Difference between revisions of "GWUT:WEAPONS section"

From EECH Central
Jump to: navigation, search
(warhead_type)
 
(9 intermediate revisions by the same user not shown)
Line 19: Line 19:
 
* '''0''' (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
 
* '''0''' (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
 
* '''1''' (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
 
* '''1''' (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
* '''2''' (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment)
+
* '''2''' (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment just not affected by wind )
 
* '''3''' (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)
 
* '''3''' (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)
  
Line 42: Line 42:
 
* '''5''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_DUAL_PURPOSE)
 
* '''5''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_DUAL_PURPOSE)
 
* '''6''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
 
* '''6''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
* '''7''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT)
+
* '''7''' (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT, '''timer fuse, can be used against missiles by AI''')
* '''8''' (WEAPON_WARHEAD_TYPE_CONVENTIONAL_MUNITIONS, '''next weapon to it - it's submunition''')
+
* '''8''' (WEAPON_WARHEAD_TYPE_CONVENTIONAL_MUNITIONS, '''next weapon to it - it's sub-munition''')
 +
 
 +
==threat_type==
 +
Weapon threat type. For countermeasures functions.
 +
 
 +
'''Valid values:'''
 +
* '''0''' (THREAT_TYPE_INVALID)
 +
* '''1''' (THREAT_TYPE_RF_MISSILE)
 +
* '''2''' (THREAT_TYPE_IR_MISSILE)
 +
* '''3''' (THREAT_TYPE_LASER_MISSILE)
 +
 
 +
==report_ammo_low_count==
 +
At what ammo level warning message will be played, pcs.
 +
 
 +
==gun_shake==
 +
Not used.
 +
 
 +
==damage_capability==
 +
* Amount of damage caused by solid shot in case of '''armor penetration''' '''at zero range'''
 +
* Amount of damage caused by explosion in case of '''direct hit''' and '''armor penetration''', '''squared explosion radius in meters'''
 +
 
 +
==armor_penetration_capability==
 +
* Max armor level that can be penetrate '''at zero range and zero angle'''
 +
* Max armor level that can be penetrate in case of '''direct hit'''
 +
 
 +
==smoke_trail_type==
 +
Index number of smoke effect of this weapon, taken from METASMOK database.
 +
 
 +
== acquire_parent_velocity ==
 +
Adding parent's absolute velocity to weapon muzzle velocity.
 +
 
 +
== ignore_gravity ==
 +
Makes unguided weapon ignore gravity and move it by straight trajectory.
 +
 
 +
== survive_ground_impact ==
 +
Weapon after ground or water impact will not destruct and will left lay on the ground.
 +
 
 +
== in_flight_collision_check ==
 +
Collision check with other objects.
 +
 
 +
== viewable_weapon ==
 +
External camera will be able to follow this weapon.
 +
 
 +
== boresight_weapon ==
 +
Weapon has no azimuth/elevation adjustment capabilities.
 +
 
 +
== flight_profile_or_self_destr ==
 +
Special features for current weapon.
 +
 
 +
'''Valid values:'''
 +
* '''0''' (Usual weapon)
 +
* '''1''' (Hellfire flight profile)
 +
* '''2''' (Vikhr flight profile)
 +
* '''3''' (Self destruction after weapon lifetime will reach cruise_time value)
 +
 
 +
== flightpath_deviation ==
 +
Maximum deviation from desired flightpath in meters (guided weapons only).
 +
 
 +
== air_to_air / air_to_surface / surface_to_air / surface_to_surface ==
 +
Weapon types.
 +
 
 +
== decoy / cargo /debris ==
 +
Misc non-weapons types.
 +
 
 +
== start_weight ==
 +
* Start weight of motor-powered weapon in kg, used for payload weight and drag force calculations.
 +
* Weight of cartridge in kg, used for payload weight calculation.
 +
 
 +
== final_weight ==
 +
* Weight of motor-powered weapon without fuel in kg, used for drag force calculations
 +
* Weight of shell in kg, used for drag force calculations
 +
 
 +
== diameter ==
 +
Weapon diameter (caliber) in meters, used for drag calculations
 +
 
 +
== drag_coefficient ==
 +
Modifier of standard drag coefficient (round bullet). Do not be confused with real drag coefficient.
 +
 
 +
== min_range ==
 +
Minimum range of weapon usage in meters, bottom limit of allowed weapon launch for AI.
 +
 
 +
== max_range ==
 +
* Top limit of ballistic calculations.
 +
* Top limit of allowed weapon launch for all Player's weapons, ATA guided weapons for AI.
 +
 
 +
== effective_range ==
 +
Maximum range of effective weapon usage in meters, top limit for most AI weapons.
 +
 
 +
== circular_error_probable ==
 +
Known [http://en.wikipedia.org/wiki/Circular_error_probable Circular error probable] value of unguided weapon to shooting range.
 +
 
 +
Example: CEP of 2A72 cannon is 0.54m (50% of shells will hit circle with radius 0.54m) from range 1000m, <code>circular_error_probable</code> value will be 0.00054.
 +
 
 +
== muzzle_velocity ==
 +
Muzzle velocity of weapon, m/s.
 +
 
 +
== muzzle_velocity_max_err ==
 +
Absolute error of muzzle velocity, m/s.
 +
 
 +
== cruise_velocity ==
 +
Cruise velocity of weapon, max velocity limit of weapon is <code>1.5 * cruise_velocity</code>, m/s.
 +
 
 +
== g_max ==
 +
Maximum turning overload for guided weapon.
 +
 
 +
== boost_time ==
 +
Time of boost motor work in seconds.
 +
 
 +
== boost_power ==
 +
Thrust power of boost motor, N*s.
 +
 
 +
== sustain_time ==
 +
Time of sustain motor work in seconds.
 +
 
 +
== sustain_power ==
 +
Thrust power of sustain motor, N*s.
 +
 
 +
== cruise_time ==
 +
Time limit of weapon existence after launching (projectiles) or motors burn out (motor powered weapons) in seconds.
 +
 
 +
== cruise_time_max_error ==
 +
Absolute error of weapon cruise time, s.
 +
 
 +
== inhibit_time ==
 +
Amount of time between weapon launch and it's arming, s.
 +
 
 +
== burst_duration ==
 +
Automatic weapon's burst length in seconds.
 +
 
 +
== rate_of_fire ==
 +
Rate of fire of automatic weapon, shots per minute. '''For single-shot weapons should be <code>0</code>.'''
 +
 
 +
== reload_time ==
 +
* Pause between bursts for automatic weapons, s.
 +
* Pause between shots for single-shot weapons, s.
 +
 
 +
== rearming_time ==
 +
Base weapon rearming time in seconds, ground units and ships only. Rearming time is increasing if group ammo level is low.
 +
 
 +
== max_launch_angle_error ==
 +
Launch angle limit, degrees.
 +
 
 +
== max_seeker_limit ==
 +
Guided weapon's seeker limit, degrees.
 +
 
 +
== detonation_radius ==
 +
Max range to target for [http://en.wikipedia.org/wiki/Proximity_fuze proximity fuse] activation.
 +
 
 +
== tracer_fire_time ==
 +
Projectile's trace fire time in seconds. <code>0</code> will disable tracer.
 +
 
 +
== tracer_color ==
 +
Applying proper tracer object to projectile.
 +
 
 +
'''Valid values:'''
 +
* '''0''' (TRACER_FIRE_ORANGE)
 +
* '''1''' (TRACER_FIRE_RED)
 +
* '''2''' (TRACER_FIRE_WHITE)
 +
* '''3''' (TRACER_FIRE_PURPLE)
 +
* '''4''' (TRACER_FIRE_GREEN)
 +
* '''5''' (TRACER_FIRE_BLUE)
 +
 
 +
== max_altitude ==
 +
For weapon statistics only, doesn't used in the game anyhow.
 +
* Max altitude of possible guided weapon launching for ATA and ATG missiles
 +
* Max target altitude for SAM.
 +
 
  
 
[[category:installation and setup]]
 
[[category:installation and setup]]

Latest revision as of 18:23, 27 June 2014

guidance_type

Determines what guidance type has this weapon.

Valid values:

  • 0 (WEAPON_GUIDANCE_TYPE_NONE)
  • 1 (WEAPON_GUIDANCE_TYPE_PASSIVE_INFRA_RED, fire and forget)
  • 2 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_RADAR, illumination source)
  • 3 (WEAPON_GUIDANCE_TYPE_ACTIVE_RADAR, fire and forget)
  • 4 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_LASER, illumination source)
  • 5 (WEAPON_GUIDANCE_TYPE_SEMI_ACTIVE_LASER_BEAM_RIDING, illumination source)
  • 6 (WEAPON_GUIDANCE_TYPE_ACTIVE_LASER, fire and forget)
  • 7 (WEAPON_GUIDANCE_TYPE_RADIO_COMMAND, control source)
  • 8 (WEAPON_GUIDANCE_TYPE_WIRE_GUIDED, control source)

aiming_type

Determines what aiming type used for this weapon.

Valid values:

  • 0 (WEAPON_AIMING_TYPE_NONE, decoy and derbis only)
  • 1 (WEAPON_AIMING_TYPE_CALC_INTERCEPT_POINT, guided weapons)
  • 2 (WEAPON_AIMING_TYPE_CALC_ANGLE_OF_PROJECTION, artillery, same as "3" at this moment just not affected by wind )
  • 3 (WEAPON_AIMING_TYPE_CALC_LEAD_AND_BALLISTIC, non-guided weapons)

decoy_type

Determines what type of decoy it is.

Valid values:

  • 0 (WEAPON_DECOY_TYPE_NONE)
  • 1 (WEAPON_DECOY_TYPE_CHAFF)
  • 2 (WEAPON_DECOY_TYPE_FLARE)
  • 3 (WEAPON_DECOY_TYPE_SMOKE_GRENADE)

warhead_type

Determines what warhead type has this weapon. Damage calculations, explosion effects and fuse properties depends on it.

Valid values:

  • 0 (WEAPON_WARHEAD_TYPE_NONE, for decoy and cargo only)
  • 1 (WEAPON_WARHEAD_TYPE_SMOKE_GRENADE)
  • 2 (WEAPON_WARHEAD_TYPE_ILLUMINATION_FLARE, reserved)
  • 3 (WEAPON_WARHEAD_TYPE_SOLID_SHOT)
  • 4 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_TANK)
  • 5 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_DUAL_PURPOSE)
  • 6 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE)
  • 7 (WEAPON_WARHEAD_TYPE_HIGH_EXPLOSIVE_ANTI_AIRCRAFT, timer fuse, can be used against missiles by AI)
  • 8 (WEAPON_WARHEAD_TYPE_CONVENTIONAL_MUNITIONS, next weapon to it - it's sub-munition)

threat_type

Weapon threat type. For countermeasures functions.

Valid values:

  • 0 (THREAT_TYPE_INVALID)
  • 1 (THREAT_TYPE_RF_MISSILE)
  • 2 (THREAT_TYPE_IR_MISSILE)
  • 3 (THREAT_TYPE_LASER_MISSILE)

report_ammo_low_count

At what ammo level warning message will be played, pcs.

gun_shake

Not used.

damage_capability

  • Amount of damage caused by solid shot in case of armor penetration at zero range
  • Amount of damage caused by explosion in case of direct hit and armor penetration, squared explosion radius in meters

armor_penetration_capability

  • Max armor level that can be penetrate at zero range and zero angle
  • Max armor level that can be penetrate in case of direct hit

smoke_trail_type

Index number of smoke effect of this weapon, taken from METASMOK database.

acquire_parent_velocity

Adding parent's absolute velocity to weapon muzzle velocity.

ignore_gravity

Makes unguided weapon ignore gravity and move it by straight trajectory.

survive_ground_impact

Weapon after ground or water impact will not destruct and will left lay on the ground.

in_flight_collision_check

Collision check with other objects.

viewable_weapon

External camera will be able to follow this weapon.

boresight_weapon

Weapon has no azimuth/elevation adjustment capabilities.

flight_profile_or_self_destr

Special features for current weapon.

Valid values:

  • 0 (Usual weapon)
  • 1 (Hellfire flight profile)
  • 2 (Vikhr flight profile)
  • 3 (Self destruction after weapon lifetime will reach cruise_time value)

flightpath_deviation

Maximum deviation from desired flightpath in meters (guided weapons only).

air_to_air / air_to_surface / surface_to_air / surface_to_surface

Weapon types.

decoy / cargo /debris

Misc non-weapons types.

start_weight

  • Start weight of motor-powered weapon in kg, used for payload weight and drag force calculations.
  • Weight of cartridge in kg, used for payload weight calculation.

final_weight

  • Weight of motor-powered weapon without fuel in kg, used for drag force calculations
  • Weight of shell in kg, used for drag force calculations

diameter

Weapon diameter (caliber) in meters, used for drag calculations

drag_coefficient

Modifier of standard drag coefficient (round bullet). Do not be confused with real drag coefficient.

min_range

Minimum range of weapon usage in meters, bottom limit of allowed weapon launch for AI.

max_range

  • Top limit of ballistic calculations.
  • Top limit of allowed weapon launch for all Player's weapons, ATA guided weapons for AI.

effective_range

Maximum range of effective weapon usage in meters, top limit for most AI weapons.

circular_error_probable

Known Circular error probable value of unguided weapon to shooting range.

Example: CEP of 2A72 cannon is 0.54m (50% of shells will hit circle with radius 0.54m) from range 1000m, circular_error_probable value will be 0.00054.

muzzle_velocity

Muzzle velocity of weapon, m/s.

muzzle_velocity_max_err

Absolute error of muzzle velocity, m/s.

cruise_velocity

Cruise velocity of weapon, max velocity limit of weapon is 1.5 * cruise_velocity, m/s.

g_max

Maximum turning overload for guided weapon.

boost_time

Time of boost motor work in seconds.

boost_power

Thrust power of boost motor, N*s.

sustain_time

Time of sustain motor work in seconds.

sustain_power

Thrust power of sustain motor, N*s.

cruise_time

Time limit of weapon existence after launching (projectiles) or motors burn out (motor powered weapons) in seconds.

cruise_time_max_error

Absolute error of weapon cruise time, s.

inhibit_time

Amount of time between weapon launch and it's arming, s.

burst_duration

Automatic weapon's burst length in seconds.

rate_of_fire

Rate of fire of automatic weapon, shots per minute. For single-shot weapons should be 0.

reload_time

  • Pause between bursts for automatic weapons, s.
  • Pause between shots for single-shot weapons, s.

rearming_time

Base weapon rearming time in seconds, ground units and ships only. Rearming time is increasing if group ammo level is low.

max_launch_angle_error

Launch angle limit, degrees.

max_seeker_limit

Guided weapon's seeker limit, degrees.

detonation_radius

Max range to target for proximity fuse activation.

tracer_fire_time

Projectile's trace fire time in seconds. 0 will disable tracer.

tracer_color

Applying proper tracer object to projectile.

Valid values:

  • 0 (TRACER_FIRE_ORANGE)
  • 1 (TRACER_FIRE_RED)
  • 2 (TRACER_FIRE_WHITE)
  • 3 (TRACER_FIRE_PURPLE)
  • 4 (TRACER_FIRE_GREEN)
  • 5 (TRACER_FIRE_BLUE)

max_altitude

For weapon statistics only, doesn't used in the game anyhow.

  • Max altitude of possible guided weapon launching for ATA and ATG missiles
  • Max target altitude for SAM.