From the Depths - Tutorial 13: Missile Examples

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One of my favorite missile types, which I'm calling a "burnout missile", is demonstrated at 46:06 in the video.

This one's probably worth a bit of discussion--it combines a lot of the advantages of a grenade (low detection range on approach, magnet-based) with the advantages of a traditional missile (range of 1.5km on the ones I show off here; if I increased the burn time on the short-range thruster they could probably reach out to somewhere between 2km and 2.5km with only the fuel from the APN component). There's definitely a few disadvantages, though, in the form of a pretty large minimum range and inability to hit fast-moving aerial targets under many circumstances.

๐Ÿ‘๏ธŽ︎ 2 ๐Ÿ‘ค๏ธŽ︎ u/Strycken1 ๐Ÿ“…๏ธŽ︎ Oct 21 2019 ๐Ÿ—ซ︎ replies
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hey you've run my name is Carell and today we're going to be taking a look into another from the depths tutorial though this isn't really going to be quite as much of a tutorial video this is actually going to be more of a demonstration of several of the different aspects that we've learned about weapons and weapons systems so starting right off over here this is our demo platform and this just has a bunch of different kinds of missiles on it I've got a little aie tower here this has a bunch of detection on it and I've also got munition warning systems on the corners of this and I'm supported underneath by a bunch of general-purpose processing cards attached to the AI as well as some basic power ammunition and ammunition production blocks so pretty basic but it's enough to fly and enough to fire all the missiles on here at a fairly good rate alright so before I go diving into every individual component of these and start looking at each of these little missile setups that I've got on this platform I'm going to get a little philosophical on you for a second when you get right down to it the purpose of any weapon system and from the deaths is to deliver firepower on target doesn't matter of firepower misses that's not helping you it doesn't matter if you're spamming out all sorts of utility that doesn't help you unless you're also using that utility to deliver firepower to the target so what we've got here in each of these missiles there is under this firepower tab in the stats window you've got a an equivalent number of small warheads per second that you're delivering to the target so this acts as sort of a DPS indicator however the DPS indicator is not the only story behind a missile this weapon system here is actually fairly reasonably good at 1.87 but when you get right down to it this is not telling you things like how this is going to react when there's say a distraction out on the field or a flare or when something is using lambs and trying to shoot down missiles and all of this other stuff can go on and really the firepower indicator is at best an approximation of reality it's never going to be precise so while yes as I'm going through these examples take a look at the firepower and see what the firepower rating of each of these weapon systems is but don't get too hung up on it because the firepower is only estimating it's not telling you the whole story another thing here these missiles are fairly well optimized but they are by no means perfect they fill their roles well they do interesting things and I think you'll appreciate the things that I've done with them but these are not the only setups don't try and use these as gospel and don't be afraid to experiment to make your own designs so the first missile I'd like to go over is this turret of these are basic infrared missiles these are fairly straightforward there's really not a whole lot to say about them I look at the missile design I've got a variable thruster and that is tuned so that my thrust duration exactly matches my total missile lifetime and in fact I could have a rant time here of one second so as we noticed in the previous tutorial I can actually boost the thruster ation or the thrust per second rather to the point where I get nineteen point five seconds of frustration and these will now be able to be thrust for the full extent of their lifetime other things have note about this I've got two fins on it because that's enough to get up to forty point eight degrees per second of turn rate at sea level generally I like to have somewhere between thirty and forty degrees per second minimum turn rate it's just dead much less than that and you're not going to be able to catch a good majority of targets I've also got fuel tanks here of course I've got enough fuel to power the missile for its full lifetime not always a requirement but for a basic missile generally a good thing to tune for that I've also got a PN guidance on here I always want with almost every type of missile I want some form of either a PN or target prediction guidance this is on a turret so the missiles are launched fairly straight at the target it's not on a two directional turret so it's only going to get within 90 degrees art of the target but usually I'm not going to be firing this particular set of missiles too far off because they are also infrared seekers now the infrared seeker by its very definition means that I'm going to only be able to search for a sixty degree cone or search within a sixty degree cone for a target so really the APN guidance is a pretty good pick here that's a general rule of thumb if you're using infrared seekers APN guidance is going to work fine for you now I'm also using explosive warheads and there's a reason for that remember back in the missile components tutorial the infrared seeker is going to find specifically heat emitting blocks on a target vehicle now as it turns out there's not a whole lot of heat emitting blocks that also have a lot of armor now explosive damage has a weakness of not dealing well with armor armor class is going to basically push a lot of that explosion away without really affecting the armor too much unless you just have a hugely powerful explosion these are medium missiles they don't have a hugely powerful explosion but they do have a reasonably powerful one and if this is homing in on things that emit heat those tend to be engines jet engines custom jet engines those can be shield generators those are all things that do not have a lot of armor on them so these explosive warheads will be able to deal pretty good damage to that so in in any case where I'm using an infrared seeker I tend to like explosive warheads in preference to frag warheads so all hold the APN guidance the explosive warheads the infrared seeker and the turning of this particular series of missiles is all pretty useful put together now you'll note that I have turned the APN guidance up here that's because I want to front-load the turns with these as much as possible so that if a target is above or below the missile launcher since this is only turning in one axis I want to be able to kind of home in on that a little bit quicker than the default game would allow me to do so I've turned the gain up on the APA and guidance of it also of note here if I take a look back here on the physical construction I have an iff add-on you always always want this with infrared seekers because they love to lock onto your own vehicles especially with a medium or large missile those have a twenty to forty second life time on them so those missiles have a very good chance of missing and then trying to reacquire the target and looping back around and pointing straight back at you and if you don't have the iff on there that when they start coming back at you they're going to lock on to you and they're going to come after you not the target not a good thing so I've also got a staggered fire ad on here that applies a one-second delay between each launch pad the way I've got it configured since I'm using explosive missiles I don't want them blowing each other off course that's an easy way to have the rest of your missiles miss so a one-second delay is plenty to ensure that the first explosion is gone by the time the second missile will reaches the target that also will hopefully let the missiles spread out a little bit so they're not all targeting the same component on the vehicle if there's multiple jet engines like the small jet engines on a thruster craft I don't want to necessarily target only missiles at the same one I would rather blow up several rather than just blowing a larger hole where the one used to be so having a little bit more delay on this works in my favor the only downside to this is that the these missiles are not particularly durable so any sort of anti-missile countermeasure that shoots down missiles is going to be very effective against these alright so that's enough look at the missiles themselves oh one last thing before I move on on the missile controller itself there's this missile systems tab I always like to use full salvo that ensures that the missiles are all loaded before I attempt to fire any of them so if my vehicle starts running out of ammunition for any reason I'm still going to wait for all the missiles to load and then I'm going to fire off all of them at once this is how you get through anti-missile laser systems flak not going to care so much about it but if you're going up against a laser system the way those have been designed lately you pretty much have to come up with an initial burst of damage through the missile Iser or anti-missile laser and that is going to wear out fairly quickly you're not going to be able to fire that miss anti-missile laser forever so if you send one or two sacrificial missiles in and then follow up with more of them the ones that follow up are going to have a good chance to hit whereas if you fire off missiles one at a time as quickly as they reload those missiles are going to come in one at a time and they're going to probably face a fully recharged anti-missile laser every time the missile starts coming towards the target so in all likelihood your missile is going to get near the target and then just explode and then five seconds later the next one reloads it's going to get near the target and get shot down and that's just going to keep happening as your missiles reload one at a time full salvo helps you negate that and can also help you slip missiles through flak systems before they have a chance to reload alright so I've spawned in an aurora over there and that is just flying around happily now I'm gonna take a shot at with these missiles and you can see here these missiles are tracking it quite well some of them did get distracted by these flares off on the side but those were able to shoot down the Aurora within one volley alright let's take a look at our next missile online this is a large radar guided missile this is a vertical launch system against you've got some objectors here to kick it up in the air we've also got an iff controller on here because you have to have these with radar this via this platform that we're on has a huge radar return due to its use of metal armor and the number of large exposed components on here so this is gonna have just an absolutely enormous radar signature if I do not have an iff controller on there this missile is immediately going to lock on to the launching platform not the target so that's important and it's go ahead and take a look at components here first off I have a variable thruster this is set to a ramp time of zero that's very intentional this missile is going to have a error the thruster is going to have a start delay of three seconds so this missile is not going to actually start accelerating until three seconds in however it's getting initial launch velocity there is a very good reason for this I've also had to turn the first per second down a little bit to account for the fact that there's not quite enough fuel on this missile in order to power it for its full duration and you can see I've got 40 seconds of frustration here I've got 40 seconds of lifetime but I've got a start delay of three seconds and you might be thinking well that's not real optimized and you'd be right but this turning thruster here is immediately active or rather active after one second here if I look at the activation delay and that's going to start burning up fuel fairly quickly in fact it can use fuel much more quickly than this variable thruster can so overall this turning thruster is going to fire sooner and it can use fuel faster than the variable thruster so odds are I'm not actually going to have folds 37 seconds of thrust duration because the turning thruster is going to be chewing that up before the variable thruster even engages as far as armament on this missile I have two fragmentation warheads at sixty degree cone angle each that is you know and you could pick different types of warheads here I went with the frag warheads because the numbers on them are absurd for large missiles you have 26 fragments each doing over 12,000 damage and even on only six AP per fragment that's going to be enough to start shooting straight through even fairly heavy armor even some stacked metal is probably going to get shredded by this stuff also got an active radar seeker here I have turned the thrust before locking down to 0% and I set the guidance activation delay to zero basically this missile is going to try and lock on to a target as quickly as possible and it's going to turn the variable thruster down as far as it can until it's got a lock that might not even matter due to the variable first or having a three-second start delay but just in case the thruster starts firing before we have a lock it might come in handy but there might be a vehicle that's a little harder to detect that we need a little more time for the active radar seeker head to pick up on I've also got these standard warhead arming delay of one second there and and no ejection elevation or azimuth and that's pretty normal so what we're gonna do here is just fire this missile off and see what it does so you can see this launched vertically turned to face its target after it reached a certain height essentially and then fired its thruster and went straight down into the target that can be a very useful launch profile if you're using a submarine this is actually quite useful because you can launch a missile up out of the water without firing its thruster without wasting fuel without really doing anything wait until it's above water and then turn it to face the target and then fire its main jet so you're not burning fuel you're not wasting time and that missile is going to acquire a target and lock on to it and turn to face it before it starts accelerating if I was to spawn in another one of these Aurora Jets and turn off its ability to fire the vehicle in the water is actually quite large so it's more likely to take radar agro but it looks like we do have a lock on that and this is immediately going to lock onto that jet and chase it down and that's the end of that that is that that judge is done so yeah you can see that will work even against aircraft that are flying and maneuvering and overall this sort of system is pretty effective next up we have over here a set of can trees and these are small missiles you can see here with the small missiles even though this gantry isn't very long I've got a huge number of components here and this is a pretty complex one so we're gonna just take a look through everything real quick the variable thruster here I've jacked the thrust per second on this all the way up and even so I've got fourteen point six seconds of fuel and ten seconds of life time technically I could actually replace one of these fuel tanks with a reinforced body in fact I'm going to go ahead and do so and copy that to all matching launch pads because this leaves us with ten point four seconds of thrust on a 10 second lifetime missile now again down here we do have a turning thrust or this one's at the back because I do have explosive warheads on this missile and I want this missile therefore to or I want the explosive warheads to go off as close to the target as possible he turning thruster is set to fire immediately on launch the variable thruster has a start delay of 2 seconds and I've got some reinforced bodies here to boost the health of the missile this has thirteen hundred and sixty-five health per missile and each of these tubes fires four missiles I compare that to a regular medium missile those are about a third of the health of this little bottom the third of the health of this medium missile and there are four of them our launch tube so this is firing more total missile hit points than this setup over here I also have more warheads here I've got three frag warheads to explosives a target prediction guidance so this is going to be able to lead targets a little better and I've got three reinforced bodies over here to add a little bit of extra thump to these missiles because they do accelerate and travel pretty fast so I've got thump damaged I've got frag damaged and I've got explosive damage the frag warheads here are tuned to one degree cones so the frag damage is pretty low but I'm going to be firing nine fragments and 82 damage each and they're going straight into the enemy vehicle or the target vehicle at exactly the angle that I want so the explosive warhead will go off close to the front hopefully that will blew through light armor and then I've got a bunch of frag particles that are basically being injected straight into the target vehicle that's the intent anyway that might not be what actually happens just to make sure I've got some reinforced bodies here that will also add thump damage to the point of impact on the missile so the intent here is that I explode things I inject thump damage into the target so that I try and blue through armor and then I start spinning particles through that hole that I've just created in the armor I also got a laser designator receiver here set to aim at our lasers only and I have this hooked up to a missile controller over here with a laser emitter also set to target lasers for this vehicle and if I go in and we're going to take a look at actually hooking these up to AI so let's grab local weapon controller we haven't really talked about these much and any tutorials yet so this will be a quick introduction to them as soon as I add that you can see that I've got missiles being launched and targeted at this vehicle so the laser is designating this target and you can see it's designating a block underwater I can actually change how that works if I want to using this endpoint selection card I don't tell it to try and target blocks above the water if it can't so you can see these are behaving a lot like that large missile that we set up they're firing up to an altitude they're targeting in on a vehicle they're turning towards it and then they're firing their jets to get there as quickly as possible this isn't always a good idea with small missiles because it takes probably two three seconds out of a 10 second lifetime in order to actually make that turn but if you're firing at light aircraft that can sometimes be a it more advantageous and easier to slot into a vehicle than having a big little turret involved so you can see what these are doing these are targeting in on a vehicle what's over there due to the way these missiles are set up I can target things pretty much anywhere normally when you're setting up a local weapon controller if I hit Q on this I have this user interface I want to set a minimum range to engage but with this particular style of vertical launch missile the minimum range that we want to set can be pretty low so I can set say a range of let's go with 25 meters and because these are flying up and they are turning to face their targets before the engine is engaging I can target pretty much anything here by if I was to use say these horizontally launched missiles I might want as much as a hundred meters of minimum range involved simply because the missiles are not going to be able to make tight turns close to the point of launch the maximum range to engage will be dictated by how far away I can actually get and just reduce the noise here I'm going to talk about firing off so a maximum range is going to be dictated by the maximum range of the missile these have a 10 second lifetime I'm chewing up I want to say two seconds of that so two seconds of that 10 seconds is gone before the thruster even fires and let's get down to the local weapon controller or rather let's look at the missile again the total speed of this missile at sea level is 212 meters a second now if we include some ramp time in there let's multiply that by 10 first so we've got 2,100 meters roughly that's our maximum range but we said we're not actually firing the thruster for 2 seconds and then we've got some acceleration time in there so let's assume that we're going to lose a total of about 600 meters off that so we have about a 1,500 meter maximum range so normally what I would do is come in here and I would just set this to around 1500 and that's going to ensure that these missiles don't end up firing beyond that range when the AI is controlling them so that will range gate the missiles properly and these will be able to hit their targets pretty reliably within that range gate I'm not going to be wasting ammo firing missiles that have no chance whatsoever to actually reach their target moving on I've got minimum and maximum altitudes to engage these missiles are primarily relying on fins but they do have a turning thruster so I don't really care about a maximum altitude but I probably don't want to be firing at submarines so let's just set this to let's say a negative 10 because some boats can embed their AIS under the water or their center of mass under the water and yeah you want to be able to still fire at boats so minimum altitude to engage will go to negative 10 maximum altitude we don't care about these are fairly quick and maneuverable missiles but we still don't want to try and fire at a target that's going to outrun us so let's go ahead and set that to let's say about 200 meters a second that's actually just about the maximum and minimum number of blocks to engage we don't really care about we don't really care about maximum fire rate that is handled by these missiles being in full salvo mode as usual so that's pretty much how that's configured and this is now fully set up I can just pretty much turn this on and it's going to fire it will at targets that fit the range aiding and yeah these missiles are gonna have a pretty easy time seeking out their target at any time the AoE decides to actually fire them so I'm going to turn off my ability to fire not turn on the wardens ability to fire thank you and we'll move on to the next missile system next up here I have a basic torpedo system now torpedoes are pretty straightforward you can't go wrong having a ballast tank you can't go wrong having a one turn because torpedo Center has a pretty tight cone so unless you're turning your torpedoes you probably want the one turn on their naval all vehicles tend to not turn to ideally face their targets and very often your bet for torpedos is not to fire them from the broadside of a ship unless you have them on turrets so very often what you're going to want to do is have these on the nose or the back of a boat and in those cases a 60-degree cone is very often not going to get you to within targeting angle of an enemy vehicle so having the one turn on there is good and you can use the excess for a chi or for whatever you want as we noted in the last tutorial torpedo propellers are very fuel efficient so we really only needed the one fuel tank here in order to get thirty-one point two seconds of thrust at a reasonable for us per second so we don't really need more than one fuel tank in this particular missiles case so I was able to use the free space generated by the one turn and target prediction guidance components in order to install some extra high explosives high explosives are particularly effective with torpedoes there is a high explosive bonus for explosions that go off underwater so a torpedo with ballast tanks is always going to approach from underneath for the most part and this torpedo therefore is usually going to get that exclusive bonus so I like that explosive warhead back here we also have a torpedo sonar really nothing special done with that what is special is we have a little bit of ejection elevation here now these launchers are upright it's based on the launcher orientation if I was to pick that and then pick an ejector ad on the bottom of the ejector is the flat side down there so I can see that the orientation stayed the same when I picked a different block and so we can see that this is oriented upright so negative elevation here is going to eject these 25 degrees downwards along with the forward momentum so 90 or 25 ninetieths of the forwards ejection velocity is going to be transferred to downward subjection velocity that will get these torpedoes into the water quicker so they can start maneuvering quickly and really the finned will work above and below water so we don't have to worry about that too much but generally speaking you want your torpedoes to maneuver as much as possible at the start and as little as possible down the road so this is a good way of getting it into the water where it's going to slow down and be able to quickly turn to its target so if I just manually fire these here again I'm in full salvo mode you can see these hitting the water quickly turning to face their targets and homing in on the target nice and quick and those aren't even all that slow really so that's a very effective torpedo system it's going to be difficult to shoot down passive sonar will detect these torpedoes there is no way around that if I was to use even laser-guided missiles passive sonar underwater will detect any incoming missiles however missile detectors these munition warning systems up here do not work underwater so any vehicle that is underwater you always want passive sonar on that's just a hard and fast rule if you have a vehicle that touches water you want passive sonar detection on it anyway moving on that is it for our torpedoes and next up we will start talking about interceptors missile interceptors are a particularly interesting topic because they're the subject of the use of anti-missile cannon controllers now these are very interesting components they're very unusual in a lot of ways so they're basically like a local weapon controller so they control weapons that are connected to them in this case I've got a 360 turret with a missile controller on it if I attempt to use an anti-missile cannon controller without a turret it's not going to work I have to use an ACB if I try and put the cannon controller directly on a missile controller however with the turret involved it will actually work and do what I want that's a little awkward a little unusual but it will actually do more or less what I want it to for the interceptor design itself I have on the missile controller I do not have this in full salvo mode because I do not want to fire I've got total 12 small missiles here I don't want to fire every single missile I have in this interceptor rack just because I see one incoming enemy missile so instead I've got that set on continuous so the controller will be able to stop firing when it no longer sees its target shoot down as far as the missiles themselves I've got variable thrusters here these are set to a fairly normal first per second but actually in reality normally I would want to turn this down so you'll note that this takes me up to 40 1.7 seconds of thrust duration so I'm burning and wasting all sorts of fuel here because this missile only lives for 10 seconds well that's fine I don't really care so much that's in fact exactly what I want in a lot of cases so just keep that in mind I don't really care about wasting fuel on this missile because it's almost certainly going to explode before its life time ends up anyway this turret is going to be aimed directly at an enemy missile before it's fired so yeah I don't really so much care about the excess restoration being lost but I do care about is term rate and these interceptor missiles have an absurd turn rate these have eighty degrees per second of turn rate these are going to be able to turn into any incoming enemy missile very very quickly even if it starts maneuvering there are very few other missiles out there that are going to max or match this even if they have a turning thruster instead of just fins we've got a fuel tank on here we've got a missile under sector really nothing too special about those I am going to turn the warhead arming to lay down 2-0 seconds and the guidance activation delay down to zero seconds I really want this missile to be very fast agile and be able to respond to changing scenarios pretty much at the drop of a hat so I'm copying this to all launch pads here and now I'm going to spawn in a test drone to show off what these can do alright so I've got a missile drone with radar guided missiles here and I'm just gonna spawn this in and out here and this just has a set of three missiles on it it's gonna fire those they're gonna lock on to our vehicle and those don't have any warheads on them so they're not gonna blow us up regardless what happens and you can see those got shut down pretty quickly they did get annoyingly close in fact rather dangerously close and if I wanted to be a little more aggressive about shooting this down what I could do is come out here to variable thrusters and I could just lose their first per second bit but keep in mind that as I do this I'm lowering their turn rate so I'm reducing their ability to lock on to and track enemy missiles the regular threats per second should be enough in this case and we're just gonna let that sit for a minute and now you can see we are tracking in on those missiles and we're able to shoot them down pretty quickly at a pretty safe distance so yeah that is giving us job quite nicely and as that drum keeps firing it is never going to land a missile on us simply because every time it starts to get close we are gonna shoot all of those incoming missiles down quite easily in fact we've still got plenty of interceptors in the tubes now the missile controller here and the turret rather the missile controller specifically has a required accuracy before firing a 45 degrees that's letting the first missile go in an unexpected direction so I'm just gonna turn that down to let's just let's just put that at 5 degrees that's plenty so now when the anti-missile cannon controller detects a missile that first missile is going to be on target immediately we don't have to wait for the turret to miss with the first missile essentially next in line we have decoy missiles now our decoy missiles are a way of distracting massive amounts of radar and infrared guided missiles and they can be extremely effective the little drone up here does not have a signal processor on it so its missiles are going to be very vulnerable to these decoys you can see over here this particular decoy has - radar decoys on it and so we just fired another one and that missile that was going straight at us is now just locked onto that and trying to track it down so yeah decoys are super effective if your opponent does not have a signal processor decoys in this case are taking the form of a single launcher with two ejectors on it to give it plenty of initial velocity and I've got two radar target simulators on one side and I've got two sticky flares on the other side that's going to mean that on one side all right our missiles are going to go off to that side Oh infrared missiles are going to go off to the other side and I've got a very strong signal on both now what you want to avoid with this more than anything is mixing these unless your vehicle has a very low infrared and radar signature you want the enemy missiles to go after the largest signal so you want the largest signal to be this little missile dummy out here you do not want it to be your vehicle and if you mix the types it's you're only going to get half the strength on each decoy so if I have two sticky flares over here I have two sticky flares worth of brightness coming out over here and that's going to distract infrared misses really well in fact if I spawn in another enemy drone over here and just have that be it drone IR so this is going to fire off missiles that will try and seek out those flares because those are infrared flares they're emitting a lot of heat so yeah our radar missiles are going to go off in one direction infrared missiles are going to go off in a different direction and we've protected herself well against both so this is one of my favorite flare launcher designs and it has to be fired by an ACB it doesn't matter if this is a turret or not well brother I wanted this spin block at 45-degree angles so as to be able to eject these up and out to get them plenty of distance away from the vehicle by yeah the รงb is going to launch things when it detects a missile within a certain range haven't really covered ACB's yet but we will get into that later so these missiles are one of my favourite decoy designs it's pretty compact its small it's fairly durable other than the spin block itself and it will distract the vast majority of incoming missiles that do not have signal processors at least all right the next launcher in line is this turret over here these are small missiles and I've got five of them here you can see they're pretty well packed out with ejectors each of these has at least two ejectors on it they have short-range thrusters they have two fuel tanks there is not any fins back here anywhere there's no turning thrusters anywhere these are packed to the gills with warheads and one magnet so these are super powerful missiles for their size but there's no guidance on them so these are what I call dumb fire missiles and they're actually quite useful they're very powerful yeah as you can probably guess they hit very hard and they can actually do a ton of damage if they hit that is the downside of these they're not nearly as guaranteed to hit as a regular missile they do have some guidance on them in the form of the magnet but there's certainly nothing like a full-on guided missile or bomb or anything like that so what we're gonna do here is I've got an AI set up under here I'm just going to set this to receive from our normal channel and you can see the AI is just absolutely nailing this small target here now because these are small missiles and this is a very heavily armored target we're not gonna do a ton of damage for this thing which is why I actually picked it we can actually show you kind of what's happening here normally you'd do this with a medium or large missile so there's several things going on here these missiles have ejectors on them there's a launch speed of 250 meters per second now getting that is actually quite difficult I have short-range thrusters here short-range thrusters give you an immediate addition launch speed due to just being a short-range thruster those act essentially as an extra set of injectors with a fixed velocity fixed initial velocity based on the size of the missile so those are going to meet some initial velocity I've got it to ejectors here those are giving me some initial velocity and if I actually come over here and take a look at this launcher these have two ejector add-ons and they're getting 190 meters a second they're using variable thrusters they don't have that initial velocity over here we have 250 s so the short-range thrusters are giving us 60 meters a second of initial velocity okay so all that aside what's actually going on here and what enables this thing to aim well it actually turns out that the launch speed is what allows us to aim if we keep the launch speed almost identical to the actual travel speed of the missile here you can see our max speed at sea level is 285 meters a second and our initial arm speed is 250 if in fact if anything I want to bring this initial launch speed up a little ways so you can see we've got really very close to the same speed and that allows our AI to do a lot better of a job of aiming at even a maneuvering target even a moving target is going to be fair game for this thing now obviously you're not going to get perfect hit rate and you're not going to be even as accurate as a regular cannon with these but the AI can aim them and it can actually get a fair amount of work done especially if you use a larger missile size that's actually appropriate for the target that you're hitting small missiles are not usually your go-to for hitting heavily armored targets so yeah you can actually do some pretty good work with this sort of missile and because they're very fast and you can put as many reinforced bodies on there as you like really you could do some pretty good work with these things and you can see this vehicle is moving back and forth a bit not very quickly it is fairly slow but it is maneuvering a little bit and we're still tagging it with nearly every missile from every volley I would not try and use one of these to shoot down jets but against naval vehicles against land vehicles anything where you're going to be fairly close to the target this can actually be a fairly effective type of weapon especially given how many warheads you can pack into one of these do note that the magnet that's on these actually enables you to get some form of homing on them however that's not going to be terribly effective until the short-range thruster has burned out just due to the speed of the missile so yeah that magnet will help you out it's not going to counteract the overall velocity of the missile but it can give you just that little extra bit of nudge to hit the target so I would definitely recommend using a magnet on every type of dumb fire missile that you create these had EMP warheads on them you can see that those have managed to make their way to the AI of this target it is now AI den and we've killed a very heavy target with a tiny little missile rack of missiles that are singularly unsuited to hitting that type of target the next launcher in line here is this odd-looking thing this is firing two large missiles you'll note that these are exceptionally short they are composed of two components yeah there's there's two pieces that's not huge so what exactly are these doing there's no room for any sort of guidance on there the only components on these are an explosive warhead and a magnet the magnet is turned all the way down on start time and all the way up on range and that's it we've got an initial launch speed 175 meters a second and that's all there is to this missile I do have an iff on here technically that's completely unnecessary for this launcher as it would be for the dome fire launcher I've got a staggered fire add-on and that is kind of useful and if I spawn a target in here and turn off my other launcher then we'll be able to see what these can do all right so I've set us up with a local weapon controller here this is firing these missiles and you can see these are flying out they're flying out the magnets engage and they get sucked straight into the target and they make very large explosions and that makes actually pretty good sized holes despite the fact this is an explosive weapon heading multi-layer metal so these are actually surprisingly effective weapons and if I wanted to extend them here the only thing I'm going to add on top of these is more warheads like if I ain't going and if I was to try and make these more effective what I would do here once I get my mirror line on I'm just going to go in I'm going to add another component to these I'm going to move the magnet up to the front because you always wanted magnet on the nose the missile jack up the range turn down the time and I replaced the next warhead with another explosive warhead or the previous magnet rather and that's it I've just doubled the firepower of this missile by adding one block initial launch velocity is still 175 meters a second and I'm still hitting the target in fact if anything I'm going to hit the target a little bit easier now because the longer a missile is the more momentum it has and the launch velocity has not changed while you get more drag with a longer missile it also has more implemental associated with it so you end up with pretty much the same range of role these types of grenades will usually get about two five hundred meters six hundred away from the target and are away from your launching vehicle rather and so you do need to range gate them fairly carefully in this case it looks like these missiles are would be able to hit anything from probably 500 meters out maybe as close as 400 probably all the way out to about 700 so if I would need to set up range gates on these I would set up a minimum of 400 and a maximum of 700 and these are just gonna you know their can fly out here and they're gonna track onto the target with the magnet and exploit and you can see it does not take long for us to completely the target vehicle so grenades are a remarkably effective at your size and understand even turn off firing here preserve our target for the next set of components and yeah these are actually very effective what makes them effective is this spin block so what I've done here I have a turret on the bottom and this turret is doing our horizontal rotation I also have a spin block here set to 20 degrees and my experience 20 to 30 degrees is about the right angle depending on the type of vehicle and your desired launch distance do not go much above 30 degrees if you goes you can go as high as 45 or so wouldn't necessarily recommend that general rule-of-thumb missiles do not like to travel sideways as soon as you force them to travel sideways they're going to lose almost all of their velocity and that's going to happen very very quickly so if I force these to travel sideways like let's just go ahead and aim and launch these manually and we'll follow them in so this particular missile it has its velocity right up until about there and then it just stops and it's a lot easier to see if I'm not firing at a target where the magnets are engaged but essentially as soon as that missile loses in a forge velocity that it starts to drop it's going to lose pretty much all of its remaining velocity within a matter of moments so yeah you don't want those missiles traveling sideways you want them traveling forwards as much as possible so try and keep that angle pretty low the next missile system in line is these burnout missiles now burn out missiles are a little bit of an odd duck they share a lot of the same advantages and disadvantages as these grenade type missiles but they're a little bit special I've got these short-range thrusters here and I've got a magnet on them but I've also got some detection I've got an active radar see I've got one fin and I've got a PN guidance now the a PN guidance is not a full component and I'm using the free internal volume here to use that for fuel so essentially I'm getting a little bit of fuel out of there and enough to fire this short-range thruster for 2.6 seconds okay so what am I going to do with a two point six second missile even at its top rated speed that's only going to get out to 600 meters and then the missiles without a thruster well as it turns out that's where APN guidance comes in a PN guidance is perfect for this because it attend it attempts to maintain a consistent term rate if you think about a parabolic arc from you to the target the first half of the grenades missile flight path is fine on that parabolic arc but once it reaches the peak it does not change its angle so you then have the side of the missile descending towards the target and that just scrubs off all of its horizontal velocity very very quickly a PN guidance counters that by keeping the missile pointed roughly in the ideal direction of travel all along the flight path however in order for a p.m. guidance to work correctly we have to have some form of detection on here so I put an active radar seeker on and we have to have some form of maneuvering on here so I've also included a short-range thruster to take advantage of the fuel from the APN guidance technically I wouldn't need this and I can still on this type of grenade missile I could go without the short-range thruster and just channel this towards say high explosives instead of fuel so I could make a grenade out of this type of missile but what I've done here is make this into what I call a burnout missile by adding just a short burst of thrust right at the front of its lifetime in fact with these specific missiles I've turned the max duration of this thrust down to one second because I want this to be able to hit targets close to me this particular vehicle stays a little bit closer than I would normally be able to hit with these missiles and I want to be able to target that to show these off so again I have ejector add-ons on these I'm only getting two hun to our 150 to 200 meters per second initial launch speed based on where these missiles are you can see these are arranged very compactly so that's a huge advantage of this setup compared to something like this where I want to pack on absolutely as many injectors as I can possibly fit all right so what are we looking at exactly well let's just go ahead and add an AI to this thing and turn it on and we'll see what exactly it looks like alright so looking at this design we have missiles reloading here these are in full salvo mode and yeah these are firing they're arcing well over the target and then they're starting to turn around and come back that is very interesting and that's a unique feature to this type of guided grenade so even though I've added an active radar seeker to that I could technically use a laser designator on this as well and make that much harder to detect with passive detection but yeah these missiles are actually turning around once they get beyond the target and they're coming back and even though they've lost most of their velocity at this point the magnets are enough to get them back to this target so the bird out there is giving them a lot of initial altitude and velocity and I'm still hitting as close as those other missiles were all still being able to hit much much further away in fact I would rate these missiles out to as long as 1200 metres out and in order to demonstrate that I'm going to set up a target dummy out here for us to shoot at all right so I've spawned in a ship over here out in the distance this is about 1400 meters away this is not the fullest extent of the missiles these burnout missiles but it is a fairly good representation of what they can do and I'm just gonna turn on fire at will and let the speak for itself yeah these missiles fly up they fly out a home in on the target from a long distance away the a PN guidance keeps them floating through the air easily for a very long period of time and even though this vehicle has lambs it doesn't print her early off and it doesn't trigger powerfully enough to shoot down every single missile that's incoming and yeah this has flak batteries on it it's got lambs and it's still not enough to stop these grenades it even has decoys out here but those decoys are completely useless because during the terminal stage the missiles are being entirely guided by magnets well in to some degree the laser designator but if that's at that point doesn't really matter we're just gonna be able to shoot this thing and it's not really got many options other than to just get shot you can try and shoot these down it's not going to be able to detect them very early so it tray it manages to see them um the last maybe 30 or 40 meters before they impact the target and it can get some lens shots off and it might be able to get some flak shots off if it was turned to a better angle but really it's just not that able to deal with these missiles incoming and if I rename its movement here you can see this vehicle can start maneuvering and it's not going to make much difference I'm still going to be able to get shots off on it reliably so these burnout missiles are one of my especial favourites these are just absolute stirrers and if configured properly they're just amazing so what's making these tics specifically I change these two laser designated so that the they aren't generating active radar signals because the target vehicle that I spawned in has a passive radar receiver and I didn't want the missiles just getting smacked out of the sky like gnats so I didn't switch to a laser designator receiver I have a PN guidance and I turned that down even further on the majority of these these I'm gonna set this down to 0.5 and what we're gonna watch how that behaves compared to the other this should make the turn even less pronounced so now these missiles are firing in a very nice arc and approaching from more directly overhead which makes them more likely to strip turrets and other critical things off the vehicle and actually further increases that our range and also this target or this ship is just plain getting closer to which isn't helping the cause here but in any case these missiles are going to be able to track and destroy the ship at a variety of ranges far better than the grenade launchers can and just overall they're they're going to do a great job of hunting down and destroying anything in the water that's not moving terribly quickly these things can even hit Jets I've spawned in an Aurora here and this is going to attempt to take it out it's probably not going to have real great luck and I haven't tuned the AI on it to not fire it too close of a range so let's go ahead and do that here just to make sure we don't want to fire within I think we said 400 meters is probably our lower limit so let's set up that minimum range there and as soon as we reload and this thing is not within 400 meters but here now homing in on target and we are now hitting a flying vehicle with a grenade that at that point does not actually have a thruster on it so yeah these are much more flexible and much more powerful than a regular grenade at the expense of using a couple extra components and if we watch this particular launch I'm pretty sure we are going to just absolutely wreck this thing yeah yeah those those just chased it down and shot it in the tailpipe yeah there was no way that was going to end well for it anyway moving on the last type of missile I want to show you is abusing ejection angles and you can see this kind of weird boxy thing here there's some slits on the one side and if I take a look inside here there's missiles well the missiles are facing straight at a wall and that's not really productive most of the time but what I've done here these are fairly basic infrared seeker missiles what I've done is set the ejection elevation to 90 degrees and what this is doing is saying eject straight up now I have positioned the launch pads note not the gantries the gantries are irrelevant the orientation of the launch pad is all that matters and I've set the launch pad orientation such that the up direction on that is straight sideways out to this left side of the vehicle here and so what I'm going to do is spawn in an able target and turn to face it and then I will demonstrate these all right so these are a fixed launch platform and they're fixed in a specific direction and they are infrared so I'm not going to track absolutely everywhere so these are a little bit more limited than some of the other missile formats that I've shown you but I could get around that with clever missile design if I so chose really what I want these to do is to pop sideways out of here and then go straight at their target though so I'm just gonna walk up to this here and fire away yeah and you can see that missiles take off pretty easily all right so I've spawned in a jet here it's showing us its back and we're oriented just about right I'm just gonna go ahead and fire off of Ollie these missiles you can see they fly out sideways immediately ignite their thrusters and homed in on the target and yeah there's corn Smith's there so while these didn't actually track their target very well I suspect that's because this thing has some effective decoys or something along those lines on it but yeah effectively these missiles are firing out the side then they're going to be able to track in on a target homed in on it and shoot it down very useful for things that are going to be constantly pointing at the target because this setup allows you to very heavily armored the missile launchers and there's very very little chance that enemy projectiles are going to somehow sneak into here and work their way in between the cracks so you can even put shields over the front of these to bounce projectiles even more and yeah you're you've got a very effective system that's going to be very difficult to hit and very difficult to destroy even without using armor blocks like the hatches that we've got over here and those are fairly expensive or so is armor but in this case we don't have to keep an open slot out the front of the vehicle that's likely going to be pointed towards the target at all times so this is very useful if you are trying to mount a missile rack on something and don't necessarily want to open up a hole straight into the front of your vehicle it's also allows you to eliminate drag for the most part and really has quite a few advantages all right so that's it for now I hope you've enjoyed watching I hope you learned something and I will see you all next time
Info
Channel: Kharel
Views: 564
Rating: 5 out of 5
Keywords: Gaming, From the Depths, Tutorial, Missiles
Id: UOiaU6RdYas
Channel Id: undefined
Length: 58min 6sec (3486 seconds)
Published: Sun Oct 20 2019
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