#setprop("/logging/missile/t-longitude-deg", me.t_coord.lon());
|
||
|
#setprop("/logging/missile/t-altitude-ft", me.t_coord.alt()*M2FT);
|
||
|
|
||
|
# set radar properties for use in selection view and HUD tracks.
|
||
|
var self = geo.aircraft_position();
|
||
|
me.ai.getNode("radar/bearing-deg", 1).setDoubleValue(self.course_to(me.coord));
|
||
|
var angleInv = me.clamp(self.distance_to(me.coord)/self.direct_distance_to(me.coord), -1, 1);
|
||
|
me.ai.getNode("radar/elevation-deg", 1).setDoubleValue((self.alt()>me.coord.alt()?-1:1)*math.acos(angleInv)*R2D);
|
||
|
me.ai.getNode("velocities/true-airspeed-kt",1).setDoubleValue(new_speed_fps * FPS2KT);
|
||
|
|
||
|
#### Proximity detection.
|
||
|
if ( me.status == MISSILE_FLYING and (me.rail == FALSE or me.rail_passed == TRUE)) {
|
||
|
#### check if the missile can keep the lock.
|
||
|
if ( me.free == FALSE ) {
|
||
|
var g = steering_speed_G(me.track_signal_e, me.track_signal_h, old_speed_fps, dt);
|
||
|
|
||
|
# Uncomment this line to check stats while flying:
|
||
|
#
|
||
|
#print(sprintf("Mach %02.1f", me.speed_m)~sprintf(" , time %03.1f s", me.life_time)~sprintf(" , thrust %03.1f lbf", f_lbs)~sprintf(" , G-force %02.2f", g));
|
||
|
#print(sprintf("Alt %05.1f", alt_ft));
|
||
|
if ( g > me.max_g_current and init_launch != 0) {
|
||
|
#print("lost lock "~g~"G");
|
||
|
# Target unreachable, fly free.
|
||
|
me.free = 1;
|
||
|
print("Missile attempted to pull too many G, it broke.");
|
||
|
}
|
||
|
if (me.guidance == "heat") {
|
||
|
var flareNode = me.Tgt.getFlareNode();
|
||
|
if (flareNode != nil) {
|
||
|
var flareString = flareNode.getValue();
|
||
|
if (flareString != nil) {
|
||
|
var flareVector = split(":", flareString);
|
||
|
if (flareVector != nil and size(flareVector) == 2 and flareVector[1] == "flare") {
|
||
|
var flareNumber = num(flareVector[0]);
|
||
|
if (flareNumber != nil and flareNumber != me.lastFlare) {
|
||
|
# target has released a new flare, lets check if it fools us
|
||
|
me.lastFlare = flareNumber;
|
||
|
var aspect = me.aspect() / 180;
|
||
|
var fooled = rand() < (0.2 + 0.1 * aspect);
|
||
|
# 20% chance to be fooled, extra up till 10% chance added if front aspect
|
||
|
if (fooled) {
|
||
|
# fooled by the flare
|
||
|
print("Missile fooled by flare");
|
||
|
me.free = 1;
|
||
|
} else {
|
||
|
print("Missile ignored flare");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
var v = me.poximity_detection();
|
||
|
|
||
|
if (v == FALSE) {
|
||
|
#print("exploded");
|
||
|
# We exploded, and start the sound propagation towards the plane
|
||
|
me.sndSpeed = sound_fps;
|
||
|
me.sndDistance = 0;
|
||
|
me.dt_last = systime();
|
||
|
me.sndPropagate();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
# record the velocities for the next loop.
|
||
|
me.s_north = speed_north_fps;
|
||
|
me.s_east = speed_east_fps;
|
||
|
me.s_down = speed_down_fps;
|
||
|
me.alt = alt_ft;
|
||
|
me.pitch = pitch_deg;
|
||
|
me.hdg = hdg_deg;
|
||
|
|
||
|
if (me.rail == FALSE or me.rail_pos > me.rail_dist_m * M2FT) {
|
||
|
me.rail_passed = TRUE;
|
||
|
#print("rail passed");
|
||
|
}
|
||
|
|
||
|
settimer(func me.flight(), update_loop_time, REAL_TIME);
|
||
|
|
||
|
},
|
||
|
|
||
|
# If is heat-seeking rear-aspect-only missile, check if it has good view on engine(s) and can keep lock.
|
||
|
rear_aspect: func () {
|
||
|
|
||
|
var offset = me.aspect();
|
||
|
|
||
|
if (offset < 45) {
|
||
|
# clear view of engine heat, keep the lock
|
||
|
rearAspect = 1;
|
||
|
} else {
|
||
|
# the greater angle away from clear engine view the greater chance of losing lock.
|
||
|
var offset_away = offset - 45;
|
||
|
var probability = offset_away/135;
|
||
|
rearAspect = rand() > probability;
|
||
|
}
|
||
|
|
||
|
#print ("RB-24J deviation from full rear-aspect: "~sprintf("%01.1f", offset)~" deg, keep IR lock on engine: "~rearAspect);
|
||
|
|
||
|
return rearAspect;# 1: keep lock, 0: lose lock
|
||
|
},
|
||
|
|
||
|
aspect: func () {
|
||
|
var rearAspect = 0;
|
||
|
|
||
|
var t_dist_m = me.coord.distance_to(me.t_coord);
|
||
|
var alt_delta_m = me.coord.alt() - me.t_coord.alt();
|
||
|
var elev_deg = math.atan2( alt_delta_m, t_dist_m ) * R2D;
|
||
|
var elevation_offset = elev_deg - me.Tgt.get_Pitch();
|
||
|
|
||
|
var course = me.t_coord.course_to(me.coord);
|
||
|
var heading_offset = course - me.Tgt.get_heading();
|
||
|
|
||
|
#
|
||
|
while (heading_offset < -180) {
|
||
|
heading_offset += 360;
|
||
|
}
|
||
|
while (heading_offset > 180) {
|
||
|
heading_offset -= 360;
|
||
|
}
|
||
|
while (elevation_offset < -180) {
|
||
|
elevation_offset += 360;
|
||
|
}
|
||
|
while (elevation_offset > 180) {
|
||
|
elevation_offset -= 360;
|
||
|
}
|
||
|
elevation_offset = math.abs(elevation_offset);
|
||
|
heading_offset = 180 - math.abs(heading_offset);
|
||
|
|
||
|
var offset = math.max(elevation_offset, heading_offset);
|
||
|
|
||
|
return offset;
|
||
|
},
|
||
|
|
||
|
# navigation and guidance
|
||
|
guide: func(dt) {
|
||
|
if (!me.Tgt.isValid()) {
|
||
|
# Lost of lock due to target disapearing:
|
||
|
# destroy missile
|
||
|
#print("invalid");
|
||
|
me.del();
|
||
|
return FALSE;
|
||
|
}
|
||
|
#print("track");
|
||
|
# Time interval since lock time or last track loop.
|
||
|
|
||
|
if (dt != nil) {
|
||
|
# Status = launched. Compute target position relative to seeker head.
|
||
|
|
||
|
# Get target position.
|
||
|
var t_alt = me.Tgt.get_altitude();
|
||
|
me.t_coord.set_latlon(me.Tgt.get_Latitude(), me.Tgt.get_Longitude(), t_alt * FT2M);
|
||
|
|
||
|
# Calculate current target elevation and azimut deviation.
|
||
|
var t_dist_m = me.coord.distance_to(me.t_coord);
|
||
|
var t_alt_delta_m = (t_alt - me.alt) * FT2M;
|
||
|
var t_elev_deg = math.atan2( t_alt_delta_m, t_dist_m ) * R2D;
|
||
|
me.curr_tgt_e = t_elev_deg - me.pitch;
|
||
|
var (t_course, dst) = courseAndDistance(me.coord, me.t_coord);
|
||
|
#var t_course = me.coord.course_to(me.t_coord);
|
||
|
me.curr_tgt_h = t_course - me.hdg;
|
||
|
#print();
|
||
|
#print(sprintf("Altitude above launch platform = %.1f ft", M2FT * (me.coord.alt()-me.ac.alt())));
|
||
|
|
||
|
|
||
|
# Compute gain to reduce target deviation to match an optimum 3 deg
|
||
|
# This augments steering by an additional 10 deg per second during
|
||
|
# the trajectory stage 1 seconds.
|
||
|
# Then, keep track of deviations at the end of these two initial 2 seconds.
|
||
|
var e_gain = 1;
|
||
|
var h_gain = 1;
|
||
|
|
||
|
if(me.curr_tgt_h < -180) {
|
||
|
me.curr_tgt_h += 360;
|
||
|
}
|
||
|
if(me.curr_tgt_h > 180) {
|
||
|
me.curr_tgt_h -= 360;
|
||
|
}
|
||
|
|
||
|
#print("tgt alt: "~t_alt~" me alt: "~me.alt);
|
||
|
#print(" absolute elevation: "~t_elev_deg~" relative elevation: "~me.curr_tgt_e);
|
||
|
#print(" absolute bearing: "~t_course~" relative bearing: "~me.curr_tgt_h);
|
||
|
#print(" distance along curvature: "~t_dist_m~" meter");
|
||
|
|
||
|
if(me.speed_m < me.min_speed_for_guiding) {
|
||
|
# it doesn't guide at lower speeds
|
||
|
e_gain = 0;
|
||
|
h_gain = 0;
|
||
|
me.update_count = -1;
|
||
|
#print("Not guiding (too low speed)");
|
||
|
} elsif (me.guidance == "semi-radar" and me.is_painted(me.Tgt) == FALSE) {
|
||
|
# if its semi-radar guided and the target is no longer painted
|
||
|
e_gain = 0;
|
||
|
h_gain = 0;
|
||
|
me.update_count = -1;
|
||
|
print("Not guiding (lost radar reflection, trying to reaquire)");
|
||
|
} elsif (me.curr_tgt_e > me.max_seeker_dev or me.curr_tgt_e < (-1 * me.max_seeker_dev)
|
||
|
or me.curr_tgt_h > me.max_seeker_dev or me.curr_tgt_h < (-1 * me.max_seeker_dev)) {
|
||
|
# target is not in missile seeker view anymore
|
||
|
print("Target is not in missile seeker view anymore");
|
||
|
me.free = 1;
|
||
|
e_gain = 0;
|
||
|
h_gain = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
var dev_e = me.curr_tgt_e;#
|
||
|
var dev_h = me.curr_tgt_h;#
|
||
|
|
||
|
#print(sprintf("curr: elev=%.1f", dev_e)~sprintf(" head=%.1f", dev_h));
|
||
|
if (me.last_deviation_e != nil) {
|
||
|
# its not our first seeker head move
|
||
|
me.update_count += 1;
|
||
|
# calculate if the seeker can keep up with the angular change of the target
|
||
|
|
||
|
# missile own movement is subtracted from this change due to seeker being on gyroscope
|
||
|
|
||
|
var dve_dist = dev_e - me.last_deviation_e + me.last_track_e;
|
||
|
var dvh_dist = dev_h - me.last_deviation_h + me.last_track_h;
|
||
|
var deviation_per_sec = math.sqrt(dve_dist*dve_dist+dvh_dist*dvh_dist)/dt;
|
||
|
|
||
|
if (deviation_per_sec > me.angular_speed) {
|
||
|
#print(sprintf("last-elev=%.1f", me.last_deviation_e)~sprintf(" last-elev-adj=%.1f", me.last_track_e));
|
||
|
#print(sprintf("last-head=%.1f", me.last_deviation_h)~sprintf(" last-head-adj=%.1f", me.last_track_h));
|
||
|
# lost lock due to angular speed limit
|
||
|
print(sprintf("%.1f deg/s too big angular change for seeker head.", deviation_per_sec));
|
||
|
#print(dt);
|
||
|
me.free = 1;
|
||
|
e_gain = 0;
|
||
|
h_gain = 0;
|
||
|
}
|
||
|
} else {
|
||
|
me.update_count = 0;
|
||
|
}
|
||
|
|
||
|
me.last_deviation_e = dev_e;
|
||
|
me.last_deviation_h = dev_h;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
######################################
|
||
|
### cruise, loft, cruise-missile ###
|
||
|
######################################
|
||
|
|
||
|
var loft_angle = 15;# notice Shinobi uses 26.5651 degs, but Raider1 found a source saying 10-20 degs.
|
||
|
var loft_minimum = 10;# miles
|
||
|
var cruise_minimum = 7.5;# miles
|
||
|
var cruise_or_loft = 0;
|
||
|
|
||
|
if(me.loft_alt != 0 and me.loft_alt < 10000) {
|
||
|
# this is for Air to ground/sea cruise missile (SCALP, Taurus, Tomahawk...)
|
||
|
var Daground = 0;# zero for sealevel in case target is ship. Don't shoot A/S missiles over terrain. :)
|
||
|
if(me.class == "A/G") {
|
||
|
Daground = me.nextGroundElevation * M2FT;
|
||
|
}
|
||
|
var loft_alt = me.loft_alt;
|
||
|
if (t_dist_m < me.old_speed_fps * 4 * FT2M and t_dist_m > me.old_speed_fps * 2.5 * FT2M) {
|
||
|
# the missile lofts a bit at the end to avoid APN to slam it into ground before target is reached.
|
||
|
# end here is between 2.5-4 seconds
|
||
|
loft_alt = me.loft_alt*2;
|
||
|
}
|
||
|
if (t_dist_m > me.old_speed_fps * 2.5 * FT2M) {# need to give the missile time to do final navigation
|
||
|
# it's 1 or 2 seconds for this kinds of missiles...
|
||
|
var t_alt_delta_ft = (loft_alt + Daground - me.alt);
|
||
|
#print("var t_alt_delta_m : "~t_alt_delta_m);
|
||
|
if(loft_alt + Daground > me.alt) {
|
||
|
# 200 is for a very short reaction to terrain
|
||
|
#print("Moving up");
|
||
|
dev_e = -me.pitch + math.atan2(t_alt_delta_ft, me.old_speed_fps * dt * 5) * R2D;
|
||
|
} else {
|
||
|
# that means a dive angle of 22.5° (a bit less
|
||
|
# coz me.alt is in feet) (I let this alt in feet on purpose (more this figure is low, more the future pitch is high)
|
||
|
#print("Moving down");
|
||
|
var slope = me.clamp(t_alt_delta_ft / 300, -5, 0);# the lower the desired alt is, the steeper the slope.
|
||
|
dev_e = -me.pitch + me.clamp(math.atan2(t_alt_delta_ft, me.old_speed_fps * dt * 5) * R2D, slope, 0);
|
||
|
}
|
||
|
cruise_or_loft = 1;
|
||
|
} elsif (t_dist_m > 500) {
|
||
|
# we put 9 feets up the target to avoid ground at the
|
||
|
# last minute...
|
||
|
#print("less than 1000 m to target");
|
||
|
#dev_e = -me.pitch + math.atan2(t_alt_delta_m + 100, t_dist_m) * R2D;
|
||
|
#cruise_or_loft = 1;
|
||
|
} else {
|
||
|
#print("less than 500 m to target");
|
||
|
}
|
||
|
if (cruise_or_loft == 1) {
|
||
|
#print(" pitch "~me.pitch~" + dev_e "~dev_e);
|
||
|
}
|
||
|
} elsif (me.loft_alt != 0 and t_dist_m * M2NM > loft_minimum
|
||
|
and t_elev_deg < loft_angle #and t_elev_deg > -7.5
|
||
|
and me.dive_token == FALSE) {
|
||
|
# stage 1 lofting: due to target is more than 10 miles out and we havent reached
|
||
|
# our desired cruising alt, and the elevation to target is less than lofting angle.
|
||
|
# The -7.5 limit, is so the seeker don't lose track of target when lofting.
|
||
|
if (me.coord.alt() * M2FT < me.loft_alt) {
|
||
|
dev_e = -me.pitch + loft_angle;
|
||
|
#print(sprintf("Lofting %.1f degs, dev is %.1f", loft_angle, dev_e));
|
||
|
} else {
|
||
|
me.dive_token = TRUE;
|
||
|
#print("Cruise token");
|
||
|
}
|
||
|
cruise_or_loft = 1;
|
||
|
} elsif (me.rail == TRUE and me.rail_forward == FALSE and t_dist_m * M2NM > cruise_minimum and me.dive_token == FALSE) {
|
||
|
# tube launched missile turns towards target
|
||
|
|
||
|
dev_e = -me.pitch + t_elev_deg;
|
||
|
#print("Turning, desire "~t_elev_deg~" degs pitch.");
|
||
|
cruise_or_loft = 1;
|
||
|
if (math.abs(me.curr_tgt_e) < 5) {
|
||
|
me.dive_token = TRUE;
|
||
|
#print("Is last turn, APN takes it from here..")
|
||
|
}
|
||
|
} elsif (t_elev_deg < 0 and me.life_time < me.stage_1_duration+me.stage_2_duration+me.drop_time
|
||
|
and t_dist_m * M2NM > cruise_minimum) {
|
||
|
# stage 1/2 cruising: keeping altitude since target is below and more than 5 miles out
|
||
|
|
||
|
var attitude = math.asin((g_fps * dt)/me.old_speed_fps)*R2D;
|
||
|
|
||
|
dev_e = -me.pitch + attitude;
|
||
|
#print("Cruising, desire "~attitude~" degs pitch.");
|
||
|
cruise_or_loft = 1;
|
||
|
me.dive_token = TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
###########################################
|
||
|
### augmented proportional navigation ###
|
||
|
###########################################
|
||
|
|
||
|
var dist_curr = me.coord.distance_to(me.t_coord);
|
||
|
var dist_curr_direct = me.coord.direct_distance_to(me.t_coord);
|
||
|
if (h_gain != 0 and me.dist_last != nil and me.last_tgt_h != nil) {
|
||
|
# augmented proportional navigation for heading
|
||
|
var horz_closing_rate_fps = me.clamp((me.dist_last - dist_curr)*M2FT/dt, 0.1, 1000000);#clamped due to cruise missiles that can fly slower than target.
|
||
|
var proportionality_constant = 3;#ja37.clamp(me.map(me.speed_m, 2, 5, 5, 3), 3, 5);#
|
||
|
#setprop("payload/armament/factor-pro2", proportionality_constant);
|
||
|
var c_dv = t_course-me.last_t_course;
|
||
|
if(c_dv < -180) {
|
||
|
c_dv += 360;
|
||
|
}
|
||
|
if(c_dv > 180) {
|
||
|
c_dv -= 360;
|
||
|
}
|
||
|
var line_of_sight_rate_rps = D2R*c_dv/dt;
|
||
|
|
||
|
|
||
|
# calculate target acc as normal to LOS line:
|
||
|
var t_heading = me.Tgt.get_heading();
|
||
|
var t_pitch = me.Tgt.get_Pitch();
|
||
|
var t_speed = me.Tgt.get_Speed()*KT2FPS;#true airspeed
|
||
|
var t_horz_speed = t_speed - math.abs(math.sin(t_pitch*D2R)*t_speed);
|
||
|
var t_LOS_norm_head = t_course + 90;
|
||
|
var t_LOS_norm_speed = math.cos((t_LOS_norm_head - t_heading)*D2R)*t_horz_speed;
|
||
|
|
||
|
if (me.last_t_norm_speed == nil) {
|
||
|
me.last_t_norm_speed = t_LOS_norm_speed;
|
||
|
}
|
||
|
|
||
|
var t_LOS_norm_acc = (t_LOS_norm_speed - me.last_t_norm_speed)/dt;
|
||
|
|
||
|
me.last_t_norm_speed = t_LOS_norm_speed;
|
||
|
|
||
|
# acceleration perpendicular to instantaneous line of sight in feet/sec^2
|
||
|
var acc_sideways_ftps2 = proportionality_constant*line_of_sight_rate_rps*horz_closing_rate_fps+proportionality_constant*t_LOS_norm_acc/2;
|
||
|
|
||
|
# now translate that sideways acc to an angle:
|
||
|
var velocity_vector_length_fps = me.old_speed_horz_fps;
|
||
|
var commanded_sideways_vector_length_fps = acc_sideways_ftps2*dt;
|
||
|
dev_h = math.atan2(commanded_sideways_vector_length_fps, velocity_vector_length_fps)*R2D;
|
||
|
|
||
|
#print(sprintf("LOS-rate=%.2f rad/s - closing-rate=%.1f ft/s",line_of_sight_rate_rps,horz_closing_rate_fps));
|
||
|
#print(sprintf("commanded-perpendicular-acceleration=%.1f ft/s^2", acc_sideways_ftps2));
|
||
|
#print(sprintf("horz leading by %.1f deg, commanding %.1f deg", me.curr_tgt_h, dev_h));
|
||
|
|
||
|
if (cruise_or_loft == 0 and me.last_cruise_or_loft == 0) {
|
||
|
# augmented proportional navigation for elevation
|
||
|
var vert_closing_rate_fps = me.clamp((me.dist_direct_last - dist_curr_direct)*M2FT/dt,0.1,1000000);
|
||
|
var line_of_sight_rate_up_rps = D2R*(t_elev_deg-me.last_t_elev_deg)/dt;
|
||
|
|
||
|
# calculate target acc as normal to LOS line: (up acc is positive)
|
||
|
var t_approach_bearing = t_course + 180;
|
||
|
var t_horz_speed_away_from_missile = -math.cos((t_approach_bearing - t_heading)*D2R)* t_horz_speed;
|
||
|
var t_horz_comp_speed = math.cos((90+t_elev_deg)*D2R)*t_horz_speed_away_from_missile;
|
||
|
var t_vert_comp_speed = math.sin(t_pitch*D2R)*t_speed*math.cos(t_elev_deg*D2R);
|
||
|
var t_LOS_elev_norm_speed = t_horz_comp_speed + t_vert_comp_speed;
|
||
|
|
||
|
if (me.last_t_elev_norm_speed == nil) {
|
||
|
me.last_t_elev_norm_speed = t_LOS_elev_norm_speed;
|
||
|
}
|
||
|
|
||
|
var t_LOS_elev_norm_acc = (t_LOS_elev_norm_speed - me.last_t_elev_norm_speed)/dt;
|
||
|
me.last_t_elev_norm_speed = t_LOS_elev_norm_speed;
|
||
|
|
||
|
var acc_upwards_ftps2 = proportionality_constant*line_of_sight_rate_up_rps*vert_closing_rate_fps+proportionality_constant*t_LOS_elev_norm_acc/2;
|
||
|
velocity_vector_length_fps = me.old_speed_fps;
|
||
|
var commanded_upwards_vector_length_fps = acc_upwards_ftps2*dt;
|
||
|
dev_e = math.atan2(commanded_upwards_vector_length_fps, velocity_vector_length_fps)*R2D;
|
||
|
#print(sprintf("vert leading by %.1f deg", me.curr_tgt_e));
|
||
|
}
|
||
|
}
|
||
|
me.dist_last = dist_curr;
|
||
|
me.dist_direct_last = dist_curr_direct;
|
||
|
me.t_alt_delta_last_m = t_alt_delta_m;
|
||
|
me.last_tgt_h = me.curr_tgt_h;
|
||
|
me.last_tgt_e = me.curr_tgt_e;
|
||
|
|
||
|
me.track_signal_e = dev_e * e_gain;
|
||
|
me.track_signal_h = dev_h * h_gain;
|
||
|
|
||
|
#print(sprintf("%.1f deg elevate command", me.track_signal_e));
|
||
|
#print(sprintf("%.1f deg bearing command, %.1f deg lead", me.track_signal_h, me.h_add));
|
||
|
|
||
|
me.last_t_course = t_course;
|
||
|
me.last_t_elev_deg = t_elev_deg;
|
||
|
me.last_cruise_or_loft = cruise_or_loft;
|
||
|
|
||
|
#print ("**** curr_tgt_e = ", me.curr_tgt_e," curr_tgt_h = ", me.curr_tgt_h, " me.track_signal_e = ", me.track_signal_e," me.track_signal_h = ", me.track_signal_h);
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
},
|
||
|
|
||
|
map: func (value, leftMin, leftMax, rightMin, rightMax) {
|
||
|
# Figure out how 'wide' each range is
|
||
|
var leftSpan = leftMax - leftMin;
|
||
|
var rightSpan = rightMax - rightMin;
|
||
|
|
||
|
# Convert the left range into a 0-1 range (float)
|
||
|
var valueScaled = (value - leftMin) / leftSpan;
|
||
|
|
||
|
# Convert the 0-1 range into a value in the right range.
|
||
|
return rightMin + (valueScaled * rightSpan);
|
||
|
},
|
||
|
|
||
|
poximity_detection: func {
|
||
|
var cur_dir_dist_m = me.coord.direct_distance_to(me.t_coord);
|
||
|
# Get current direct distance.
|
||
|
if ( me.direct_dist_m != nil and me.life_time > me.arming_time) {
|
||
|
#print("distance to target_m = "~cur_dir_dist_m~" prev_distance to target_m = "~me.direct_dist_m);
|
||
|
if ( cur_dir_dist_m > me.direct_dist_m and cur_dir_dist_m < 250) {
|
||
|
#print("passed target");
|
||
|
# Distance to target increase, trigger explosion.
|
||
|
me.explode("Passed target.");
|
||
|
return FALSE;
|
||
|
#} #elsif (cur_dir_dist_m < 15) {
|
||
|
# print("proximity fuse activated.");
|
||
|
#within killing distance, explode
|
||
|
#(this might not be how the real thing does, but due to this only being called every frame, might miss otherwise)
|
||
|
# me.explode();
|
||
|
# return(0);
|
||
|
}# elsif (me.free == 1 and cur_dir_dist_m < m.prox_dist) {
|
||
|
#print("Magnetic fuse active.");
|
||
|
# lost lock, magnetic detector checks if close enough to explode
|
||
|
#me.explode();
|
||
|
#return(0);
|
||
|
#}
|
||
|
if (me.life_time > me.selfdestruct_time) {
|
||
|
me.explode("Selfdestructed.");
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
####Ground interaction
|
||
|
var ground = geo.elevation(me.coord.lat(), me.coord.lon());
|
||
|
#print("Ground :",ground);
|
||
|
if(ground != nil and me.direct_dist_m != nil)
|
||
|
{
|
||
|
if(ground > me.coord.alt()) {
|
||
|
me.explode("Hit terrain.");
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
me.before_last_t_coord = geo.Coord.new(me.last_t_coord);
|
||
|
me.last_t_coord = geo.Coord.new(me.t_coord);
|
||
|
me.direct_dist_m = cur_dir_dist_m;
|
||
|
return TRUE;
|
||
|
},
|
||
|
|
||
|
explode: func (reason) {
|
||
|
# Get missile relative position to the target at last frame.
|
||
|
var t_bearing_deg = me.last_t_coord.course_to(me.last_coord);
|
||
|
var t_delta_alt_m = me.last_coord.alt() - me.last_t_coord.alt();
|
||
|
var new_t_alt_m = me.t_coord.alt() + t_delta_alt_m;
|
||
|
var t_dist_m = me.direct_dist_m;
|
||
|
|
||
|
var min_distance = me.direct_dist_m;
|
||
|
var explosion_coord = me.last_coord;
|
||
|
#print("min1 "~min_distance);
|
||
|
#print("last_t to t : "~me.last_t_coord.direct_distance_to(me.t_coord));
|
||
|
#print("last to current: "~me.last_coord.direct_distance_to(me.coord));
|
||
|
for (var i = 0.05; i < 1; i += 0.05) {
|
||
|
var t_coord = me.interpolate(me.last_t_coord, me.t_coord, i);
|
||
|
var coord = me.interpolate(me.last_coord, me.coord, i);
|
||
|
var dist = coord.direct_distance_to(t_coord);
|
||
|
if (dist < min_distance) {
|
||
|
min_distance = dist;
|
||
|
explosion_coord = coord;
|
||
|
}
|
||
|
}
|
||
|
#print("min2 "~min_distance);
|
||
|
if (me.before_last_coord != nil and me.before_last_t_coord != nil) {
|
||
|
for (var i = 0.05; i < 1; i += 0.05) {
|
||
|
var t_coord = me.interpolate(me.before_last_t_coord, me.last_t_coord, i);
|
||
|
var coord = me.interpolate(me.before_last_coord, me.last_coord, i);
|
||
|
var dist = coord.direct_distance_to(t_coord);
|
||
|
if (dist < min_distance) {
|
||
|
min_distance = dist;
|
||
|
explosion_coord = coord;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
me.coord = explosion_coord;
|
||
|
#print("min3 "~min_distance);
|
||
|
|
||
|
# Create impact coords from this previous relative position applied to target current coord.
|
||
|
me.t_coord.apply_course_distance(t_bearing_deg, t_dist_m);
|
||
|
me.t_coord.set_alt(new_t_alt_m);
|
||
|
var wh_mass = me.weight_whead_lbs / slugs_to_lbs;
|
||
|
#print("FOX2: me.direct_dist_m = ", me.direct_dist_m, " time ",getprop("sim/time/elapsed-sec"));
|
||
|
impact_report(me.t_coord, wh_mass, "missile"); # pos, alt, mass_slug,(speed_mps)
|
||
|
|
||
|
var phrase = sprintf( me.type~" exploded: %01.1f", min_distance) ~ " meters from: " ~ me.callsign;
|
||
|
print(phrase~" Reason: "~reason~sprintf(" time %.1f", me.life_time));
|
||
|
if (min_distance < 650000 ) {
|
||
|
if (getprop("payload/armament/msg")) {
|
||
|
setprop("/sim/multiplay/chat", armament.defeatSpamFilter(phrase));
|
||
|
} else {
|
||
|
setprop("/sim/messages/atc", phrase);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
me.ai.getNode("valid", 1).setBoolValue(0);
|
||
|
me.animate_explosion();
|
||
|
me.Tgt = nil;
|
||
|
},
|
||
|
|
||
|
interpolate: func (start, end, fraction) {
|
||
|
var x = (start.x()*(1-fraction)+end.x()*fraction);
|
||
|
var y = (start.y()*(1-fraction)+end.y()*fraction);
|
||
|
var z = (start.z()*(1-fraction)+end.z()*fraction);
|
||
|
|
||
|
var c = geo.Coord.new();
|
||
|
c.set_xyz(x,y,z);
|
||
|
|
||
|
return c;
|
||
|
},
|
||
|
|
||
|
# aircraft searching for lock
|
||
|
search: func {
|
||
|
if ( me.status == MISSILE_FLYING ) {
|
||
|
me.SwSoundVol.setDoubleValue(0);
|
||
|
me.SwSoundOnOff.setBoolValue(FALSE);
|
||
|
return;
|
||
|
} elsif ( me.status == MISSILE_STANDBY ) {
|
||
|
# Stand by.
|
||
|
me.SwSoundVol.setDoubleValue(0);
|
||
|
me.SwSoundOnOff.setBoolValue(FALSE);
|
||
|
me.trackWeak = 1;
|
||
|
return;
|
||
|
} elsif ( me.status > MISSILE_SEARCH ) {
|
||
|
# Locked or fired.
|
||
|
return;
|
||
|
}
|
||
|
#print("search");
|
||
|
# search.
|
||
|
if (1==1 or contact != me.Tgt) {
|
||
|
#print("search2");
|
||
|
if (contact != nil and contact.isValid() == TRUE and
|
||
|
( (contact.get_type() == radar_logic.SURFACE and me.class == "A/G")
|
||
|
or (contact.get_type() == radar_logic.AIR and me.class == "A/A")
|
||
|
or (contact.get_type() == radar_logic.MARINE and me.class == "A/G"))) {
|
||
|
#print("search3");
|
||
|
var tgt = contact; # In the radar range and horizontal field.
|
||
|
var rng = tgt.get_range();
|
||
|
var total_elev = deviation_normdeg(OurPitch.getValue(), tgt.getElevation()); # deg.
|
||
|
var total_horiz = deviation_normdeg(OurHdg.getValue(), tgt.get_bearing()); # deg.
|
||
|
# Check if in range and in the (square shaped here) seeker FOV.
|
||
|
var abs_total_elev = math.abs(total_elev);
|
||
|
var abs_dev_deg = math.abs(total_horiz);
|
||
|
if ((me.guidance != "semi-radar" or me.is_painted(tgt) == TRUE)
|
||
|
and rng < me.max_detect_rng and abs_total_elev < me.aim9_fov and abs_dev_deg < me.aim9_fov ) {
|
||
|
#print("search4");
|
||
|
me.status = MISSILE_LOCK;
|
||
|
me.SwSoundOnOff.setBoolValue(TRUE);
|
||
|
me.SwSoundVol.setDoubleValue(vol_weak_track);
|
||
|
me.trackWeak = 1;
|
||
|
me.Tgt = tgt;
|
||
|
|
||
|
me.callsign = me.Tgt.get_Callsign();
|
||
|
|
||
|
var time = props.globals.getNode("/sim/time/elapsed-sec", 1).getValue();
|
||
|
me.update_track_time = time;
|
||
|
|
||
|
settimer(func me.update_lock(), 0.1);
|
||
|
return;
|
||
|
} else {
|
||
|
me.Tgt = nil;
|
||
|
}
|
||
|
} else {
|
||
|
me.Tgt = nil;
|
||
|
}
|
||
|
}
|
||
|
me.SwSoundVol.setDoubleValue(me.vol_search);
|
||
|
me.SwSoundOnOff.setBoolValue(TRUE);
|
||
|
me.trackWeak = 1;
|
||
|
settimer(func me.search(), 0.1);
|
||
|
},
|
||
|
|
||
|
# Missile locked on target
|
||
|
update_lock: func() {
|
||
|
if ( me.Tgt == nil or me.status == MISSILE_FLYING) {
|
||
|
return TRUE;
|
||
|
}
|
||
|
if (me.status == MISSILE_SEARCH) {
|
||
|
# Status = searching.
|
||
|
#print("search commanded");
|
||
|
me.return_to_search();
|
||
|
return TRUE;
|
||
|
} elsif ( me.status == MISSILE_STANDBY ) {
|
||
|
# Status = stand-by.
|
||
|
me.reset_seeker();
|
||
|
me.SwSoundOnOff.setBoolValue(FALSE);
|
||
|
me.SwSoundVol.setDoubleValue(0);
|
||
|
me.trackWeak = 1;
|
||
|
return TRUE;
|
||
|
} elsif (!me.Tgt.isValid()) {
|
||
|
# Lost of lock due to target disapearing:
|
||
|
# return to search mode.
|
||
|
#print("invalid");
|
||
|
me.return_to_search();
|
||
|
return TRUE;
|
||
|
}
|
||
|
#print("lock");
|
||
|
# Time interval since lock time or last track loop.
|
||
|
|
||
|
var last_tgt_e = me.curr_tgt_e;
|
||
|
var last_tgt_h = me.curr_tgt_h;
|
||
|
if (me.status == MISSILE_LOCK) {
|
||
|
# Status = locked. Get target position relative to our aircraft.
|
||
|
me.curr_tgt_e = - deviation_normdeg(OurPitch.getValue(), me.Tgt.getElevation());
|
||
|
me.curr_tgt_h = - deviation_normdeg(OurHdg.getValue(), me.Tgt.get_bearing());
|
||
|
}
|
||
|
|
||
|
var time = props.globals.getNode("/sim/time/elapsed-sec", 1).getValue();
|
||
|
|
||
|
# Compute HUD reticle position.
|
||
|
if ( use_fg_default_hud == TRUE and me.status == MISSILE_LOCK ) {
|
||
|
var h_rad = (90 - me.curr_tgt_h) * D2R;
|
||
|
var e_rad = (90 - me.curr_tgt_e) * D2R;
|
||
|
var devs = develev_to_devroll(h_rad, e_rad);
|
||
|
var combined_dev_deg = devs[0];
|
||
|
var combined_dev_length = devs[1];
|
||
|
var clamped = devs[2];
|
||
|
if ( clamped ) { SW_reticle_Blinker.blink();}
|
||
|
else { SW_reticle_Blinker.cont();}
|
||
|
HudReticleDeg.setDoubleValue(combined_dev_deg);
|
||
|
HudReticleDev.setDoubleValue(combined_dev_length);
|
||
|
}
|
||
|
if (me.status != MISSILE_STANDBY ) {
|
||
|
var in_view = me.check_t_in_fov();
|
||
|
if (in_view == FALSE) {
|
||
|
#print("out of view");
|
||
|
me.return_to_search();
|
||
|
return TRUE;
|
||
|
}
|
||
|
# We are not launched yet: update_track() loops by itself at 10 Hz.
|
||
|
var dist = geo.aircraft_position().direct_distance_to(me.Tgt.get_Coord());
|
||
|
if (time - me.update_track_time > 1 and dist != nil and dist > (me.min_dist * NM2M)) {
|
||
|
# after 1 second we get solid track if target is further than minimum distance.
|
||
|
me.SwSoundOnOff.setBoolValue(TRUE);
|
||
|
me.SwSoundVol.setDoubleValue(vol_track);
|
||
|
me.trackWeak = 0;
|
||
|
} else {
|
||
|
me.SwSoundOnOff.setBoolValue(TRUE);
|
||
|
me.SwSoundVol.setDoubleValue(vol_weak_track);
|
||
|
me.trackWeak = 1;
|
||
|
}
|
||
|
if (contact == nil or (contact.getUnique() != nil and me.Tgt.getUnique() != nil and contact.getUnique() != me.Tgt.getUnique())) {
|
||
|
#print("oops ");
|
||
|
me.return_to_search();
|
||
|
return TRUE;
|
||
|
}
|
||
|
settimer(func me.update_lock(), 0.1);
|
||
|
}
|
||
|
return TRUE;
|
||
|
},
|
||
|
|
||
|
return_to_search: func {
|
||
|
me.status = MISSILE_SEARCH;
|
||
|
me.Tgt = nil;
|
||
|
me.SwSoundOnOff.setBoolValue(TRUE);
|
||
|
me.SwSoundVol.setDoubleValue(me.vol_search);
|
||
|
me.trackWeak = 1;
|
||
|
me.reset_seeker();
|
||
|
#print("return");
|
||
|
settimer(func me.search(), 0.1);
|
||
|
},
|
||
|
|
||
|
#
|
||
|
check_t_in_fov: func {
|
||
|
|
||
|
var total_elev = deviation_normdeg(OurPitch.getValue(), me.Tgt.getElevation()); # deg.
|
||
|
var total_horiz = deviation_normdeg(OurHdg.getValue(), me.Tgt.get_bearing()); # deg.
|
||
|
# Check if in range and in the (square shaped here) seeker FOV.
|
||
|
var abs_total_elev = math.abs(total_elev);
|
||
|
var abs_dev_deg = math.abs(total_horiz);
|
||
|
if (abs_total_elev < me.aim9_fov and abs_dev_deg < me.aim9_fov ) {
|
||
|
# Target out of FOV while still not launched, return to search loop.
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
|
||
|
|
||
|
# Used only when not launched.
|
||
|
# Compute seeker total angular position clamped to seeker max total angular rotation.
|
||
|
#me.seeker_dev_e += me.track_signal_e;
|
||
|
#me.seeker_dev_e = me.clamp_min_max(me.seeker_dev_e, me.max_seeker_dev);
|
||
|
#me.seeker_dev_h += me.track_signal_h;
|
||
|
#me.seeker_dev_h = me.clamp_min_max(me.seeker_dev_h, me.max_seeker_dev);
|
||
|
# Check target signal inside seeker FOV.
|
||
|
#var e_d = me.seeker_dev_e - me.aim9_fov;
|
||
|
#var e_u = me.seeker_dev_e + me.aim9_fov;
|
||
|
#var h_l = me.seeker_dev_h - me.aim9_fov;
|
||
|
#var h_r = me.seeker_dev_h + me.aim9_fov;
|
||
|
#if (me.status != MISSILE_FLYING and (me.curr_tgt_e < e_d or me.curr_tgt_e > e_u or me.curr_tgt_h < h_l or me.curr_tgt_h > h_r) ) {
|
||
|
# Target out of FOV while still not launched, return to search loop.
|
||
|
# return FALSE;
|
||
|
#}
|
||
|
#return TRUE;
|
||
|
},
|
||
|
|
||
|
#done
|
||
|
reset_steering: func {
|
||
|
me.track_signal_e = 0;
|
||
|
me.track_signal_h = 0;
|
||
|
},
|
||
|
|
||
|
is_painted: func (target) {
|
||
|
if(target != nil and target.isPainted() != nil and target.isPainted() == TRUE) {
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
},
|
||
|
|
||
|
reset_seeker: func {
|
||
|
me.curr_tgt_e = 0;
|
||
|
me.curr_tgt_h = 0;
|
||
|
me.seeker_dev_e = 0;
|
||
|
me.seeker_dev_h = 0;
|
||
|
settimer(func { HudReticleDeg.setDoubleValue(0) }, 2);
|
||
|
interpolate(HudReticleDev, 0, 2);
|
||
|
me.reset_steering()
|
||
|
},
|
||
|
|
||
|
|
||
|
#done
|
||
|
clamp_min_max: func (v, mm) {
|
||
|
if ( v < -mm ) {
|
||
|
v = -mm;
|
||
|
} elsif ( v > mm ) {
|
||
|
v = mm;
|
||
|
}
|
||
|
return(v);
|
||
|
},
|
||
|
|
||
|
clamp: func(v, min, max) { v < min ? min : v > max ? max : v },
|
||
|
|
||
|
animation_flags_props: func {
|
||
|
# Create animation flags properties.
|
||
|
var msl_path = "payload/armament/"~me.type_lc~"/flags/msl-id-" ~ me.ID;
|
||
|
me.msl_prop = props.globals.initNode( msl_path, 1, "BOOL", 1);
|
||
|
var smoke_path = "payload/armament/"~me.type_lc~"/flags/smoke-id-" ~ me.ID;
|
||
|
me.smoke_prop = props.globals.initNode( smoke_path, 0, "BOOL", 1);
|
||
|
var explode_path = "payload/armament/"~me.type_lc~"/flags/explode-id-" ~ me.ID;
|
||
|
me.explode_prop = props.globals.initNode( explode_path, 0, "BOOL", 1);
|
||
|
var explode_smoke_path = "payload/armament/"~me.type_lc~"/flags/explode-smoke-id-" ~ me.ID;
|
||
|
me.explode_smoke_prop = props.globals.initNode( explode_smoke_path, 0, "BOOL", 1);
|
||
|
var explode_sound_path = "payload/armament/flags/explode-sound-on-" ~ me.ID;;
|
||
|
me.explode_sound_prop = props.globals.initNode( explode_sound_path, 0, "BOOL", 1);
|
||
|
var explode_sound_vol_path = "payload/armament/flags/explode-sound-vol-" ~ me.ID;;
|
||
|
me.explode_sound_vol_prop = props.globals.initNode( explode_sound_vol_path, 0, "DOUBLE", 1);
|
||
|
},
|
||
|
|
||
|
|
||
|
#done
|
||
|
animate_explosion: func {
|
||
|
# a last position update to where the explosion happened:
|
||
|
me.latN.setDoubleValue(me.coord.lat());
|
||
|
me.lonN.setDoubleValue(me.coord.lon());
|
||
|
me.altN.setDoubleValue(me.coord.alt()*M2FT);
|
||
|
|
||
|
me.msl_prop.setBoolValue(0);
|
||
|
me.smoke_prop.setBoolValue(0);
|
||
|
me.explode_prop.setBoolValue(1);
|
||
|
settimer( func me.explode_prop.setBoolValue(0), 0.5 );
|
||
|
settimer( func me.explode_smoke_prop.setBoolValue(1), 0.5 );
|
||
|
settimer( func me.explode_smoke_prop.setBoolValue(0), 3 );
|
||
|
#var delay = me.Tgt.getNode("radar/range-nm").getValue()*4.689;
|
||
|
#settimer( func me.explode_sound_prop.setBoolValue(1), delay );
|
||
|
#settimer( func me.explode_sound_prop.setBoolValue(0), delay+3 );
|
||
|
},
|
||
|
|
||
|
sndPropagate: func {
|
||
|
var dt = getprop("sim/time/delta-sec");
|
||
|
if (dt == 0) {
|
||
|
#FG is likely paused
|
||
|
settimer(func me.sndPropagate(), 0.01);
|
||
|
return;
|
||
|
}
|
||
|
#dt = update_loop_time;
|
||
|
var elapsed = systime();
|
||
|
if (me.dt_last != 0) {
|
||
|
dt = (elapsed - me.dt_last) * getprop("sim/speed-up");
|
||
|
}
|
||
|
me.dt_last = elapsed;
|
||
|
|
||
|
me.ac = geo.aircraft_position();
|
||
|
var distance = me.coord.direct_distance_to(me.ac);
|
||
|
|
||
|
me.sndDistance = me.sndDistance + (me.sndSpeed * dt) * FT2M;
|
||
|
if(me.sndDistance > distance) {
|
||
|
var volume = math.pow(2.71828,(-.00025*(distance-1000)));
|
||
|
#print("explosion heard "~distance~"m vol:"~volume);
|
||
|
me.explode_sound_vol_prop.setDoubleValue(volume);
|
||
|
me.explode_sound_prop.setBoolValue(1);
|
||
|
settimer( func me.explode_sound_prop.setBoolValue(0), 3);
|
||
|
settimer( func me.del(), 4);
|
||
|
return;
|
||
|
} elsif (me.sndDistance > 5000) {
|
||
|
settimer(func { me.del(); }, 4 );
|
||
|
} else {
|
||
|
settimer(func me.sndPropagate(), 0.05);
|
||
|
return;
|
||
|
}
|
||
|
},
|
||
|
|
||
|
active: {},
|
||
|
flying: {},
|
||
|
};
|
||
|
|
||
|
|
||
|
# Create impact report.
|
||
|
|
||
|
#altitde-agl-ft DOUBLE
|
||
|
#impact
|
||
|
# elevation-m DOUBLE
|
||
|
# heading-deg DOUBLE
|
||
|
# latitude-deg DOUBLE
|
||
|
# longitude-deg DOUBLE
|
||
|
# pitch-deg DOUBLE
|
||
|
# roll-deg DOUBLE
|
||
|
# speed-mps DOUBLE
|
||
|
# type STRING
|
||
|
#valid "true" BOOL
|
||
|
|
||
|
|
||
|
var impact_report = func(pos, mass_slug, string) {
|
||
|
|
||
|
# Find the next index for "ai/models/model-impact" and create property node.
|
||
|
var n = props.globals.getNode("ai/models", 1);
|
||
|
for (var i = 0; 1; i += 1)
|
||
|
if (n.getChild(string, i, 0) == nil)
|
||
|
break;
|
||
|
var impact = n.getChild(string, i, 1);
|
||
|
|
||
|
impact.getNode("impact/elevation-m", 1).setDoubleValue(pos.alt());
|
||
|
impact.getNode("impact/latitude-deg", 1).setDoubleValue(pos.lat());
|
||
|
impact.getNode("impact/longitude-deg", 1).setDoubleValue(pos.lon());
|
||
|
impact.getNode("mass-slug", 1).setDoubleValue(mass_slug);
|
||
|
#impact.getNode("speed-mps", 1).setValue(speed_mps);
|
||
|
impact.getNode("valid", 1).setBoolValue(1);
|
||
|
impact.getNode("impact/type", 1).setValue("terrain");
|
||
|
|
||
|
var impact_str = "/ai/models/" ~ string ~ "[" ~ i ~ "]";
|
||
|
setprop("ai/models/model-impact", impact_str);
|
||
|
|
||
|
}
|
||
|
|
||
|
var steering_speed_G = func(steering_e_deg, steering_h_deg, s_fps, dt) {
|
||
|
# Get G number from steering (e, h) in deg, speed in ft/s.
|
||
|
var steer_deg = math.sqrt((steering_e_deg*steering_e_deg) + (steering_h_deg*steering_h_deg));
|
||
|
|
||
|
# next speed vector
|
||
|
var vector_next_x = math.cos(steer_deg*D2R)*s_fps;
|
||
|
var vector_next_y = math.sin(steer_deg*D2R)*s_fps;
|
||
|
|
||
|
# present speed vector
|
||
|
var vector_now_x = s_fps;
|
||
|
var vector_now_y = 0;
|
||
|
|
||
|
# subtract the vectors from each other
|
||
|
var dv = math.sqrt((vector_now_x - vector_next_x)*(vector_now_x - vector_next_x)+(vector_now_y - vector_next_y)*(vector_now_y - vector_next_y));
|
||
|
|
||
|
# calculate g-force
|
||
|
# dv/dt=a
|
||
|
var g = (dv/dt) / g_fps;
|
||
|
|
||
|
# old calc with circle:
|
||
|
#var radius_ft = math.abs(s_fps / math.sin(steer_deg*D2R));
|
||
|
#var g = ( (s_fps * s_fps) / radius_ft ) / g_fps;
|
||
|
#print("#### R = ", radius_ft, " G = ", g); ##########################################################
|
||
|
return g;
|
||
|
}
|
||
|
|
||
|
var semi_old_max_G_Rotation = func(steering_e_deg, steering_h_deg, s_fps, dt, gMax) {
|
||
|
for(var i = 1; i >= 0; i-=0.005) {
|
||
|
var new_g = steering_speed_G(steering_e_deg*i, steering_h_deg*i, s_fps, dt);
|
||
|
if (new_g < gMax) {
|
||
|
return i;
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
var max_G_Rotation = func(steering_e_deg, steering_h_deg, s_fps, dt, gMax) {
|
||
|
var guess = 1;
|
||
|
var coef = 1;
|
||
|
var lastgoodguess = 1;
|
||
|
|
||
|
for(var i=1;i<25;i+=1){
|
||
|
coef = coef/2;
|
||
|
var new_g = steering_speed_G(steering_e_deg*guess, steering_h_deg*guess, s_fps, dt);
|
||
|
if (new_g < gMax) {
|
||
|
lastgoodguess = guess;
|
||
|
guess = guess + coef;
|
||
|
} else {
|
||
|
guess = guess - coef;
|
||
|
}
|
||
|
}
|
||
|
return lastgoodguess;
|
||
|
}
|
||
|
|
||
|
var old_max_G_Rotation = func(steering_e_deg, steering_h_deg, s_fps, dt,gMax) {
|
||
|
# Get G number from steering (e, h) in deg, speed in ft/s.
|
||
|
#This function is for calculate the maximum angle without overload G
|
||
|
|
||
|
var steer_deg = math.sqrt((steering_e_deg*steering_e_deg) + (steering_h_deg*steering_h_deg));
|
||
|
var radius_ft = math.abs(s_fps / math.cos((90 - steer_deg)*D2R));
|
||
|
var g = ( (s_fps * s_fps) / radius_ft ) / g_fps;
|
||
|
|
||
|
#Isolation of Radius
|
||
|
if (s_fps < 1) {
|
||
|
s_fps = 1;
|
||
|
}
|
||
|
var radius_ft2 = ( s_fps * s_fps) / (gMax * 0.95 * g_fps);
|
||
|
if (math.abs(s_fps / radius_ft2) < 1) {
|
||
|
var steer_rad_theoric = math.acos(math.abs(s_fps/radius_ft2));
|
||
|
var steer_deg_theoric = 90 - (steer_rad_theoric * R2D);
|
||
|
} else {
|
||
|
var steer_rad_theoric = 1;
|
||
|
var steer_deg_theoric = 1;
|
||
|
}
|
||
|
|
||
|
var radius_ft_th = math.abs(s_fps / math.cos((90 -steer_deg_theoric)*D2R));
|
||
|
var g_th = ( (s_fps * s_fps) / radius_ft_th ) / g_fps;
|
||
|
|
||
|
#print ("Max G ", gMax , " Actual G " , g, " steer_deg_theoric ", steer_deg_theoric, " G theoretic=", g_th);
|
||
|
|
||
|
return (steer_deg_theoric / steer_deg);
|
||
|
}
|
||
|
|
||
|
|
||
|
# HUD clamped target blinker
|
||
|
SW_reticle_Blinker = aircraft.light.new("payload/armament/hud/hud-sw-reticle-switch", [0.1, 0.1]);
|
||
|
setprop("payload/armament/hud/hud-sw-reticle-switch/enabled", 1);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
var OurRoll = props.globals.getNode("orientation/roll-deg");
|
||
|
var eye_hud_m = 0.6;#pilot: -3.30 hud: -3.9
|
||
|
var hud_radius_m = 0.100;
|
||
|
|
||
|
#was in hud
|
||
|
var develev_to_devroll = func(dev_rad, elev_rad) {
|
||
|
var clamped = 0;
|
||
|
# Deviation length on the HUD (at level flight),
|
||
|
# 0.6686m = distance eye <-> virtual HUD screen.
|
||
|
var h_dev = eye_hud_m / ( math.sin(dev_rad) / math.cos(dev_rad) );
|
||
|
var v_dev = eye_hud_m / ( math.sin(elev_rad) / math.cos(elev_rad) );
|
||
|
# Angle between HUD center/top <-> HUD center/symbol position.
|
||
|
# -90° left, 0° up, 90° right, +/- 180° down.
|
||
|
var dev_deg = math.atan2( h_dev, v_dev ) * R2D;
|
||
|
# Correction with own a/c roll.
|
||
|
var combined_dev_deg = dev_deg - OurRoll.getValue();
|
||
|
# Lenght HUD center <-> symbol pos on the HUD:
|
||
|
var combined_dev_length = math.sqrt((h_dev*h_dev)+(v_dev*v_dev));
|
||
|
# clamp and squeeze the top of the display area so the symbol follow the egg shaped HUD limits.
|
||
|
var abs_combined_dev_deg = math.abs( combined_dev_deg );
|
||
|
var clamp = hud_radius_m;
|
||
|
if ( abs_combined_dev_deg >= 0 and abs_combined_dev_deg < 90 ) {
|
||
|
var coef = ( 90 - abs_combined_dev_deg ) * 0.00075;
|
||
|
if ( coef > 0.050 ) { coef = 0.050 }
|
||
|
clamp -= coef;
|
||
|
}
|
||
|
if ( combined_dev_length > clamp ) {
|
||
|
combined_dev_length = clamp;
|
||
|
clamped = 1;
|
||
|
}
|
||
|
var v = [combined_dev_deg, combined_dev_length, clamped];
|
||
|
return(v);
|
||
|
|
||
|
}
|
||
|
|
||
|
#was in radar
|
||
|
var deviation_normdeg = func(our_heading, target_bearing) {
|
||
|
var dev_norm = our_heading - target_bearing;
|
||
|
while (dev_norm < -180) dev_norm += 360;
|
||
|
while (dev_norm > 180) dev_norm -= 360;
|
||
|
return(dev_norm);
|
||
|
}
|
||
|
|
||
|
#was environment
|
||
|
var const_e = 2.71828183;
|
||
|
|
||
|
var rho_sndspeed = func(altitude) {
|
||
|
# Calculate density of air: rho
|
||
|
# at altitude (ft), using standard atmosphere,
|
||
|
# standard temperature T and pressure p.
|
||
|
|
||
|
var T = 0;
|
||
|
var p = 0;
|
||
|
if (altitude < 36152) {
|
||
|
# curve fits for the troposphere
|
||
|
T = 59 - 0.00356 * altitude;
|
||
|
p = 2116 * math.pow( ((T + 459.7) / 518.6) , 5.256);
|
||
|
} elsif ( 36152 < altitude and altitude < 82345 ) {
|
||
|
# lower stratosphere
|
||
|
T = -70;
|
||
|
p = 473.1 * math.pow( const_e , 1.73 - (0.000048 * altitude) );
|
||
|
} else {
|
||
|
# upper stratosphere
|
||
|
T = -205.05 + (0.00164 * altitude);
|
||
|
p = 51.97 * math.pow( ((T + 459.7) / 389.98) , -11.388);
|
||
|
}
|
||
|
|
||
|
var rho = p / (1718 * (T + 459.7));
|
||
|
|
||
|
# calculate the speed of sound at altitude
|
||
|
# a = sqrt ( g * R * (T + 459.7))
|
||
|
# where:
|
||
|
# snd_speed in feet/s,
|
||
|
# g = specific heat ratio, which is usually equal to 1.4
|
||
|
# R = specific gas constant, which equals 1716 ft-lb/slug/R
|
||
|
|
||
|
var snd_speed = math.sqrt( 1.4 * 1716 * (T + 459.7));
|
||
|
return [rho, snd_speed];
|
||
|
|
||
|
}
|
||
|
|
||
|
var nextGeoloc = func(lon, lat, heading, speed, dt, alt=100){
|
||
|
# lng & lat & heading, in degree, speed in fps
|
||
|
# this function should send back the futures lng lat
|
||
|
var distance = speed * dt * FT2M; # should be a distance in meters
|
||
|
#print("distance ", distance);
|
||
|
# much simpler than trigo
|
||
|
var NextGeo = geo.Coord.new().set_latlon(lon, lat, alt);
|
||
|
NextGeo.apply_course_distance(heading, distance);
|
||
|
return NextGeo;
|
||
|
}
|
||
|
|
||
|
#var AIM_instance = [nil, nil,nil,nil];#init aim-9
|
||
|
|
||
|
var spams = 0;
|
||
|
|
||
|
var defeatSpamFilter = func (str) {
|
||
|
spams += 1;
|
||
|
if (spams == 15) {
|
||
|
spams = 1;
|
||
|
}
|
||
|
str = str~":";
|
||
|
for (var i = 1; i <= spams; i+=1) {
|
||
|
str = str~".";
|
||
|
}
|
||
|
return str;
|
||
|
}
|