oprf_assets/BUK-M2/Nasal/guided-missiles.nas
2017-01-09 23:04:01 -08:00

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#################################################################################
#######
####### Guided/Cruise missiles, rockets and dumb/glide bombs code for Flightgear.
#######
####### License: GPL 2
#######
####### Authors:
####### Alexis Bory, Fabien Barbier, Justin Nicholson, Nikolai V. Chr.
#######
####### In addition, some code is derived from work by:
####### David Culp, Vivian Meazza, M. Franz
#######
##################################################################################
# Some notes about making weapons:
#
# Firstly make sure you read the comments (line 190+) below for the properties.
# For laser/gps guided gravity bombs make sure to set the max G very low, like 0.5G, to simulate them slowly adjusting to hit the target.
# Remember for air to air missiles the speed quoted in literature is normally the speed above the launch platform. I usually fly at the typical max usage
# regime for that missile, so for example for AIM-7 it would be at 40000 ft,
# there I make sure it can reach approx the max relative speed. For older missiles the max speed quoted is sometimes absolute speed though, so beware.
# If it quotes aerodynamic speed then its the absolute speed. Speeds quoted in in unofficial sources can be any of them,
# but if its around mach 5 for A/A its a good bet its absolute, only very few A/A missiles are likely hypersonic. (probably due to heat or fuel limitations)
# If you cannot find fuel weight in literature, you probably wont go far off with a value that is 1/4 to 1/3 of total launch weight for a A/A missile.
# Stage durations is allowed to be 0, so can thrust values. If there is no second stage, instead of just setting stage 2 thrust to 0,
# set stage 2 duration to 0 also. For unpowered munitions, set all thrusts to 0.
# For very low sea skimming missiles, be sure to set terrain following to false, you cannot have it both ways.
# Since if it goes very low (below 100ft), it cannot navigate terrain reliable.
# The property terrain following only goes into effect, if a cruise altitude is set below 10000ft and not set to 0.
# Cruise missiles against ground targets will always terrain follow, no matter that property.
# If literature quotes a max distance for a weapon, its a good bet it is under the condition that the target
# is approaching the launch platform with high speed and does not evade, and also if the launch platform is an aircraft,
# that it also is approaching the target with high speed. In other words, high closing rate. For example the AIM-7, which can hit bombers out at 32 NM,
# will often have to be within 3 NM of an escaping target to hit it (source). Missiles typically have significantly less range against an evading
# or escaping target than what is commonly believed. I typically fly at 40000 ft at mach 2, approach a target flying head-on with same speed and altitude,
# to test max range.
# When you test missiles against aircraft, be sure to do it with a framerate of 25+, else they will not hit very good, especially high speed missiles like
# Amraam or Phoenix. Also notice they generally not hit so close against Scenario/AI objects compared to MP aircraft due to the way these are updated.
# Laser and semi-radar guided munitions need the target to be painted to keep lock. Notice gps guided munition that are all aspect will never lose lock,
# whether they can 'see' the target or not.
# Remotely controlled navigation is not implemented, but the way it flies can be simulated by setting direct navigation with semi-radar or laser guidance.
#
#
# Usage:
#
# To create a weapon call AIM.new(pylon, type, description). The pylon is an integer from 0 or higher. When its launched it will read the pylon position in
# controls/armament/station[pylon+1]/offsets, where the position properties must be x-m, y-m and z-m. The type is just a string, the description is a string
# that is exposed in its radar properties under AI/models during flight.
# The model that is loaded and shown is located in the aircraft folder at the value of property payload/armament/models in a subfolder with same name as type.
# Inside the subfolder the xml file is called [lowercase type]-[pylon].xml
# To start making the missile try to get a lock, set its status to MISSILE_SEARCH and call search(), the missile will then keep trying to get a lock on 'contact'.
# 'contact' can be set to nil at any time or changed. To stop the search, just set its status to MISSILE_STANDBY. To resume the search you again have to set
# the status and call search().
# To release the munition at a target call release(), do this only after the missile has set its own status to MISSILE_LOCK.
# When using weapons without target, call releaseAtNothing() instead of release(), search() does not need to have been called beforehand.
# To then find out where it hit the ground check the impact report in AI/models. The impact report will contain warhead weight, but that will be zero if
# the weapon did not have time to arm before hitting ground.
# To drop the munition, without arming it nor igniting its engine, call eject().
#
#
# Limitations:
#
# The weapons use a simplified flight model that does not have AoA or sideslip. Mass balance, rotational inertia, wind is also not implemented. They also do not roll.
# If you fire a weapon and have HoT enabled in flightgear, they likely will not hit very precise.
# The weapons are highly dependant on framerate, so low frame rate will make them hit imprecise.
# APN does not take target sideslip and AoA into account when considering the targets acceleration. It assumes the target flies in the direction its pointed.
# The drag curves are tailored for sizable munitions, so it does not work well will bullet or cannon sized munition, submodels are better suited for that.
#
#
# Future features:
#
# Make ground hitting weapons hit all nearby targets, not just what its locked on.
# Chaff interaction for radar guided weapons.
# ECM disturbance of getting radar lock.
# Lock on jam. (advanced feature)
# After FG gets HLA: stop using MP chat for hit messages.
# Allow firing only if certain conditions are met. Like not being inverted when firing dropped weapons.
# Remote controlled guidance (advanced feature and probably not very practical in FG..yet)
# Ground launched rails/tubes that rotate towards target before firing.
# Make weapon unreliable by design, to simulate weapons which were unreliable, like Phoenix.
# Sub munitions that have their own guidance/FDM. (advanced)
# GPS guided munitions could have waypoints added.
# Specify terminal manouvres and preferred impact aspect.
# Limit guiding if needed so that the missile don't lose sight of target.
# Change flare to use helicopter property double.
# Make check for seeker FOV round instead of square.
# Consider to average the closing speed in proportional navigation. So get it between second last positions and current, instead of last to current.
# Drag coeff reduction due to exhaust plume.
# Proportional navigation should use vector math instead decomposition horizontal/vertical navigation.
# If closing speed is negative, consider to switch to pure pursuit from proportional navigation, the target might turn back into missile.
#
#
# Please report bugs and features to Nikolai V. Chr. | ForumUser: Necolatis | Callsign: Leto
var AcModel = props.globals.getNode("payload");
var OurHdg = props.globals.getNode("orientation/heading-deg");
var OurRoll = props.globals.getNode("orientation/roll-deg");
var OurPitch = props.globals.getNode("orientation/pitch-deg");
var OurAlpha = props.globals.getNode("orientation/alpha-deg");
var OurBeta = props.globals.getNode("orientation/side-slip-deg");
var deltaSec = props.globals.getNode("sim/time/delta-sec");
var speedUp = props.globals.getNode("sim/speed-up");
var noseAir = props.globals.getNode("velocities/uBody-fps");
var belowAir = props.globals.getNode("velocities/wBody-fps");
var HudReticleDev = props.globals.getNode("payload/armament/hud/reticle-total-deviation", 1);#polar coords
var HudReticleDeg = props.globals.getNode("payload/armament/hud/reticle-total-angle", 1);
var update_loop_time = 0.000;
var SIM_TIME = 0;
var REAL_TIME = 1;
var TRUE = 1;
var FALSE = 0;
var use_fg_default_hud = FALSE;
var MISSILE_STANDBY = -1;
var MISSILE_SEARCH = 0;
var MISSILE_LOCK = 1;
var MISSILE_FLYING = 2;
var AIR = 0;
var MARINE = 1;
var SURFACE = 2;
var ORDNANCE = 3;
var g_fps = 9.80665 * M2FT;
var slugs_to_lbm = 32.1740485564;
var const_e = 2.71828183;
var first_in_air = FALSE;# first missile is in the air, other missiles should not write to blade[x].
#
# The radar will make sure to keep this variable updated.
# Whatever is targeted and ready to be fired upon, should be set here.
#
var contact = nil;
#
# Contact should implement the following interface:
#
# get_type() - (AIR, MARINE, SURFACE or ORDNANCE)
# getUnique() - Used when comparing 2 targets to each other and determining if they are the same target.
# isValid() - If this target is valid
# getElevation()
# get_bearing()
# get_Callsign()
# get_range()
# get_Coord()
# get_Latitude()
# get_Longitude()
# get_altitude()
# get_Pitch()
# get_heading()
# getFlareNode() - Used for flares.
# isPainted() - Tells if this target is still being tracked by the launch platform, only used in semi-radar and laser guided missiles.
var AIM = {
#done
new : func (p, type = "AIM-9", sign = "Sidewinder") {
if(AIM.active[p] != nil) {
#do not make new missile logic if one exist for this pylon.
return -1;
}
var m = { parents : [AIM]};
# Args: p = Pylon.
m.type_lc = string.lc(type);
m.type = type;
m.deleted = FALSE;
m.status = MISSILE_STANDBY; # -1 = stand-by, 0 = searching, 1 = locked, 2 = fired.
m.free = 0; # 0 = status fired with lock, 1 = status fired but having lost lock.
m.trackWeak = 1;
m.prop = AcModel.getNode("armament/"~m.type_lc~"/").getChild("msl", 0, 1);
m.SwSoundOnOff = AcModel.getNode("armament/"~m.type_lc~"/sound-on-off");
m.SwSoundVol = AcModel.getNode("armament/"~m.type_lc~"/sound-volume");
m.PylonIndex = m.prop.getNode("pylon-index", 1).setValue(p);
m.ID = p;
m.pylon_prop = props.globals.getNode("controls/armament").getChild("station", p+1);
m.Tgt = nil;
m.callsign = "Unknown";
m.update_track_time = 0;
m.direct_dist_m = nil;
m.speed_m = 0;
# AIM specs:
m.fcs_fov = getprop("payload/armament/"~m.type_lc~"/FCS-field-deg") / 2; # fire control system total field of view
m.max_detect_rng = getprop("payload/armament/"~m.type_lc~"/max-fire-range-nm"); # max range that the FCS allows firing
m.max_seeker_dev = getprop("payload/armament/"~m.type_lc~"/seeker-field-deg") / 2; # missiles own seekers total FOV
m.force_lbf_1 = getprop("payload/armament/"~m.type_lc~"/thrust-lbf-stage-1"); # stage 1 thrust, set both stages to zero to simulate gravity bomb, set them to 1 to simulate glide bomb
m.force_lbf_2 = getprop("payload/armament/"~m.type_lc~"/thrust-lbf-stage-2"); # stage 2 thrust
m.stage_1_duration = getprop("payload/armament/"~m.type_lc~"/stage-1-duration-sec"); # stage 1 duration
m.stage_2_duration = getprop("payload/armament/"~m.type_lc~"/stage-2-duration-sec"); # stage 2 duration
m.weight_launch_lbm = getprop("payload/armament/"~m.type_lc~"/weight-launch-lbs"); # total weight of armament, including fuel and warhead.
m.weight_whead_lbm = getprop("payload/armament/"~m.type_lc~"/weight-warhead-lbs"); # warhead weight
m.weight_fuel_lbm = getprop("payload/armament/"~m.type_lc~"/weight-fuel-lbm"); # fuel weight [optional]. If this property is not present, it won't lose weight as the fuel is used.
m.Cd_base = getprop("payload/armament/"~m.type_lc~"/drag-coeff"); # drag coefficient
m.eda = getprop("payload/armament/"~m.type_lc~"/drag-area"); # normally is crosssection area of munition (without fins)
m.max_g = getprop("payload/armament/"~m.type_lc~"/max-g"); # max G-force the missile can pull at sealevel
m.arming_time = getprop("payload/armament/"~m.type_lc~"/arming-time-sec"); # time for weapon to arm
m.min_speed_for_guiding = getprop("payload/armament/"~m.type_lc~"/min-speed-for-guiding-mach"); # minimum speed before the missile steers, before it reaches this speed it will fly straight
m.selfdestruct_time = getprop("payload/armament/"~m.type_lc~"/self-destruct-time-sec"); # time before selfdestruct
m.guidance = getprop("payload/armament/"~m.type_lc~"/guidance"); # heat/radar/semi-radar/laser/gps/vision/unguided
m.navigation = getprop("payload/armament/"~m.type_lc~"/navigation"); # direct/PN/APN (use direct for bombs, use PN for very old missiles, use APN for modern missiles)
m.all_aspect = getprop("payload/armament/"~m.type_lc~"/all-aspect"); # set to false if missile only locks on reliably to rear of target aircraft
m.vol_search = getprop("payload/armament/"~m.type_lc~"/vol-search"); # sound volume when searcing
m.vol_track = getprop("payload/armament/"~m.type_lc~"/vol-track"); # sound volume when having lock
m.vol_track_weak = getprop("payload/armament/"~m.type_lc~"/vol-track-weak"); # sound volume before getting solid lock
m.angular_speed = getprop("payload/armament/"~m.type_lc~"/seeker-angular-speed-dps"); # only for heat/vision seeking missiles. Max angular speed that the target can move as seen from seeker, before seeker loses lock.
m.sun_lock = getprop("payload/armament/"~m.type_lc~"/lock-on-sun-deg"); # only for heat seeking missiles. If it looks at sun within this angle, it will lose lock on target.
m.loft_alt = getprop("payload/armament/"~m.type_lc~"/loft-altitude"); # if 0 then no snap up. Below 10000 then cruise altitude above ground. Above 10000 max altitude it will snap up to.
m.follow = getprop("payload/armament/"~m.type_lc~"/terrain-follow"); # used for anti-ship missiles that should be able to terrain follow instead of purely sea skimming.
m.min_dist = getprop("payload/armament/"~m.type_lc~"/min-fire-range-nm"); # it wont get solid lock before the target has this range
m.rail = getprop("payload/armament/"~m.type_lc~"/rail"); # if the weapon is rail or tube fired set to true. If dropped 7ft before ignited set to false.
m.rail_dist_m = getprop("payload/armament/"~m.type_lc~"/rail-length-m"); # length of tube/rail
m.rail_forward = getprop("payload/armament/"~m.type_lc~"/rail-point-forward"); # true for rail, false for rail/tube with a pitch
m.rail_pitch_deg = getprop("payload/armament/"~m.type_lc~"/rail-pitch-deg"); # Only used when rail is not forward. 90 for vertical tube.
m.class = getprop("payload/armament/"~m.type_lc~"/class"); # put in letters here that represent the types the missile can fire at. A=air, M=marine, G=ground
m.brevity = getprop("payload/armament/"~m.type_lc~"/fire-msg"); # what the pilot will call out over the comm when he fires this weapon
m.reportDist = getprop("payload/armament/"~m.type_lc~"/max-report-distance"); # max distance from target the missile will report that it has exploded, instead of just passed.
m.weapon_model = getprop("payload/armament/models")~type~"/"~m.type_lc~"-";
m.elapsed_last = 0;
m.target_air = find("A", m.class)==-1?FALSE:TRUE;
m.target_sea = find("M", m.class)==-1?FALSE:TRUE;#use M for marine, since S can be confused with surface.
m.target_gnd = find("G", m.class)==-1?FALSE:TRUE;
if (m.navigation == nil) {
m.navigation = "APN";
}
# Find the next index for "models/model" and create property node.
# Find the next index for "ai/models/aim-9" and create property node.
# (M. Franz, see Nasal/tanker.nas)
var n = props.globals.getNode("models", 1);
var i = 0;
for (i = 0; 1==1; i += 1) {
if (n.getChild("model", i, 0) == nil) {
break;
}
}
m.model = n.getChild("model", i, 1);
n = props.globals.getNode("ai/models", 1);
for (i = 0; 1==1; i += 1) {
if (n.getChild(m.type_lc, i, 0) == nil) {
break;
}
}
m.ai = n.getChild(m.type_lc, i, 1);
m.ai.getNode("valid", 1).setBoolValue(1);
m.ai.getNode("name", 1).setValue(type);
m.ai.getNode("sign", 1).setValue(sign);
#m.model.getNode("collision", 1).setBoolValue(0);
#m.model.getNode("impact", 1).setBoolValue(0);
var id_model = m.weapon_model ~ m.ID ~ ".xml";
m.model.getNode("path", 1).setValue(id_model);
m.life_time = 0;
# Create the AI position and orientation properties.
m.latN = m.ai.getNode("position/latitude-deg", 1);
m.lonN = m.ai.getNode("position/longitude-deg", 1);
m.altN = m.ai.getNode("position/altitude-ft", 1);
m.hdgN = m.ai.getNode("orientation/true-heading-deg", 1);
m.pitchN = m.ai.getNode("orientation/pitch-deg", 1);
m.rollN = m.ai.getNode("orientation/roll-deg", 1);
m.ac = nil;
m.coord = geo.Coord.new().set_latlon(0, 0, 0);
m.last_coord = nil;
m.before_last_coord = nil;
m.t_coord = geo.Coord.new().set_latlon(0, 0, 0);
m.last_t_coord = m.t_coord;
m.before_last_t_coord = nil;
m.speed_down_fps = nil;
m.speed_east_fps = nil;
m.speed_north_fps = nil;
m.alt_ft = nil;
m.pitch = nil;
m.hdg = nil;
# Nikolai V. Chr.
# The more variables here instead of declared locally, the better for performance.
# Due to garbage collector.
#
m.density_alt_diff = 0;
m.max_g_current = m.max_g;
m.old_speed_horz_fps = nil;
m.paused = 0;
m.old_speed_fps = 0;
m.dt = 0;
m.g = 0;
# navigation and guidance
m.last_deviation_e = nil;
m.last_deviation_h = nil;
m.last_track_e = 0;
m.last_track_h = 0;
m.guiding = TRUE;
m.t_alt = 0;
m.dist_curr = 0;
m.dist_curr_direct = 0;
m.t_elev_deg = 0;
m.t_course = 0;
m.dist_last = nil;
m.dist_direct_last = nil;
m.last_t_course = nil;
m.last_t_elev_deg = nil;
m.last_cruise_or_loft = FALSE;
m.last_t_norm_speed = nil;
m.last_t_elev_norm_speed = nil;
m.last_dt = 0;
m.dive_token = FALSE;
m.raw_steer_signal_elev = 0;
m.raw_steer_signal_head = 0;
m.cruise_or_loft = FALSE;
m.curr_deviation_e = 0;
m.curr_deviation_h = 0;
m.track_signal_e = 0;
m.track_signal_h = 0;
# cruise-missiles
m.nextGroundElevation = 0; # next Ground Elevation
m.nextGroundElevationMem = [-10000, -1];
#rail
m.drop_time = 0;
m.rail_passed = FALSE;
m.x = 0;
m.y = 0;
m.z = 0;
m.rail_pos = 0;
m.rail_speed_into_wind = 0;
# stats
m.maxMach = 0;
m.energyBleedKt = 0;
m.lastFlare = 0;
m.fooled = FALSE;
m.explodeSound = TRUE;
m.first = FALSE;
# these 3 is used for limiting spam to console:
m.heatLostLock = FALSE;
m.semiLostLock = FALSE;
m.tooLowSpeed = FALSE;
m.SwSoundOnOff.setBoolValue(FALSE);
m.SwSoundVol.setDoubleValue(m.vol_search);
#me.trackWeak = 1;
return AIM.active[m.ID] = m;
},
del: func {#GCD (garbage collection optimization done)
#print("deleted");
if (me.first == TRUE) {
me.resetFirst();
}
me.model.remove();
me.ai.remove();
if (me.status == MISSILE_FLYING) {
delete(AIM.flying, me.flyID);
} else {
delete(AIM.active, me.ID);
}
me.SwSoundVol.setDoubleValue(0);
me.deleted = TRUE;
},
getGPS: func(x, y, z, pitch) {#GCD
#
# get Coord from body position. x,y,z must be in meters.
# derived from Vivian's code in AIModel/submodel.cxx.
#
me.ac = geo.aircraft_position();
if(x == 0 and y==0 and z==0) {
return geo.Coord.new(me.ac);
}
me.ac_roll = OurRoll.getValue();
me.ac_pitch = pitch;
me.ac_hdg = OurHdg.getValue();
me.in = [0,0,0];
me.trans = [[0,0,0],[0,0,0],[0,0,0]];
me.out = [0,0,0];
me.in[0] = -x * M2FT;
me.in[1] = y * M2FT;
me.in[2] = z * M2FT;
# Pre-process trig functions:
me.cosRx = math.cos(-me.ac_roll * D2R);
me.sinRx = math.sin(-me.ac_roll * D2R);
me.cosRy = math.cos(-me.ac_pitch * D2R);
me.sinRy = math.sin(-me.ac_pitch * D2R);
me.cosRz = math.cos(me.ac_hdg * D2R);
me.sinRz = math.sin(me.ac_hdg * D2R);
# Set up the transform matrix:
me.trans[0][0] = me.cosRy * me.cosRz;
me.trans[0][1] = -1 * me.cosRx * me.sinRz + me.sinRx * me.sinRy * me.cosRz ;
me.trans[0][2] = me.sinRx * me.sinRz + me.cosRx * me.sinRy * me.cosRz;
me.trans[1][0] = me.cosRy * me.sinRz;
me.trans[1][1] = me.cosRx * me.cosRz + me.sinRx * me.sinRy * me.sinRz;
me.trans[1][2] = -1 * me.sinRx * me.cosRx + me.cosRx * me.sinRy * me.sinRz;
me.trans[2][0] = -1 * me.sinRy;
me.trans[2][1] = me.sinRx * me.cosRy;
me.trans[2][2] = me.cosRx * me.cosRy;
# Multiply the input and transform matrices:
me.out[0] = me.in[0] * me.trans[0][0] + me.in[1] * me.trans[0][1] + me.in[2] * me.trans[0][2];
me.out[1] = me.in[0] * me.trans[1][0] + me.in[1] * me.trans[1][1] + me.in[2] * me.trans[1][2];
me.out[2] = me.in[0] * me.trans[2][0] + me.in[1] * me.trans[2][1] + me.in[2] * me.trans[2][2];
# Convert ft to degrees of latitude:
me.out[0] = me.out[0] / (366468.96 - 3717.12 * math.cos(me.ac.lat() * D2R));
# Convert ft to degrees of longitude:
me.out[1] = me.out[1] / (365228.16 * math.cos(me.ac.lat() * D2R));
# Set submodel initial position:
me.mlat = me.ac.lat() + me.out[0];
me.mlon = me.ac.lon() + me.out[1];
me.malt = (me.ac.alt() * M2FT) + me.out[2];
me.c = geo.Coord.new();
me.c.set_latlon(me.mlat, me.mlon, me.malt * FT2M);
return me.c;
},
eject: func () {#GCD
me.stage_1_duration = 0;
me.force_lbf_1 = 0;
me.stage_2_duration = 0;
me.force_lbf_2 = 0;
me.arming_time = 5000;
me.rail = FALSE;
me.releaseAtNothing();
},
releaseAtNothing: func() {#GCD
me.Tgt = nil;
me.release();
},
release: func() {#GCn
# Release missile/bomb from its pylon/rail/tube and send it away.
#
me.status = MISSILE_FLYING;
me.flyID = rand();
AIM.flying[me.flyID] = me;
delete(AIM.active, me.ID);
me.animation_flags_props();
# Get the A/C position and orientation values.
me.ac = geo.aircraft_position();
me.ac_init = geo.Coord.new(me.ac);
var ac_roll = OurRoll.getValue();# positive is banking right
var ac_pitch = OurPitch.getValue();
var ac_hdg = OurHdg.getValue();
if (me.rail == TRUE) {
if (me.rail_forward == FALSE) {
ac_pitch = ac_pitch + me.rail_pitch_deg;
}
}
# Compute missile initial position relative to A/C center
me.x = me.pylon_prop.getNode("offsets/x-m").getValue();
me.y = me.pylon_prop.getNode("offsets/y-m").getValue();
me.z = me.pylon_prop.getNode("offsets/z-m").getValue();
var init_coord = me.getGPS(me.x, me.y, me.z, ac_pitch);
# Set submodel initial position:
var mlat = init_coord.lat();
var mlon = init_coord.lon();
var malt = init_coord.alt() * M2FT;
me.latN.setDoubleValue(mlat);
me.lonN.setDoubleValue(mlon);
me.altN.setDoubleValue(malt);
me.hdgN.setDoubleValue(ac_hdg);
if (me.rail == FALSE) {
# drop distance in time
me.drop_time = math.sqrt(2*7/g_fps);# time to fall 7 ft to clear aircraft
}
me.pitchN.setDoubleValue(ac_pitch);
me.rollN.setDoubleValue(0);
me.coord = geo.Coord.new(init_coord);
me.model.getNode("latitude-deg-prop", 1).setValue(me.latN.getPath());
me.model.getNode("longitude-deg-prop", 1).setValue(me.lonN.getPath());
me.model.getNode("elevation-ft-prop", 1).setValue(me.altN.getPath());
me.model.getNode("heading-deg-prop", 1).setValue(me.hdgN.getPath());
me.model.getNode("pitch-deg-prop", 1).setValue(me.pitchN.getPath());
me.model.getNode("roll-deg-prop", 1).setValue(me.rollN.getPath());
var loadNode = me.model.getNode("load", 1);
loadNode.setBoolValue(1);
# Get initial velocity vector (aircraft):
me.speed_down_fps = getprop("velocities/speed-down-fps");
me.speed_east_fps = getprop("velocities/speed-east-fps");
me.speed_north_fps = getprop("velocities/speed-north-fps");
if (me.rail == TRUE) {
if (me.rail_forward == FALSE) {
if (me.rail_pitch_deg == 90) {
# rail is actually a tube pointing upward
me.rail_speed_into_wind = -getprop("velocities/wBody-fps");# wind from below
} else {
#does not account for incoming airstream, yet.
me.rail_speed_into_wind = 0;
}
} else {
# rail is pointing forward
me.rail_speed_into_wind = getprop("velocities/uBody-fps");# wind from nose
}
}
me.alt_ft = malt;
me.pitch = ac_pitch;
me.hdg = ac_hdg;
if (getprop("sim/flight-model") == "jsb") {
# currently not supported in Yasim
me.density_alt_diff = getprop("fdm/jsbsim/atmosphere/density-altitude") - me.ac.alt()*M2FT;
}
# setup lofting and cruising
me.snapUp = me.loft_alt > 10000;
me.rotate_token = FALSE;
#if (me.Tgt != nil and me.snapUp == TRUE) {
#var dst = me.coord.distance_to(me.Tgt.get_Coord()) * M2NM;
#
#f(x) = y1 + ((x - x1) / (x2 - x1)) * (y2 - y1)
# me.loft_alt = me.loft_alt - ((me.max_detect_rng - 10) - (dst - 10))*500; original code
# me.loft_alt = 0+((dst-38)/(me.max_detect_rng-38))*(me.loft_alt-36000); originally for phoenix missile
# me.loft_alt = 0+((dst-10)/(me.max_detect_rng-10))*(me.loft_alt-0); also doesn't really work
# me.loft_alt = me.clamp(me.loft_alt, 0, 200000);
#printf("Loft to max %5d ft.", me.loft_alt);
#}
me.SwSoundVol.setDoubleValue(0);
me.trackWeak = 1;
#settimer(func { HudReticleDeg.setValue(0) }, 2);
#interpolate(HudReticleDev, 0, 2);
me.startMach = getprop("velocities/mach");
me.startAlt = getprop("position/altitude-ft");
me.startDist = 0;
me.maxAlt = me.startAlt;
if (me.Tgt != nil) {
me.startDist = me.ac_init.direct_distance_to(me.Tgt.get_Coord());
}
printf("Launch %s at %s.", me.type, me.callsign);
me.weight_current = me.weight_launch_lbm;
me.mass = me.weight_launch_lbm / slugs_to_lbm;
# find the fuel consumption - lbm/sec
if (me.weight_fuel_lbm == nil) {
me.weight_fuel_lbm = 0;
}
var energy1 = me.force_lbf_1 * me.stage_1_duration;
var energy2 = me.force_lbf_2 * me.stage_2_duration;
var energyT = energy1 + energy2;
var fuel_per_energy = me.weight_fuel_lbm / energyT;
me.fuel_per_sec_1 = (fuel_per_energy * energy1) / me.stage_1_duration;
me.fuel_per_sec_2 = (fuel_per_energy * energy2) / me.stage_2_duration;
# find the sun:
if(me.guidance == "heat") {
var sun_x = getprop("ephemeris/sun/local/x");
var sun_y = getprop("ephemeris/sun/local/x");
var sun_z = getprop("ephemeris/sun/local/x");
me.sun_power = getprop("/rendering/scene/diffuse/red");
me.sun = geo.Coord.new(me.ac_init);
me.sun.set_xyz(me.sun.x()+sun_x*200000, me.sun.y()+sun_y*200000, me.sun.z()+sun_z*200000);#heat seeking missiles don't fly far, so setting it 200Km away is fine.
}
me.lock_on_sun = FALSE;
me.flight();
loadNode.remove();
},
drag: func (mach) {#GCD
# Nikolai V. Chr.: Made the drag calc more in line with big missiles as opposed to small bullets.
#
# The old equations were based on curves for a conventional shell/bullet (no boat-tail),
# and derived from Davic Culps code in AIBallistic.
me.Cd = 0;
if (mach < 0.7) {
me.Cd = (0.0125 * mach + 0.20) * 5 * me.Cd_base;
} elsif (mach < 1.2 ) {
me.Cd = (0.3742 * math.pow(mach, 2) - 0.252 * mach + 0.0021 + 0.2 ) * 5 * me.Cd_base;
} else {
me.Cd = (0.2965 * math.pow(mach, -1.1506) + 0.2) * 5 * me.Cd_base;
}
return me.Cd;
},
maxG: func (rho, max_g_sealevel) {#GCD
# Nikolai V. Chr.: A function to determine max G-force depending on air density.
#
# density for 0ft and 50kft:
#print("0:"~rho_sndspeed(0)[0]); = 0.0023769
#print("50k:"~rho_sndspeed(50000)[0]); = 0.00036159
#
# Fact: An 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:
return max_g_sealevel+((rho-0.0023769)/(0.00036159-0.0023769))*(max_g_sealevel*0.5909-max_g_sealevel);
},
thrust: func () {#GCD
# Determine the thrust at this moment.
#
# 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.
#
me.thrust_lbf = 0;# pounds force (lbf)
if (me.life_time > me.drop_time) {
me.thrust_lbf = me.force_lbf_1;
}
if (me.life_time > me.stage_1_duration + me.drop_time) {
me.thrust_lbf = me.force_lbf_2;
}
if (me.life_time > (me.drop_time + me.stage_1_duration + me.stage_2_duration)) {
me.thrust_lbf = 0;
}
if (me.thrust_lbf < 1) {
me.smoke_prop.setBoolValue(0);
} else {
me.smoke_prop.setBoolValue(1);
}
return me.thrust_lbf;
},
speedChange: func (thrust_lbf, rho, Cd) {#GCD
# Calculate speed change from last update.
#
# Acceleration = thrust/mass - drag/mass;
me.acc = thrust_lbf / me.mass;
me.q = 0.5 * rho * me.old_speed_fps * me.old_speed_fps;# dynamic pressure
me.drag_acc = (me.Cd * me.q * me.eda) / me.mass;
# get total new speed change (minus gravity)
return me.acc*me.dt - me.drag_acc*me.dt;
},
energyBleed: func (gForce, altitude) {#GCD
# Bleed of energy from pulling Gs.
# This is very inaccurate, but better than nothing.
#
# First we get the speedloss due to normal drag:
me.b300 = me.bleed32800at0g();
me.b000 = me.bleed0at0g();
#
# We then subtract the normal drag from the loss due to G and normal drag.
me.b325 = me.bleed32800at25g()-me.b300;
me.b025 = me.bleed0at25g()-me.b000;
me.b300 = 0;
me.b000 = 0;
#
# We now find what the speedloss will be at sealevel and 32800 ft.
me.speedLoss32800 = me.b300 + ((gForce-0)/(25-0))*(me.b325 - me.b300);
me.speedLoss0 = me.b000 + ((gForce-0)/(25-0))*(me.b025 - me.b000);
#
# We then inter/extra-polate that to the currect density-altitude.
me.speedLoss = me.speedLoss0 + ((altitude-0)/(32800-0))*(me.speedLoss32800-me.speedLoss0);
#
# For good measure the result is clamped to below zero.
me.speedLoss = me.clamp(me.speedLoss, -100000, 0);
me.energyBleedKt += me.speedLoss * FPS2KT;
return me.speedLoss;
},
bleed32800at0g: func () {#GCD
me.loss_fps = 0 + ((me.last_dt - 0)/(15 - 0))*(-330 - 0);
return me.loss_fps*M2FT;
},
bleed32800at25g: func () {#GCD
me.loss_fps = 0 + ((me.last_dt - 0)/(3.5 - 0))*(-240 - 0);
return me.loss_fps*M2FT;
},
bleed0at0g: func () {#GCD
me.loss_fps = 0 + ((me.last_dt - 0)/(22 - 0))*(-950 - 0);
return me.loss_fps*M2FT;
},
bleed0at25g: func () {#GCD
me.loss_fps = 0 + ((me.last_dt - 0)/(7 - 0))*(-750 - 0);
return me.loss_fps*M2FT;
},
flight: func {#GCD
if (me.Tgt != nil and me.Tgt.isValid() == FALSE) {
print(me.type~": Target went away, deleting missile.");
me.del();
return;
}
me.dt = deltaSec.getValue();#TODO: time since last time nasal timers were called
if (me.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;
me.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.elapsed_last = me.elapsed-0.02;
}
me.init_launch = 0;
if (me.elapsed_last != 0) {
#if (getprop("sim/speed-up") == 1) {
me.dt = (me.elapsed - me.elapsed_last)*speedUp.getValue();
#} else {
# dt = getprop("sim/time/delta-sec")*getprop("sim/speed-up");
#}
me.init_launch = 1;
if(me.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
me.dt = 0.00001;
}
}
me.elapsed_last = me.elapsed;
me.life_time += me.dt;
me.thrust_lbf = me.thrust();# pounds force (lbf)
# Get total old speed, thats what we will use in next loop.
me.old_speed_horz_fps = math.sqrt((me.speed_east_fps*me.speed_east_fps)+(me.speed_north_fps*me.speed_north_fps));
me.old_speed_fps = math.sqrt((me.old_speed_horz_fps*me.old_speed_horz_fps)+(me.speed_down_fps*me.speed_down_fps));
me.setRadarProperties(me.old_speed_fps);
# Get air density and speed of sound (fps):
me.rs = me.rho_sndspeed(me.altN.getValue() + me.density_alt_diff);
me.rho = me.rs[0];
me.sound_fps = me.rs[1];
me.max_g_current = me.maxG(me.rho, me.max_g);
me.speed_m = me.old_speed_fps / me.sound_fps;
if (me.speed_m > me.maxMach) {
me.maxMach = me.speed_m;
}
me.Cd = me.drag(me.speed_m);
me.speed_change_fps = me.speedChange(me.thrust_lbf, me.rho, me.Cd);
if (me.last_dt != 0) {
me.speed_change_fps = me.speed_change_fps + me.energyBleed(me.g, me.altN.getValue() + me.density_alt_diff);
}
# Get target position.
if (me.Tgt != nil) {
me.t_coord = me.Tgt.get_Coord();
}
###################
#### Guidance.#####
###################
if (me.Tgt != nil and me.free == FALSE and me.guidance != "unguided"
and (me.rail == FALSE or me.rail_passed == TRUE)) {
#
# Here we figure out how to guide, navigate and steer.
#
me.guide();
me.limitG();
me.pitch += me.track_signal_e;
me.hdg += me.track_signal_h;
#printf("%.1f deg elevation command done, new pitch: %.1f deg", me.track_signal_e, pitch_deg);
#printf("%.1f deg bearing command done, new heading: %.1f", me.last_track_h, hdg_deg);
} else {
me.track_signal_e = 0;
me.track_signal_h = 0;
}
me.last_track_e = me.track_signal_e;
me.last_track_h = me.track_signal_h;
me.new_speed_fps = me.speed_change_fps + me.old_speed_fps;
if (me.new_speed_fps < 0) {
# drag and bleed can theoretically make the speed less than 0, this will prevent that from happening.
me.new_speed_fps = 0.001;
}
# Break speed change down total speed to North, East and Down components.
me.speed_down_fps = -math.sin(me.pitch * D2R) * me.new_speed_fps;
me.speed_horizontal_fps = math.cos(me.pitch * D2R) * me.new_speed_fps;
me.speed_north_fps = math.cos(me.hdg * D2R) * me.speed_horizontal_fps;
me.speed_east_fps = math.sin(me.hdg * D2R) * me.speed_horizontal_fps;
me.speed_down_fps += g_fps * me.dt;
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 + me.speed_change_fps;
} else {
# gravity acc makes the weapon pitch down
me.pitch = math.atan2(-me.speed_down_fps, me.speed_horizontal_fps ) * R2D;
}
#printf("down_s=%.1f grav=%.1f", me.speed_down_fps*me.dt, g_fps * me.dt * !grav_bomb * me.dt);
if (me.rail == TRUE and me.rail_passed == FALSE) {
me.u = noseAir.getValue();# airstream from nose
#var v = getprop("velocities/vBody-fps");# airstream from side
me.w = belowAir.getValue();# airstream from below
if (me.rail_forward == TRUE) {
me.pitch = OurPitch.getValue();
me.opposing_wind = me.u;
me.hdg = OurHdg.getValue();
} else {
me.pitch = OurPitch.getValue() + me.rail_pitch_deg;
if (me.rail_pitch_deg == 90) {
me.opposing_wind = -me.w;
} else {
# no incoming airstream if not vertical tube
me.opposing_wind = 0;
}
me.hdg = me.Tgt.get_bearing();
}
me.speed_on_rail = me.clamp(me.rail_speed_into_wind - me.opposing_wind, 0, 1000000);
me.movement_on_rail = me.speed_on_rail * me.dt;
me.rail_pos = me.rail_pos + me.movement_on_rail;
if (me.rail_forward == TRUE) {
me.x = me.x - (me.movement_on_rail * FT2M);# negative cause positive is rear in body coordinates
} elsif (me.rail_pitch_deg == 90) {
me.z = me.z + (me.movement_on_rail * FT2M);# positive cause positive is up in body coordinates
} else {
me.x = me.x - (me.movement_on_rail * FT2M);
}
}
if (me.rail == FALSE or me.rail_passed == TRUE) {
# misssile not on rail, lets move it to next waypoint
me.alt_ft = me.alt_ft - (me.speed_down_fps * me.dt);
me.dist_h_m = me.speed_horizontal_fps * me.dt * FT2M;
me.coord.apply_course_distance(me.hdg, me.dist_h_m);
me.coord.set_alt(me.alt_ft * FT2M);
} else {
# missile on rail, lets move it on the rail
if (me.rail_pitch_deg == 90 or me.rail_forward == TRUE) {
me.coord = me.getGPS(me.x, me.y, me.z, OurPitch.getValue());
} else {
# kind of a hack, but work
me.coord = me.getGPS(me.x, me.y, me.z, OurPitch.getValue()+me.rail_pitch_deg);
}
me.alt_ft = me.coord.alt() * M2FT;
# find its speed, for used in calc old speed
me.speed_down_fps = -math.sin(me.pitch * D2R) * me.rail_speed_into_wind;
me.speed_horizontal_fps = math.cos(me.pitch * D2R) * me.rail_speed_into_wind;
me.speed_north_fps = math.cos(me.hdg * D2R) * me.speed_horizontal_fps;
me.speed_east_fps = math.sin(me.hdg * D2R) * me.speed_horizontal_fps;
}
if (me.alt_ft > me.maxAlt) {
me.maxAlt = me.alt_ft;
}
# performance logging:
#
#var q = 0.5 * rho * me.old_speed_fps * me.old_speed_fps;
#setprop("logging/missile/dist-nm", me.ac_init.distance_to(me.coord)*M2NM);
#setprop("logging/missile/alt-m", me.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", thrust_lbf);
me.setFirst();
me.latN.setDoubleValue(me.coord.lat());
me.lonN.setDoubleValue(me.coord.lon());
me.altN.setDoubleValue(me.alt_ft);
me.pitchN.setDoubleValue(me.pitch);
me.hdgN.setDoubleValue(me.hdg);
# log missiles to unicsv for visualizing flightpath in Google Earth
#
#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);
##############################
#### Proximity detection.#####
##############################
if (me.rail == FALSE or me.rail_passed == TRUE) {
if ( me.free == FALSE ) {
# check if the missile overloaded with G force.
me.g = me.steering_speed_G(me.track_signal_e, me.track_signal_h, me.old_speed_fps, me.dt);
if ( me.g > me.max_g_current and me.init_launch != 0) {
me.free = TRUE;
printf("%s: Missile attempted to pull too many G, it broke.", me.type);
}
} else {
me.g = 0;
}
me.exploded = me.proximity_detection();
#
# Uncomment the following lines to check stats while flying:
#
#printf("Mach %02.2f , time %03.1f s , thrust %03.1f lbf , G-force %02.2f", me.speed_m, me.life_time, me.thrust_lbf, me.g);
#printf("Alt %05.1f ft , distance to target %02.1f NM", me.alt_ft, me.direct_dist_m*M2NM);
if (me.exploded == TRUE) {
printf("%s max absolute %.2f Mach. Max relative %.2f Mach. Max alt %6d ft.", me.type, me.maxMach, me.maxMach-me.startMach, me.maxAlt);
printf(" Fired at %s from %.1f Mach, %5d ft at %3d NM distance. Flew %0.1f NM.", me.callsign, me.startMach, me.startAlt, me.startDist * M2NM, me.ac_init.direct_distance_to(me.coord)*M2NM);
# We exploded, and start the sound propagation towards the plane
me.sndSpeed = me.sound_fps;
me.sndDistance = 0;
me.elapsed_last = systime();
if (me.explodeSound == TRUE) {
me.sndPropagate();
} else {
settimer( func me.del(), 10);
}
return;
}
} else {
me.g = 0;
}
# 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);
if (me.Tgt != nil) {
me.before_last_t_coord = geo.Coord.new(me.last_t_coord);
me.last_t_coord = geo.Coord.new(me.t_coord);
}
if (me.rail_passed == FALSE and (me.rail == FALSE or me.rail_pos > me.rail_dist_m * M2FT)) {
me.rail_passed = TRUE;
#print("rail passed");
}
# consume fuel
if (me.life_time > (me.drop_time + me.stage_1_duration + me.stage_2_duration)) {
me.weight_current = me.weight_launch_lbm - me.weight_fuel_lbm;
} elsif (me.life_time > (me.drop_time + me.stage_1_duration)) {
me.weight_current = me.weight_current - me.fuel_per_sec_2 * me.dt;
} elsif (me.life_time > me.drop_time) {
me.weight_current = me.weight_current - me.fuel_per_sec_1 * me.dt;
}
#printf("weight %0.1f", me.weight_current);
me.mass = me.weight_current / slugs_to_lbm;
me.last_dt = me.dt;
settimer(func me.flight(), update_loop_time, SIM_TIME);
},
setFirst: func() {#GCD
if (me.smoke_prop.getValue() == TRUE) {
if (me.first == TRUE or first_in_air == FALSE) {
# report position over MP for MP animation of smoke trail.
me.first = TRUE;
first_in_air = TRUE;
# using helicopter properties for reporting over MP. To mount this code on a helicopter, you best change that.
setprop("rotors/main/blade[0]/flap-deg", me.coord.lat());
setprop("rotors/main/blade[1]/flap-deg", me.coord.lon());
setprop("rotors/main/blade[2]/flap-deg", me.coord.alt());
}
} elsif (me.first == TRUE and me.life_time > me.drop_time + me.stage_1_duration + me.stage_2_duration) {
# this weapon was reporting its position over MP, but now its fuel has used up. So allow for another to do that.
me.resetFirst();
}
},
resetFirst: func() {#GCD
first_in_air = FALSE;
me.first = FALSE;
setprop("rotors/main/blade[0]/flap-deg", 0);
setprop("rotors/main/blade[1]/flap-deg", 0);
setprop("rotors/main/blade[2]/flap-deg", 0);
},
limitG: func () {#GCD
#
# Here will be set the max angle of pitch and the max angle of heading to avoid G overload
#
me.myG = me.steering_speed_G(me.track_signal_e, me.track_signal_h, me.old_speed_fps, me.dt);
if(me.max_g_current < me.myG)
{
me.MyCoef = me.max_G_Rotation(me.track_signal_e, me.track_signal_h, me.old_speed_fps, me.dt, me.max_g_current);
me.track_signal_e = me.track_signal_e * me.MyCoef;
me.track_signal_h = me.track_signal_h * me.MyCoef;
#print(sprintf("G1 %.2f", myG));
me.myG = me.steering_speed_G(me.track_signal_e, me.track_signal_h, me.old_speed_fps, me.dt);
#print(sprintf("G2 %.2f", myG)~sprintf(" - Coeff %.2f", MyCoef));
if (me.limitGs == FALSE) {
printf("%s: Missile pulling almost max G: %.1f G", me.type, me.myG);
}
}
if (me.limitGs == TRUE and me.myG > me.max_g_current/2) {
# Save the high performance manouving for later
me.track_signal_e = me.track_signal_e /2;
}
},
setRadarProperties: func (new_speed_fps) {#GCD
#
# Set missile radar properties for use in selection view, radar and HUD.
#
me.self = geo.aircraft_position();
me.ai.getNode("radar/bearing-deg", 1).setDoubleValue(me.self.course_to(me.coord));
me.ai.getNode("radar/elevation-deg", 1).setDoubleValue(me.getPitch(me.self, me.coord));
me.ai.getNode("velocities/true-airspeed-kt",1).setDoubleValue(new_speed_fps * FPS2KT);
},
rear_aspect: func () {#GCD
#
# If is heat-seeking rear-aspect-only missile, check if it has good view on engine(s) and can keep lock.
#
me.offset = me.aspect();
if (me.offset < 45) {
# clear view of engine heat, keep the lock
me.rearAspect = 1;
} else {
# the greater angle away from clear engine view the greater chance of losing lock.
me.offset_away = me.offset - 45;
me.probability = me.offset_away/135;
me.probability = me.probability*2.5;# The higher the factor, the less chance to keep lock.
me.rearAspect = rand() > me.probability;
}
#print ("RB-24J deviation from full rear-aspect: "~sprintf("%01.1f", offset)~" deg, keep IR lock on engine: "~rearAspect);
return me.rearAspect;# 1: keep lock, 0: lose lock
},
aspect: func () {#GCD
me.rearAspect = 0;
#var t_dist_m = me.coord.distance_to(me.t_coord);
#var alt_delta_m = me.coord.alt() - me.t_coord.alt();
me.elev_deg = me.getPitch(me.t_coord, me.coord);#math.atan2( alt_delta_m, t_dist_m ) * R2D; elevation to missile from target aircraft
me.elevation_offset = me.elev_deg - me.Tgt.get_Pitch();
me.courseA = me.t_coord.course_to(me.coord);
me.heading_offset = me.courseA - me.Tgt.get_heading();
#
while (me.heading_offset < -180) {
me.heading_offset += 360;
}
while (me.heading_offset > 180) {
me.heading_offset -= 360;
}
while (me.elevation_offset < -180) {
me.elevation_offset += 360;
}
while (me.elevation_offset > 180) {
me.elevation_offset -= 360;
}
me.elevation_offset = math.abs(me.elevation_offset);
me.heading_offset = 180 - math.abs(me.heading_offset);
me.offset = math.max(me.elevation_offset, me.heading_offset);
return me.offset;
},
guide: func() {#GCD
#
# navigation and guidance
#
me.raw_steer_signal_elev = 0;
me.raw_steer_signal_head = 0;
me.guiding = TRUE;
# Calculate current target elevation and azimut deviation.
me.t_alt = me.t_coord.alt()*M2FT;
#var t_alt_delta_m = (me.t_alt - me.alt_ft) * FT2M;
me.dist_curr = me.coord.distance_to(me.t_coord);
me.dist_curr_direct = me.coord.direct_distance_to(me.t_coord);
me.t_elev_deg = me.getPitch(me.coord, me.t_coord);#math.atan2( t_alt_delta_m, me.dist_curr ) * R2D;
me.t_course = me.coord.course_to(me.t_coord);
me.curr_deviation_e = me.t_elev_deg - me.pitch;
me.curr_deviation_h = me.t_course - me.hdg;
#var (t_course, me.dist_curr) = courseAndDistance(me.coord, me.t_coord);
#me.dist_curr = me.dist_curr * NM2M;
#printf("Altitude above launch platform = %.1f ft", M2FT * (me.coord.alt()-me.ac.alt()));
while(me.curr_deviation_h < -180) {
me.curr_deviation_h += 360;
}
while(me.curr_deviation_h > 180) {
me.curr_deviation_h -= 360;
}
me.checkForFlare();
me.checkForSun();
me.checkForGuidance();
me.canSeekerKeepUp();
me.cruiseAndLoft();
me.APN();# Proportional navigation
me.track_signal_e = me.raw_steer_signal_elev * !me.free * me.guiding;
me.track_signal_h = me.raw_steer_signal_head * !me.free * me.guiding;
#printf("%.1f deg elevate command desired", me.track_signal_e);
#printf("%.1f deg heading command desired", me.track_signal_h);
# record some variables for next loop:
me.dist_last = me.dist_curr;
me.dist_direct_last = me.dist_curr_direct;
me.last_t_course = me.t_course;
me.last_t_elev_deg = me.t_elev_deg;
me.last_cruise_or_loft = me.cruise_or_loft;
},
checkForFlare: func () {#GCD
#
# Check for being fooled by flare.
#
if (me.guidance == "heat") {
#
# TODO: Use Richards Emissary for this.
#
me.flareNode = me.Tgt.getFlareNode();
if (me.flareNode != nil) {
me.flareNumber = me.flareNode.getValue();
if (me.flareNumber != nil and me.flareNumber != 0) {
if (me.flareNumber != me.lastFlare) {
# target has released a new flare, lets check if it fools us
me.lastFlare = me.flareNumber;
me.aspectDeg = me.aspect() / 180;
me.fooled = rand() < (0.15 + 0.15 * me.aspectDeg);
# 15% chance to be fooled, extra up till 15% chance added if front aspect
if (me.fooled == TRUE) {
# fooled by the flare
print(me.type~": Missile fooled by flare");
me.free = TRUE;
} else {
print(me.type~": Missile ignored flare");
}
}
}
}
}
},
checkForSun: func () {
if (me.guidance == "heat" and me.sun_power > 0.6) {
# test for heat seeker locked on to sun
me.sun_dev_e = me.getPitch(me.coord, me.sun) - me.pitch;
me.sun_dev_h = me.coord.course_to(me.sun) - me.hdg;
while(me.sun_dev_h < -180) {
me.sun_dev_h += 360;
}
while(me.sun_dev_h > 180) {
me.sun_dev_h -= 360;
}
# now we check if the sun is behind the target, which is the direction the gyro seeker is pointed at:
me.sun_dev = math.sqrt((me.sun_dev_e-me.curr_deviation_e)*(me.sun_dev_e-me.curr_deviation_e)+(me.sun_dev_h-me.curr_deviation_h)*(me.sun_dev_h-me.curr_deviation_h));
if (me.sun_dev < me.sun_lock) {
print(me.type~": Locked onto sun, lost target. ");
me.lock_on_sun = TRUE;
me.free = TRUE;
}
}
},
checkForGuidance: func () {#GCD
if(me.speed_m < me.min_speed_for_guiding) {
# it doesn't guide at lower speeds
me.guiding = FALSE;
if (me.tooLowSpeed == FALSE) {
print(me.type~": Not guiding (too low speed)");
}
me.tooLowSpeed = TRUE;
} elsif ((me.guidance == "semi-radar" or me.guidance =="laser") and me.is_painted(me.Tgt) == FALSE) {
# if its semi-radar guided and the target is no longer painted
me.guiding = FALSE;
if (me.semiLostLock == FALSE) {
print(me.type~": Not guiding (lost radar reflection, trying to reaquire)");
}
me.semiLostLock = TRUE;
} elsif ((math.abs(me.curr_deviation_e) > me.max_seeker_dev or math.abs(me.curr_deviation_h) > me.max_seeker_dev) and me.guidance != "gps") {
# target is not in missile seeker view anymore
if (me.curr_deviation_e > me.max_seeker_dev) {
me.viewLost = "Target is above seeker view.";
} elsif (me.curr_deviation_e < (-1 * me.max_seeker_dev)) {
me.viewLost = "Target is below seeker view. "~(me.dist_curr*M2NM)~" NM and "~((me.coord.alt()-me.t_coord.alt())*M2FT)~" ft diff.";
} elsif (me.curr_deviation_h > me.max_seeker_dev) {
me.viewLost = "Target is right of seeker view.";
} else {
me.viewLost = "Target is left of seeker view.";
}
print(me.type~": Target is not in missile seeker view anymore. "~me.viewLost);
me.free = TRUE;
} elsif (me.all_aspect == FALSE and me.rear_aspect() == FALSE) {
me.guiding = FALSE;
if (me.heatLostLock == FALSE) {
print(me.type~": Missile lost heat lock, attempting to reaquire..");
}
me.heatLostLock = TRUE;
} elsif (me.life_time < me.drop_time) {
me.guiding = FALSE;
} elsif (me.semiLostLock == TRUE) {
print(me.type~": Reaquired radar reflection.");
me.semiLostLock = FALSE;
} elsif (me.heatLostLock == TRUE) {
print(me.type~": Regained heat lock.");
me.heatLostLock = FALSE;
} elsif (me.tooLowSpeed == TRUE) {
print(me.type~": Gained speed and started guiding.");
me.tooLowSpeed = FALSE;
}
},
canSeekerKeepUp: func () {#GCD
if (me.last_deviation_e != nil and (me.guidance == "heat" or me.guidance == "vision")) {
# 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
#
me.dve_dist = me.curr_deviation_e - me.last_deviation_e + me.last_track_e;
me.dvh_dist = me.curr_deviation_h - me.last_deviation_h + me.last_track_h;
me.deviation_per_sec = math.sqrt(me.dve_dist*me.dve_dist+me.dvh_dist*me.dvh_dist)/me.dt;
if (me.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
printf("%s: %.1f deg/s too fast angular change for seeker head.", me.type, me.deviation_per_sec);
me.free = TRUE;
}
}
me.last_deviation_e = me.curr_deviation_e;
me.last_deviation_h = me.curr_deviation_h;
},
cruiseAndLoft: func () {#GCD
#
# cruise, loft, cruise-missile
#
me.loft_angle = 15;# notice Shinobi used 26.5651 degs, but Raider1 found a source saying 10-20 degs.
me.cruise_or_loft = FALSE;
me.time_before_snap_up = me.drop_time * 3;
me.limitGs = FALSE;
if(me.loft_alt != 0 and me.snapUp == FALSE) {
# this is for Air to ground/sea cruise-missile (SCALP, Sea-Eagle, Taurus, Tomahawk, RB-15...)
# detect terrain for use in terrain following
me.nextGroundElevationMem[1] -= 1;
me.geoPlus2 = me.nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, me.old_speed_fps, me.dt*5);
me.geoPlus3 = me.nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, me.old_speed_fps, me.dt*10);
me.geoPlus4 = me.nextGeoloc(me.coord.lat(), me.coord.lon(), me.hdg, me.old_speed_fps, me.dt*20);
me.e1 = geo.elevation(me.coord.lat(), me.coord.lon());# This is done, to make sure is does not decline before it has passed obstacle.
me.e2 = geo.elevation(me.geoPlus2.lat(), me.geoPlus2.lon());# This is the main one.
me.e3 = geo.elevation(me.geoPlus3.lat(), me.geoPlus3.lon());# This is an extra, just in case there is an high cliff it needs longer time to climb.
me.e4 = geo.elevation(me.geoPlus4.lat(), me.geoPlus4.lon());
if (me.e1 != nil) {
me.nextGroundElevation = me.e1;
} else {
print(me.type~": nil terrain, blame terrasync! Cruise-missile keeping altitude.");
}
if (me.e2 != nil and me.e2 > me.nextGroundElevation) {
me.nextGroundElevation = me.e2;
if (me.e2 > me.nextGroundElevationMem[0] or me.nextGroundElevationMem[1] < 0) {
me.nextGroundElevationMem[0] = me.e2;
me.nextGroundElevationMem[1] = 5;
}
}
if (me.nextGroundElevationMem[0] > me.nextGroundElevation) {
me.nextGroundElevation = me.nextGroundElevationMem[0];
}
if (me.e3 != nil and me.e3 > me.nextGroundElevation) {
me.nextGroundElevation = me.e3;
}
if (me.e4 != nil and me.e4 > me.nextGroundElevation) {
me.nextGroundElevation = me.e4;
}
me.Daground = 0;# zero for sealevel in case target is ship. Don't shoot A/S missiles over terrain. :)
if(me.Tgt.get_type() == SURFACE or me.follow == TRUE) {
me.Daground = me.nextGroundElevation * M2FT;
}
me.loft_alt_curr = me.loft_alt;
if (me.dist_curr < me.old_speed_fps * 4 * FT2M and me.dist_curr > 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
me.loft_alt_curr = me.loft_alt*2;
}
if (me.dist_curr > 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...
me.t_alt_delta_ft = (me.loft_alt_curr + me.Daground - me.alt_ft);
#print("var t_alt_delta_m : "~t_alt_delta_m);
if(me.loft_alt_curr + me.Daground > me.alt_ft) {
# 200 is for a very short reaction to terrain
#print("Moving up");
me.raw_steer_signal_elev = -me.pitch + math.atan2(me.t_alt_delta_ft, me.old_speed_fps * me.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");
me.slope = me.clamp(me.t_alt_delta_ft / 300, -5, 0);# the lower the desired alt is, the steeper the slope.
me.raw_steer_signal_elev = -me.pitch + me.clamp(math.atan2(me.t_alt_delta_ft, me.old_speed_fps * me.dt * 5) * R2D, me.slope, 0);
}
me.cruise_or_loft = TRUE;
} elsif (me.dist_curr > 500) {
# we put 9 feets up the target to avoid ground at the
# last minute...
#print("less than 1000 m to target");
#me.raw_steer_signal_elev = -me.pitch + math.atan2(t_alt_delta_m + 100, me.dist_curr) * R2D;
#me.cruise_or_loft = 1;
} else {
#print("less than 500 m to target");
}
if (me.cruise_or_loft == TRUE) {
#print(" pitch "~me.pitch~" + me.raw_steer_signal_elev "~me.raw_steer_signal_elev);
}
} elsif (me.rail == TRUE and me.rail_forward == FALSE and me.rotate_token == FALSE) {
# tube launched missile turns towards target
me.raw_steer_signal_elev = -me.pitch + me.t_elev_deg;
#print("Turning, desire "~me.t_elev_deg~" degs pitch.");
me.cruise_or_loft = TRUE;
me.limitGs = TRUE;
if (math.abs(me.curr_deviation_e) < 7.5) {
me.rotate_token = TRUE;
#print("Is last turn, snap-up/PN takes it from here..")
}
} elsif (me.snapUp == TRUE and me.t_elev_deg > -25 and me.dist_curr * M2NM > 10
and me.t_elev_deg < me.loft_angle #and me.t_elev_deg > -7.5
and me.dive_token == FALSE) {
# 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.life_time < me.time_before_snap_up and me.coord.alt() * M2FT < me.loft_alt) {
#print("preparing for lofting");
me.cruise_or_loft = TRUE;
} elsif (me.coord.alt() * M2FT < me.loft_alt) {
me.raw_steer_signal_elev = -me.pitch + me.loft_angle;
me.limitGs = TRUE;
#print(sprintf("Lofting %.1f degs, dev is %.1f", me.loft_angle, me.raw_steer_signal_elev));
} else {
me.dive_token = TRUE;
#print("Stopped lofting");
}
me.cruise_or_loft = TRUE;
} elsif (me.snapUp == TRUE and me.coord.alt() > me.t_coord.alt() and me.last_cruise_or_loft == TRUE
and me.t_elev_deg > -25 and me.dist_curr * M2NM > 10) {
# cruising: keeping altitude since target is below and more than -45 degs down
me.ratio = (g_fps * me.dt)/me.old_speed_fps;
me.attitude = 0;
if (me.ratio < 1 and me.ratio > -1) {
me.attitude = math.asin(me.ratio)*R2D;
}
me.raw_steer_signal_elev = -me.pitch + me.attitude;
#print("Cruising, desire "~me.attitude~" degs pitch.");
me.cruise_or_loft = TRUE;
me.limitGs = TRUE;
me.dive_token = TRUE;
} elsif (me.last_cruise_or_loft == TRUE and math.abs(me.curr_deviation_e) > 7.5 and me.life_time > me.time_before_snap_up) {
# after cruising, point the missile in the general direction of the target, before APN starts guiding.
#print("Rotating toward target");
me.raw_steer_signal_elev = me.curr_deviation_e;
me.cruise_or_loft = TRUE;
#me.limitGs = TRUE;
}
},
APN: func () {#GCD
#
# augmented proportional navigation
#
if (me.guiding == TRUE and me.free == FALSE and me.dist_last != nil and me.last_dt != 0) {
# augmented proportional navigation for heading #
#################################################
if (me.navigation == "direct") {
me.raw_steer_signal_head = me.curr_deviation_h;
if (me.cruise_or_loft == FALSE) {
me.raw_steer_signal_elev = me.curr_deviation_e;
}
return;
} elsif (me.navigation == "PN") {
me.apn = 0;
} else {
me.apn = 1;
}
me.horz_closing_rate_fps = me.clamp(((me.dist_last - me.dist_curr)*M2FT)/me.dt, 0.1, 1000000);#clamped due to cruise missiles that can fly slower than target.
#printf("Horz closing rate: %5d ft/sec", me.horz_closing_rate_fps);
me.proportionality_constant = 3;
me.c_dv = me.t_course-me.last_t_course;
while(me.c_dv < -180) {
me.c_dv += 360;
}
while(me.c_dv > 180) {
me.c_dv -= 360;
}
me.line_of_sight_rate_rps = (D2R*me.c_dv)/me.dt;
#printf("LOS rate: %.4f rad/s", line_of_sight_rate_rps);
#if (me.before_last_t_coord != nil) {
# var t_heading = me.before_last_t_coord.course_to(me.t_coord);
# var t_dist = me.before_last_t_coord.distance_to(me.t_coord);
# var t_dist_dir = me.before_last_t_coord.direct_distance_to(me.t_coord);
# var t_climb = me.t_coord.alt() - me.before_last_t_coord.alt();
# var t_horz_speed = (t_dist*M2FT)/(me.dt+me.last_dt);
# var t_speed = (t_dist_dir*M2FT)/(me.dt+me.last_dt);
#} else {
# var t_heading = me.last_t_coord.course_to(me.t_coord);
# var t_dist = me.last_t_coord.distance_to(me.t_coord);
# var t_dist_dir = me.last_t_coord.direct_distance_to(me.t_coord);
# var t_climb = me.t_coord.alt() - me.last_t_coord.alt();
# var t_horz_speed = (t_dist*M2FT)/me.dt;
# var t_speed = (t_dist_dir*M2FT)/me.dt;
#}
#var t_pitch = math.atan2(t_climb,t_dist)*R2D;
# calculate target acc as normal to LOS line:
me.t_heading = me.Tgt.get_heading();
me.t_pitch = me.Tgt.get_Pitch();
me.t_speed = me.Tgt.get_Speed()*KT2FPS;#true airspeed
#if (me.last_t_coord.direct_distance_to(me.t_coord) != 0) {
# # taking sideslip and AoA into consideration:
# me.t_heading = me.last_t_coord.course_to(me.t_coord);
# me.t_climb = me.t_coord.alt() - me.last_t_coord.alt();
# me.t_dist = me.last_t_coord.distance_to(me.t_coord);
# me.t_pitch = math.atan2(me.t_climb, me.t_dist) * R2D;
#} elsif (me.Tgt.get_Speed() > 25) {
# target position was not updated since last loop.
# to avoid confusing the navigation, we just fly
# straight.
#print("not updated");
# return;
#}
me.t_horz_speed = math.abs(math.cos(me.t_pitch*D2R)*me.t_speed);
me.t_LOS_norm_head = me.t_course + 90;
me.t_LOS_norm_speed = math.cos((me.t_LOS_norm_head - me.t_heading)*D2R)*me.t_horz_speed;
if (me.last_t_norm_speed == nil) {
me.last_t_norm_speed = me.t_LOS_norm_speed;
}
me.t_LOS_norm_acc = (me.t_LOS_norm_speed - me.last_t_norm_speed)/me.dt;
me.last_t_norm_speed = me.t_LOS_norm_speed;
# acceleration perpendicular to instantaneous line of sight in feet/sec^2
me.acc_sideways_ftps2 = me.proportionality_constant*me.line_of_sight_rate_rps*me.horz_closing_rate_fps+me.apn*me.proportionality_constant*me.t_LOS_norm_acc/2;
#printf("horz acc = %.1f + %.1f", 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:
me.velocity_vector_length_fps = me.old_speed_horz_fps;
me.commanded_sideways_vector_length_fps = me.acc_sideways_ftps2*me.dt;
me.raw_steer_signal_head = math.atan2(me.commanded_sideways_vector_length_fps, me.velocity_vector_length_fps)*R2D;
#printf("Proportional lead: %0.1f deg horz", -(me.curr_deviation_h-me.raw_steer_signal_head));
#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_deviation_h, me.raw_steer_signal_head));
if (me.cruise_or_loft == FALSE) {# and me.last_cruise_or_loft == FALSE
# augmented proportional navigation for elevation #
###################################################
#print(me.navigation~" in fully control");
me.vert_closing_rate_fps = me.clamp(((me.dist_direct_last - me.dist_curr_direct)*M2FT)/me.dt, 0.1, 1000000);
#printf("Vert closing rate: %5d ft/sec", me.vert_closing_rate_fps);
me.line_of_sight_rate_up_rps = (D2R*(me.t_elev_deg-me.last_t_elev_deg))/me.dt;
# calculate target acc as normal to LOS line: (up acc is positive)
me.t_approach_bearing = me.t_course + 180;
# used to do this with trigonometry, but vector math is simpler to understand: (they give same result though)
me.t_LOS_elev_norm_speed = me.scalarProj(me.t_heading,me.t_pitch,me.t_speed,me.t_approach_bearing,me.t_elev_deg*-1 +90);
if (me.last_t_elev_norm_speed == nil) {
me.last_t_elev_norm_speed = me.t_LOS_elev_norm_speed;
}
me.t_LOS_elev_norm_acc = (me.t_LOS_elev_norm_speed - me.last_t_elev_norm_speed)/me.dt;
me.last_t_elev_norm_speed = me.t_LOS_elev_norm_speed;
me.acc_upwards_ftps2 = me.proportionality_constant*me.line_of_sight_rate_up_rps*me.vert_closing_rate_fps+me.apn*me.proportionality_constant*me.t_LOS_elev_norm_acc/2;
me.velocity_vector_length_fps = me.old_speed_fps;
me.commanded_upwards_vector_length_fps = me.acc_upwards_ftps2*me.dt;
me.raw_steer_signal_elev = math.atan2(me.commanded_upwards_vector_length_fps, me.velocity_vector_length_fps)*R2D;
# now compensate for the predicted gravity drop of attitude:
me.attitudePN = math.atan2(-(me.speed_down_fps+g_fps * me.dt), me.speed_horizontal_fps ) * R2D;
me.gravComp = me.pitch - me.attitudePN;
#printf("Gravity compensation %0.2f degs", me.gravComp);
me.raw_steer_signal_elev += me.gravComp;
#printf("Proportional lead: %0.1f deg elev", -(me.curr_deviation_e-me.raw_steer_signal_elev));
}
}
},
scalarProj: func (head, pitch, magn, projHead, projPitch) {#GCD
head = head*D2R;
pitch = pitch*D2R;
projHead = projHead*D2R;
projPitch = projPitch*D2R;
# Convert the 2 polar vectors to cartesian
me.ax = magn * math.cos(pitch) * math.cos(-head);
me.ay = magn * math.cos(pitch) * math.sin(-head);
me.az = magn * math.sin(pitch);
me.bx = 1 * math.cos(projPitch) * math.cos(-projHead);
me.by = 1 * math.cos(projPitch) * math.sin(-projHead);
me.bz = 1 * math.sin(projPitch);
# the dot product is the scalar projection.
me.result = (me.ax * me.bx + me.ay*me.by+me.az*me.bz)/1;
return me.result;
},
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);
},
proximity_detection: func {#GCD
####Ground interaction
me.ground = geo.elevation(me.coord.lat(), me.coord.lon());
if(me.ground != nil)
{
if(me.ground > me.coord.alt()) {
me.event = "exploded";
if(me.life_time < me.arming_time) {
me.event = "landed disarmed";
}
if ((me.Tgt != nil and me.direct_dist_m != nil) or me.Tgt == nil) {
me.explode("Hit terrain.", me.event);
return TRUE;
}
}
}
if (me.Tgt != nil) {
me.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 ( me.cur_dir_dist_m > me.direct_dist_m and me.cur_dir_dist_m < 250) {
#print("passed target");
# Distance to target increase, trigger explosion.
me.explode("Passed target.");
return TRUE;
}
if (me.life_time > me.selfdestruct_time) {
me.explode("Selfdestructed.");
return TRUE;
}
}
me.direct_dist_m = me.cur_dir_dist_m;
}
return FALSE;
},
explode: func (reason, event = "exploded") {
# 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;
if (me.lock_on_sun == TRUE) {
reason = "Locked onto sun.";
} elsif (me.fooled == TRUE) {
reason = "Fooled by flare.";
}
var explosion_coord = me.last_coord;
if (me.Tgt != nil) {
var min_distance = me.direct_dist_m;
#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 = 0.00; i <= 1; i += 0.025) {
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 = 0.00; i <= 1; i += 0.025) {
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 = event == "exploded"?me.weight_whead_lbm:0;#will report 0 mass if did not have time to arm
#print("FOX2: me.direct_dist_m = ", me.direct_dist_m, " time ",getprop("sim/time/elapsed-sec"));
impact_report(me.coord, wh_mass, "munition", me.type); # pos, alt, mass_slug,(speed_mps)
if (me.Tgt != nil) {
var phrase = sprintf( me.type~" "~event~": %01.1f", min_distance) ~ " meters from: " ~ me.callsign;
print(phrase~" Reason: "~reason~sprintf(" time %.1f", me.life_time));
if (min_distance < me.reportDist) {
me.sendMessage(phrase);
} else {
me.sendMessage(me.type~" missed "~me.callsign~": "~reason);
}
}
me.ai.getNode("valid", 1).setBoolValue(0);
if (event == "exploded") {
me.animate_explosion();
me.explodeSound = TRUE;
} else {
me.animate_dud();
me.explodeSound = FALSE;
}
me.Tgt = nil;
},
sendMessage: func (str) {#GCD
if (getprop("payload/armament/msg")) {
defeatSpamFilter(str);
} else {
setprop("/sim/messages/atc", str);
}
},
interpolate: func (start, end, fraction) {#GCD
me.xx = (start.x()*(1-fraction)+end.x()*fraction);
me.yy = (start.y()*(1-fraction)+end.y()*fraction);
me.zz = (start.z()*(1-fraction)+end.z()*fraction);
me.cc = geo.Coord.new();
me.cc.set_xyz(me.xx,me.yy,me.zz);
return me.cc;
},
getPitch: func (coord1, coord2) {#GCD
#pitch from c1 to c2
me.coord3 = geo.Coord.new(coord1);
me.coord3.set_alt(coord2.alt());
me.d12 = coord1.direct_distance_to(coord2);
me.d32 = me.coord3.direct_distance_to(coord2);
if (me.d12 > 0.01) {
me.altDi = coord1.alt()-me.coord3.alt();
me.yyy = R2D * math.acos((math.pow(me.d12, 2)+math.pow(me.altDi,2)-math.pow(me.d32, 2))/(2 * me.d12 * me.altDi));
me.pitchC = -1* (90 - me.yyy);
return me.pitchC;
} else{
# arccos wont like if the coord are the same
return 0;
}
},
# aircraft searching for lock
search: func {#GCD
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;
} elsif (me.deleted == TRUE) {
return;
}
#print("search");
# search.
if (1==1 or contact != me.Tgt) {
#print("search2");
if (contact != nil and contact.isValid() == TRUE and
( (contact.get_type() == SURFACE and me.target_gnd == TRUE)
or (contact.get_type() == AIR and me.target_air == TRUE)
or (contact.get_type() == MARINE and me.target_sea == TRUE))) {
#print("search3");
me.tagt = contact; # In the radar range and horizontal field.
me.rng = me.tagt.get_range();
me.total_elev = deviation_normdeg(OurPitch.getValue(), me.tagt.getElevation()); # deg.
me.total_horiz = deviation_normdeg(OurHdg.getValue(), me.tagt.get_bearing()); # deg.
# Check if in range and in the (square shaped here) seeker FOV.
me.abs_total_elev = math.abs(me.total_elev);
me.abs_dev_deg = math.abs(me.total_horiz);
if (((me.guidance != "semi-radar" and me.guidance != "laser") or me.is_painted(me.tagt) == TRUE)
and me.rng < me.max_detect_rng and me.abs_total_elev < me.fcs_fov and me.abs_dev_deg < me.fcs_fov ) {
#print("search4");
me.status = MISSILE_LOCK;
me.SwSoundOnOff.setBoolValue(TRUE);
me.SwSoundVol.setDoubleValue(me.vol_track_weak);
me.trackWeak = 1;
me.Tgt = me.tagt;
me.callsign = me.Tgt.get_Callsign();
me.time = props.globals.getNode("/sim/time/elapsed-sec", 1).getValue();
me.update_track_time = me.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);
},
update_lock: func() {#GCD
#
# Missile locked on target
#
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;
} elsif (me.deleted == TRUE) {
return;
}
#print("lock");
# Time interval since lock time or last track loop.
if (me.status == MISSILE_LOCK) {
# Status = locked. Get target position relative to our aircraft.
me.curr_deviation_e = - deviation_normdeg(OurPitch.getValue(), me.Tgt.getElevation());
me.curr_deviation_h = - deviation_normdeg(OurHdg.getValue(), me.Tgt.get_bearing());
}
me.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_deviation_h) * D2R;
var e_rad = (90 - me.curr_deviation_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 ) {
me.in_view = me.check_t_in_fov();
if (me.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.
me.dist = geo.aircraft_position().direct_distance_to(me.Tgt.get_Coord());
if (me.time - me.update_track_time > 1 and me.dist != nil and me.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(me.vol_track);
me.trackWeak = 0;
} else {
me.SwSoundOnOff.setBoolValue(TRUE);
me.SwSoundVol.setDoubleValue(me.vol_track_weak);
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 {#GCD
me.status = MISSILE_SEARCH;
me.Tgt = nil;
me.SwSoundOnOff.setBoolValue(TRUE);
me.SwSoundVol.setDoubleValue(me.vol_search);
me.trackWeak = 1;
me.reset_seeker();
settimer(func me.search(), 0.1);
},
check_t_in_fov: func {#GCD
me.total_elev = deviation_normdeg(OurPitch.getValue(), me.Tgt.getElevation()); # deg.
me.total_horiz = deviation_normdeg(OurHdg.getValue(), me.Tgt.get_bearing()); # deg.
# Check if in range and in the (square shaped here) seeker FOV.
me.abs_total_elev = math.abs(me.total_elev);
me.abs_dev_deg = math.abs(me.total_horiz);
if (me.abs_total_elev < me.fcs_fov and me.abs_dev_deg < me.fcs_fov and me.Tgt.get_range() < me.max_detect_rng) {
return TRUE;
}
# Target out of FOV or range while still not launched, return to search loop.
return FALSE;
},
is_painted: func (target) {#GCD
if(target != nil and target.isPainted() != nil and target.isPainted() == TRUE) {
return TRUE;
}
return FALSE;
},
reset_seeker: func {#GCD
settimer(func { HudReticleDeg.setDoubleValue(0) }, 2);
interpolate(HudReticleDev, 0, 2);
},
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 path_base = "payload/armament/"~me.type_lc~"/flags/";
var msl_path = path_base~"msl-id-" ~ me.ID;
me.msl_prop = props.globals.initNode( msl_path, TRUE, "BOOL", TRUE);
me.msl_prop.setBoolValue(TRUE);# this is cause it might already exist, and so need to force value
var smoke_path = path_base~"smoke-id-" ~ me.ID;
me.smoke_prop = props.globals.initNode( smoke_path, FALSE, "BOOL", TRUE);
var explode_path = path_base~"explode-id-" ~ me.ID;
me.explode_prop = props.globals.initNode( explode_path, FALSE, "BOOL", TRUE);
var explode_smoke_path = path_base~"explode-smoke-id-" ~ me.ID;
me.explode_smoke_prop = props.globals.initNode( explode_smoke_path, FALSE, "BOOL", TRUE);
var explode_sound_path = "payload/armament/flags/explode-sound-on-" ~ me.ID;;
me.explode_sound_prop = props.globals.initNode( explode_sound_path, FALSE, "BOOL", TRUE);
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", TRUE);
},
animate_explosion: func {#GCD
#
# 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.pitchN.setDoubleValue(0);# this will make explosions from cluster bombs (like M90) align to ground 'sorta'.
me.msl_prop.setBoolValue(FALSE);
me.smoke_prop.setBoolValue(FALSE);
me.explode_prop.setBoolValue(TRUE);
settimer( func me.explode_prop.setBoolValue(FALSE), 0.5 );
settimer( func me.explode_smoke_prop.setBoolValue(TRUE), 0.5 );
settimer( func me.explode_smoke_prop.setBoolValue(FALSE), 3 );
},
animate_dud: func {#GCD
#
# a last position update to where the impact happened:
#
me.latN.setDoubleValue(me.coord.lat());
me.lonN.setDoubleValue(me.coord.lon());
me.altN.setDoubleValue(me.coord.alt()*M2FT);
#me.pitchN.setDoubleValue(0); uncomment this to let it lie flat on ground, instead of sticking its nose in it.
me.smoke_prop.setBoolValue(FALSE);
},
sndPropagate: func {
var dt = deltaSec.getValue();
if (dt == 0) {
#FG is likely paused
settimer(func me.sndPropagate(), 0.01);
return;
}
#dt = update_loop_time;
var elapsed = systime();
if (me.elapsed_last != 0) {
dt = (elapsed - me.elapsed_last) * speedUp.getValue();
}
me.elapsed_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;
}
},
steering_speed_G: func(steering_e_deg, steering_h_deg, s_fps, dt) {#GCD
# Get G number from steering (e, h) in deg, speed in ft/s.
me.steer_deg = math.sqrt((steering_e_deg*steering_e_deg) + (steering_h_deg*steering_h_deg));
# next speed vector
me.vector_next_x = math.cos(me.steer_deg*D2R)*s_fps;
me.vector_next_y = math.sin(me.steer_deg*D2R)*s_fps;
# present speed vector
me.vector_now_x = s_fps;
me.vector_now_y = 0;
# subtract the vectors from each other
me.dv = math.sqrt((me.vector_now_x - me.vector_next_x)*(me.vector_now_x - me.vector_next_x)+(me.vector_now_y - me.vector_next_y)*(me.vector_now_y - me.vector_next_y));
# calculate g-force
# dv/dt=a
me.g = (me.dv/dt) / g_fps;
return me.g;
},
max_G_Rotation: func(steering_e_deg, steering_h_deg, s_fps, dt, gMax) {#GCD
me.guess = 1;
me.coef = 1;
me.lastgoodguess = 1;
for(var i=1;i<25;i+=1){
me.coef = me.coef/2;
me.new_g = me.steering_speed_G(steering_e_deg*me.guess, steering_h_deg*me.guess, s_fps, dt);
if (me.new_g < gMax) {
me.lastgoodguess = me.guess;
me.guess = me.guess + me.coef;
} else {
me.guess = me.guess - me.coef;
}
}
return me.lastgoodguess;
},
nextGeoloc: func(lat, lon, heading, speed, dt, alt=100) {
# lng & lat & heading, in degree, speed in fps
# this function should send back the futures lng lat
me.distanceN = speed * dt * FT2M; # should be a distance in meters
#print("distance ", distance);
# much simpler than trigo
me.NextGeo = geo.Coord.new().set_latlon(lat, lon, alt);
me.NextGeo.apply_course_distance(heading, me.distanceN);
return me.NextGeo;
},
rho_sndspeed: func(altitude) {
# Calculate density of air: rho
# at altitude (ft), using standard atmosphere,
# standard temperature T and pressure p.
me.T = 0;
me.p = 0;
if (altitude < 36152) {
# curve fits for the troposphere
me.T = 59 - 0.00356 * altitude;
me.p = 2116 * math.pow( ((me.T + 459.7) / 518.6) , 5.256);
} elsif ( 36152 < altitude and altitude < 82345 ) {
# lower stratosphere
me.T = -70;
me.p = 473.1 * math.pow( const_e , 1.73 - (0.000048 * altitude) );
} else {
# upper stratosphere
me.T = -205.05 + (0.00164 * altitude);
me.p = 51.97 * math.pow( ((me.T + 459.7) / 389.98) , -11.388);
}
me.rho = me.p / (1718 * (me.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
me.snd_speed = math.sqrt( 1.4 * 1716 * (me.T + 459.7));
return [me.rho, me.snd_speed];
},
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, string, name) {
# 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("warhead-lbm", 1).setDoubleValue(mass);
#impact.getNode("speed-mps", 1).setValue(speed_mps);
impact.getNode("valid", 1).setBoolValue(1);
impact.getNode("impact/type", 1).setValue("terrain");
impact.getNode("name", 1).setValue(name);
var impact_str = "/ai/models/" ~ string ~ "[" ~ i ~ "]";
setprop("ai/models/model-impact", impact_str);
}
# 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 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);
}
#
# this code make sure messages don't trigger the MP spam filter:
var spams = 0;
var spamList = [];
var defeatSpamFilter = func (str) {
spams += 1;
if (spams == 15) {
spams = 1;
}
str = str~":";
for (var i = 1; i <= spams; i+=1) {
str = str~".";
}
var newList = [str];
for (var i = 0; i < size(spamList); i += 1) {
append(newList, spamList[i]);
}
spamList = newList;
}
var spamLoop = func {
var spam = pop(spamList);
if (spam != nil) {
setprop("/sim/multiplay/chat", spam);
}
settimer(spamLoop, 1.20);
}
spamLoop();