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User mods, screenshots & videos => Other => Topic started by: Uriah on December 25, 2014, 06:40:50 pm

Title: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on December 25, 2014, 06:40:50 pm
In collaboration with a number of others, I am developing guided and unguided munitions for aircraft and ground vehicles. The seeker script will simulate a sensor to guide the munition, and switch between target-lock and target-null modes. GPS, IR and radar sensors we be implemented, with GPS being the first and easiest to script. IR (infrared) will calculate the thermal contrast between the target and its background, (look-up table), and radar will calculate radar cross-section at a given target angle (also using a look-up table).

It is planned there will be one of each of the following:

Air-to-Air Missile
Air-to-Ground Missile
Surface-to-Air Missile
Ground-to-Ground Missile
Precision Guided Bomb
Unguided Bomb
Unguided Rocket

I am not going to say much besides that for now.

Regards,
Uriah

IF YOU HAVE A 3D MODEL OF A BOMB, MISSILE, OR ROCKET YOU CAN:

Send me the 3D model in 3ds, max, fbx, obj, iges or other 3D Studio importable format. If you would like you can help create the JSBSim Flight Dynamic Model (FDM), and incorporate it into your project, aircraft, ground vehicle, ship, submarine or other launch platform.

I need the raw 3D model so I can set it up correctly for exporting to FBX, labeling BONES and materials, aligning the pivots for moving parts, and detailed animation if necessary.

If have a detailed 3d model that is not textured, myself or someone else can produce the texture and materials.


Here is the AGM-65D IIR:

(http://i.imgur.com/zRidBLB.jpg)

(http://i.imgur.com/52RSDzW.jpg)

(http://i.imgur.com/E4t4zhU.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: ZeosPantera on December 26, 2014, 02:23:11 am
The seeker script will simulate a sensor to guide the munition, and switch between target-lock and target-null modes. GPS, IR and radar sensors we be implemented, with GPS being the first and easiest to script. IR (infrared) will calculate the thermal contrast between the target and its background, (look-up table), and radar will calculate radar cross-section at a given target angle (also using a look-up table).

No series of words put in a particular order has made me this hot..
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: 2eyed on December 26, 2014, 05:13:41 am
Now there is a world, let the bombing begin. ;D :-[
Mankind = war?
After all it's Christmas.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on December 26, 2014, 07:04:27 am

After all it's Christmas.


 Christmas is THE best time for invasions. ... no one checks they presents and Santas. He knows best, just ask him :

(http://www.arghink.com/wp-content/uploads/2013/05/christmas_invasion-1.jpg)

Doe, cant tell why thy aliens have that GB complex ... cant start without trying to knock up BigBang.   ;D  ;D  ;D

P.S.: Hope you didnt open the ones still ticking ... better to not get those clocks, right ? Or am i the only one getting tons of such packages ? :D
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on December 27, 2014, 11:12:58 pm
 :)

Working on the basic guidance algorithm, a lot of complicated equations in Excel right now. Optimal control algorithms for guidance are not available publicly that I can find, so I will have to synthesize moving target position prediction for the guidance in the initial boost stage and sustain boost stage, after which the trajectory is more or less set. There are complications with OT, but regardless this is more of a math problem and determining how to implement it with the existing JSBSim Guidance/Control framework.

Regards,
Uriah

(http://i.imgur.com/P97qUCy.jpg)

(http://i.imgur.com/0dxzBeI.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: HiFlyer on December 28, 2014, 12:49:45 am
This is absolutely amazing, and I hope its progressing apace with other advances by the developers, such as a clickable environment for various vehicle types
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on December 28, 2014, 02:20:53 am
... clickable environment for various vehicle types

Yes, that will be a great thing once getting in !
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Fighter117 on December 28, 2014, 03:31:41 am
I would like so much this mod ! :P
Like on KSP ! You can be helped by Bahamutos' work ! ;)
https://kerbalstuff.com/mod/90/BahamutoD%27s%20Armory

Another mod :
https://kerbalstuff.com/mod/225/Spanners%20Boomsticks%2C%20Parts%20to%20complement%20BD%20Armory
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 03, 2015, 12:53:17 am
I am still wrestling with the JSBSim Guidance Control... it is a son of a %^$#($@!!!

So far I am able to make the seeker/sensor track a moving target, calculating the target distance and angular position of the target Line Of Sight relative to the missile’s longitudinal axis.

I set the AGM-65D (IIR Maverick) and AGM-65E (LASER Maverick) using the same object package, with different albedo, normal and roughness maps, and different script file and FDM. When the IIR Maverick is spawned, the LASER_seeker/sensor meshes are hidden, and vise-versa.

It took my some time to get the hang of using roughness maps, but the result really makes the paint markings pop-out from the base-coat. :D

-Uriah

(http://i.imgur.com/d8RUqHi.jpg)

(http://i.imgur.com/YQFhtw0.jpg)

(http://i.imgur.com/QhisBSH.jpg)

(http://i.imgur.com/HJiFLYV.jpg)

(http://i.imgur.com/Uwk6pu2.jpg)

(http://i.imgur.com/qX4UueR.jpg)

(http://i.imgur.com/JCfU3t0.jpg)

AGM-65 Blank Object:

(http://i.imgur.com/vDvhxUC.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 03, 2015, 03:59:08 am
So youre trying to say if its longitudinal axis (that is head-to engine) is laying on the imaginary line between it and the target and correct the angle to fit it if not ?

 ... nice way, adding a special heat-source signature on planes/vehicles and re-script it to track these would be nice for enhancement playing as the aerial target maneuver angle (witch can hide or delude the heat signature at certain angles) and flares. - (for the IIR)
Something similar for the laser guided, doe targeting an placed point by the guidance system of the rockets launch system.

Know there are some rockets guided by a back-facing IR sensor - mostly tank and armor based AT rockets, witch actually dont see the IR signature on the target, but just "look" behind themselves to stay in the lasers beam. Would be an interesting thing to try that too ...
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 03, 2015, 04:35:15 am
Quote
So youre trying to say if its longitudinal axis (that is head-to engine) is laying on the imaginary line between it and the target and correct the angle to fit it if not ?

Not quite, it is a bit more complex. I am measuring the instantaneous angular velocity of the target each frame update call, and calculating its angular acceleration/deceleration, relative to the missile's Y axis. If the missile pointed at where the target is NOW, it would never hit the target. The boost phase of an AGM-65 Maverick is around 0.5 seconds, and the sustain boost phase is around 3.5 seconds, so the missile reaches its maximum velocity within four seconds and then decelerates during what is called the terminal flight phase on its way to the target. It must calculate the targets angular trajectory, relative to the missile seeker, and steer the missile on a collision course with the target's FUTURE position.

For NON-moving targets, what you said would be true, and the script is far less complex.

For simulating infrared target signatures there are a number of ways to accomplish it in terms of developing a simple algorithm. I need to do more research about IR countermeasures, but I believe the missile seeker logic will be to track the thermal signature with the greatest magnitude. In sim, the a thermal signature is just a point, with a variable assigned to the point by looking up the value in an X, Y angle table. The script would calculate the X angle, and Y angle for each IR signature, and request the IR signature values of all the points within its current Field Of View, and calculate for scattering and attenuation of the signal given distance, altitude, etc... The Seeker script would then track the IR point with the highest magnitude signature.

Signal to Noise Ratio (SNR) is especially important, (aka. thermal or infrared contrast, or target/background contrast ratio) but I cannot think of a way to implement such a functionality in a script.

The LASER Maverick tracks an active IR source, and there is a lot more to take into account, such as emmissivity/reflectance of the target, and attenuation of the laser source round-trip.

Everything will be defined under 'Sensor', so the same 'Seeker' script could use many different sensor scripts, both forward and rear facing.

Pyton, I believe those are called Beam Riding seekers, where an electromagnetic (RF/IR) beam is projected at the target and the munition attempts to stay at the center of the beam. Yes that could be done too, but there would be differences to the Guidance/Control System.

(http://i.imgur.com/k0QFlpM.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 03, 2015, 01:35:22 pm

Not quite, it is a bit more complex. I am measuring the instantaneous angular velocity of the target each frame update call, and calculating its angular acceleration/deceleration, relative to the missile's Y axis. If the missile pointed at where the target is NOW, it would never hit the target. The boost phase of an AGM-65 Maverick is around 0.5 seconds, and the sustain boost phase is around 3.5 seconds, so the missile reaches its maximum velocity within four seconds and then decelerates during what is called the terminal flight phase on its way to the target. It must calculate the targets angular trajectory, relative to the missile seeker, and steer the missile on a collision course with the target's FUTURE position.


Had that in mind before (for the IIR), but i meant the laser one - the simple approach ...
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: ZeosPantera on January 03, 2015, 02:30:00 pm
The reflections on the front of those guided bombs. Is that generated in-engine because I thought it was a generic reflection map until the dev's implemented something else.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 03, 2015, 03:54:40 pm
The reflections on the front of those guided bombs. Is that generated in-engine because I thought it was a generic reflection map until the dev's implemented something else.

It seems like what mirrors do - spawn-state environment map.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 03, 2015, 05:11:16 pm
Yep, Outerra reflections are awesome. Here I use two meshes, with two materials, in order to get the look I wanted. The bottom layer mesh is slightly smaller than the top one.

(http://i.imgur.com/8SWjpk1.jpg)
(http://i.imgur.com/bylhUk6.jpg)

The IIR dome uses an opaque/rough orange layer underneath the glass layer with the reflection.

(http://i.imgur.com/eTFo9jw.jpg)
(http://i.imgur.com/jxGz7VG.jpg)

On the LASER dome I put the glass layer beneath an alpha masked layer with an opacity map to make the jagged coating ring around the edge.

(http://i.imgur.com/EIq6xal.jpg)
(http://i.imgur.com/oxcasGv.jpg)

Shall I say... coming soon. :)

(http://i.imgur.com/iMDw137.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 03, 2015, 09:24:46 pm
Mk 82 SnakeEye 500lb General Purpose High Drag Bomb

Free model from TurboSquid artist joemember, with custom textures/materials.
http://www.turbosquid.com/FullPreview/Index.cfm/ID/560755

(http://i.imgur.com/GYKFhXc.jpg)
(http://upload.wikimedia.org/wikipedia/commons/e/e2/US_Navy_030529-N-0295M-007_Aviation_Ordnanceman_3rd_Class_Aaron_Harris_checks_a_MK-82_500lb._General_purpose_bomb.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 03, 2015, 11:48:38 pm
GBU-12 Paveway II (Mark-82 Warhead)

Free model from TurboSquid artist Kyle Nelson (no longer exists on TS).
https://www.flatpyramid.com/3d-models/gbu-12-laser-guided-bomb-3d-studio-max-file-max

(http://i.imgur.com/Ub0d7jm.jpg)
(http://i.imgur.com/oFVGLGg.jpg)
(http://upload.wikimedia.org/wikipedia/commons/8/87/US_Navy_050112-N-5345W-074_Aviation_Ordnancemen_prepare_to_load_500-pound_laser_guided_bombs_(GBU-12)_onto_weapon_pylons_under_an_F-14B_Tomcat.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 04, 2015, 01:45:42 am
Nice ones ! .... also, is that a photo-illusion, or is thar IIR shorter on the real-life photo (are there possibly two warhead explosives mass types ?) .
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 02:18:12 am
It is just the angle, I sized and scaled all of these together in a single file using real-world measurements. The AGM-65 model is precise in terms of length/diameter, and wing span/chord, sub-centimeter accuracy.

(http://upload.wikimedia.org/wikipedia/commons/a/a1/AGM-65_Maverick_MG_1382.jpg)

As far as the GBU-12 and Mk-82 Snakeye, they are both slightly off aspect ratio, length/diameter and curvature is wrong for the Mk-82 warhead mesh specifically, and different on the GBU-12 than the Snakeye, which is wrong. Although both models have intricate details, and they were free, so I'll forgive their respective artists. Since the Mk-82 500lb warhead has a number of different configurations, I want to use a single object package that includes all the meshes for each Mk-82 configuration, in the seeker, warhead, propulsion and control sections, which are shown/hidden accordingly. I really like this method, because it means you have fewer packages installed in OT.

(http://i.imgur.com/HDSsley.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 02:51:34 am
(http://i.imgur.com/M3q049f.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 04, 2015, 03:08:11 am
Exactly, also it makes you easier to add new mods to models when needed. There surely is some limit on HW in coping whyte too big packages, but seeing how it handles my ural project, its pretty much solid.

Well visible on this one - the fins seem to be much sorter under certain angles, making it look different. 

As for the diameters - it isn't much a problem from normal vision-distances. It had to be a caricature work.  :D  My 2M22 and other will too have the broader parts slightly more "visible", but just to show off people, that it isnt just a conform tube (its quite hard to see it on real ones on first glances-its basically to reduce the tube-induced drag when flying off the launcher, has almost no negatives to ballistics as it is a rotary-flight rocket (like bullets from modern weapons)). Some russian rocket propelled flame-throwers have such fins too :

(http://www.cat-uxo.com/communities/0/004/010/791/960/images/4612953640.jpg)

 Doe, dont know much how the physics looks behind that cause it has to do a lot whyte the projectile speed and aerodynamics to chose the right angle for max. flight distance.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 03:16:26 am
Quote
There surely is some limit on HW in coping with too big packages

Yeah, OT only handles 60,000 or so vertices... Which isn't very many really, and it is very limiting. I was shopping around on TurboSquid for models to purchase, and there are some nice ones, but they are either very low poly, or ultra high, neither of which is of use to me. I can tessellate low poly models, but they are usually proportionally inaccurate to begin with.

Here is a great image I found of the Ural firing the 9M22U rocket.
(http://warfare.be/0702ey70/update/september2010/5/grad.jpg)

Regards,
Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 07:21:38 am
BGM-109 Tomahawk Cruise Missile

(http://i.imgur.com/ATkKJqG.jpg)
(http://i.imgur.com/46SXVPd.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 04, 2015, 08:52:01 am
Quote
There surely is some limit on HW in coping with too big packages

Yeah, OT only handles 60,000 or so vertices... Which isn't very many really, and it is very limiting. I was shopping around on TurboSquid for models to purchase, and there are some nice ones, but they are either very low poly, or ultra high, neither of which is of use to me. I can tessellate low poly models, but they are usually proportionally inaccurate to begin with.

Here is a great image I found of the Ural firing the 9M22U rocket.
(http://warfare.be/0702ey70/update/september2010/5/grad.jpg)

Regards,
Uriah

.. that limit is on a single mesh --- witch you can have "unlimited" in a model. So if ya break them up, no problems ...

Hey, that is the modernized version (you can see it on the launcher tubes heads - there is some additional apparature to give digital inf. to warheads (initial flight data or external pre-fire linkage about out of view targets) ). Actually, one of the early test versions. There is also an separate unit - Tornado-G that is specialized for coastal-operations designated for the navy and coast-guard regiments. Has mostly anti-submarine or even heard of underwater detection munitions ... theyr simply an addition to the well known batteries A-222 Берег ("Coast"):

(http://topwar.ru/uploads/posts/2012-04/1333416274_1.jpg)

As for turbo-squid, if ya buy one, you're better give the author knowledge about a mod (most dont care, but some are doing it on professional level and dont allow mods or free-type content promotion). Just for preventing bad stuff ...

The tomahawk looks great !

Now i remembered again, ive written few years ago about an ungarian guy making a sim of some older soviet AA installations (just java/flash ? foto-screen clicking thingy). Would be cool finding one of those, make the interior and have a fully-functional AA system in OT.

https://sites.google.com/site/samsimulator1972/home (https://sites.google.com/site/samsimulator1972/home)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 09:24:49 am
Quote
.. that limit is on a single mesh --- witch you can have "unlimited" in a model. So if ya break them up, no problems ...

Now that I did not know! I was having trouble with that, thank you.

SAM Simulator looks awesome! Might be able to borrow from it or integrate in the future. Sadly OT needs many features before full functionality is possible. I am downloading it to see how it works.

I found some open source code which could be modified for JSBSim Guidance/Control. It seems to have all the functionality I need, and can computer intercept solution in three dimensions, with constant acceleration of both missile and target.

http://www.codeproject.com/Articles/19310/Hitting-a-Moving-Target-The-Missile-Guidance-Syste
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 04, 2015, 11:50:08 am
NICE !
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: bomber on January 04, 2015, 12:50:54 pm
Was wondering if the tracking code could be adapted to give AI turret code, or ground AAA or searchlight code.

Having turrets onboard heavy bombers that recognised, tracked and engaged enemy planes would be a great enhancement..

On another issue sorry I've not released anything this holiday period but I've had a shocking cold all the way through it... Will get back up to speed on the new year.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 05:55:53 pm
Bomber, absolutely, although I am currently only able to track JSBSim objects from other JSBSim objects, and only once I know the aircraft ID. Brano said there needs to be an interface to communicate between Bullet and JSBSim. I would be happy to work with you on tracking turrets. The code for actually shooting, I have no idea how that works, but I can calculate lead for a moving target if I know the ballistic trajectory of the projectile.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: bomber on January 04, 2015, 06:01:35 pm
The only interface needed would be does a bullet intersect with a mesh hitbox....

If we can determine this then damage calcs and the effects on jsbsim properties are relatively simple..
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 04, 2015, 07:46:01 pm
What I meant is I cannot call the position and velocity of a ground vehicle from an aircraft script, so I cannot track it. So far only aircraft to aircraft. I haven't experimented with ground vehicles tracking the position and velocity of another ground vehicle, but I expect it would work. Supposedly Bullet collisions interact with JSBSim objects, but not vice versa.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 05, 2015, 02:04:31 am
What I meant is I cannot call the position and velocity of a ground vehicle from an aircraft script, so I cannot track it. So far only aircraft to aircraft. I haven't experimented with ground vehicles tracking the position and velocity of another ground vehicle, but I expect it would work. Supposedly Bullet collisions interact with JSBSim objects, but not vice versa.

I think both objects are now as separate things in OT ... so, interactions are quite the problem yet. Hitting the target could be taken from the projectile - just finding out, if its position along the way will be in some radius from the target (at-least for now). For more complex hit-simulation, many things must be implemented and targets having some special meshes (for fuel-tanks, engine, etc.) where bullets should be traversing some of theyr faces and that to be taken as hits.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 04:07:20 am
Quite right, a hit or miss can be calculated. I believe JSBSim can output the flight data into CSV format, I'll run a test and see how it works with the Jupiter 246 rocket.

Gathering all the data for each FDM is very time consuming. I spent six hours and feel confident I have everything I need for the BGM-109B, C, H and G varients, that is submarine (B), ship (C), air (H) and ground (G) launched Tomahawks respectively. I have been studying guidance and control extensively, and the Tomahawk really does it all, a rocket, an airplane, and a guided bomb all in one.

Here is what I am working on for the Tomahawk, but much of it applies to all missile guidance systems.

1) PRE-LAUNCH PHASE
Target coordinates (fixed ground target defined in .js script variables LAT/LONG/AGL) are used to calculate a possible launch solution and configures/initiates the guidance program for control and navigation to the target. The Tomahawk is used primarily against slow moving or fixed targets, such as ships or bunkers... so I do not need to predict the future position of high velocity targets. This makes things less complex for now, and we will assume the targets are fixed. We will also assume the seeker is GPS/INS based, I cannot simulate DSMAC.

2) LAUNCH PHASE
The seeker, sensor and launch guidance systems are initiated and the Solid Rocket Motor is fired upon command initiation.

3) BOOST PHASE
During the boost phase, the guidance rolls to azimuth, holds yaw, and performs the pitch turn to horizontal flight. The solid booster provides 6000 lbf (pound force, or 26 kN) thrust for 12 seconds reaching maximum dynamic pressure.

4) TRANSITION TO CRUISE PHASE
Above a specified velocity the engine fairing is jettisoned and the wings, fins and intake are deployed for aerodynamic stability and oxidizer flow. Once the solid booster burns out it is jettisoned and the turbofan engine is started. The guidance makes heading and course corrections and holds roll and pitch.

5) CRUISE (MID-COURSE) PHASE
Depending on the mission profile, during the cruise phase the missile assumes the desired altitude and navigates to the target area. A high altitude flight path will have the greatest range, while a low altitude terrain follow mode would be more stealthy on approach beneath enemy radar, mere meters above the ground. This will be configured prior to launch in the script file .js variables to select the mission profile. In terrain follow mode, the missile will maintain an altitude (AGL) by calculating the average AGL per given amount of time (smooth ascent/descent, maybe Kalman filtered control output).

6) TERMINAL PHASE
Once within the target area the guidance makes final course adjustments and the seeker guides it onto target.

7) TERMINAL MANEUVER PHASE
A pop-up maneuver can be performed prior to impact, in order to gain altitude and dive vertically providing the maximum kinetic energy. Guidance controls all channels for final precision approach and impact.

Each of these guidance phases will have triggers in JSBSim guidance/executive to perform the maneuvers and switch between phases automatically. (It already does that of course)

Regards, :D
Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: bomber on January 05, 2015, 06:00:17 am
Well consider that a plane before it takes off is technically a ground vehicle....

The jsbsim flight models I do already have damage hooks integrated into them....

I agree that for the collision coding the 3d modellers would be required to create a simplified series of not displayed mesh hit boxes that represent the external structure of the vehicle...  8 per wing, 3 fuselage.. Don't go overboard with these as online play would require a lot of data.. Once the shooting object has determined that a mesh has been hit, communicate this and allow the damaged vehicle to determine if within this area there are other systems such as fuel tanks, undercarriage,  engine etc and the probability of being hit.

Tracking individual bullets from a vehicle firing 6000 a minute plus return fire is gonna be hard enough without trying to determine if one of them hit a fuel valve or not.

Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 06:14:24 am
Not that technically any aircraft on the ground is not a ground vehicle, I'm specifically talking about the different between Bullet and JSBSim objects, and them currently being mutually exclusive. I can target an aircraft sitting on a run way, but not the tank next to it. Like I said above, to simplify things for testing missile guidance, I will just define the target position in the script and not target an object, I'm still having difficulty with doing that consistently. I think getting the guidance laws written and working is more important for now, and gameplay can wait.

You were able to implement a system for damage is JSBSim?

I am really interested in three types of damage; heat, dynamic pressure (for orbital reentry and angle of attack) and of course collision/impact. That would be awesome to be able to integrate damage to individual meshes/collision meshes for those types of damage.

I believe the physics computational demand between multiplayer and solo-sandbox will be different by many orders of magnitude, I do not see any problems for solo-mode, but multiplayer may present performance roadblocks.

Regards,
Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: bomber on January 05, 2015, 06:54:24 am
Most combat flight sims create a flight model first and then put damage as an add on.... This produces a very awkward feel to the whole damage experience....  Some use 0, 33, 66 & 100% damage graduation with the whole wing falling off at 100%.

For a planes flight model there are 3 factors
1) thrust
2) lift
3) drag

On modern planes there's also

4) systems

But losing an instrument won't make the plane fall out the sky....although a hydraulics failure might. So it's a grey area depending upon what system is damaged but as this normally effects 1 2 or 3 to bring the plane down systems cannot be considered a primary flight requirement.

When creating the flight model in jsbsim I added a graduated damage effect into the 22 lift/drag generating parts. The thrust is another issue but when I've finished with jsbsim piston code I'll have that nailed.

Online play will create issues but to my mind working them out now is a whole lot better than having to rewrite.

Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 07:04:23 am
Very nice, I would like to scope that code when you finish up. It would be very useful in all areas!
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: bomber on January 05, 2015, 07:10:36 am
The Ask 13 glider comes with it... Each point mass area also has a damaged value, initially at 1, reducing this value reduces the lift, increases a certain type of drag for the area concerned.

Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 07:15:10 am
Thank you!
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 05, 2015, 07:41:08 am
Well, most modern flyers have now around 3 computing units (whyte a reserve one), each doing its stuff, but capable to take over any that goes bad. So from electronic point of view, you have to aether hit all, cut off the power-supply (aether engine-generated and batteries) or scramble all sensors and control servos they're connected (or at least those doing fly-by-wire for fighters, witch, at least for the modern flankers, are more needed as people would think). Meaning, leaving damage on the aerodynamic state of the plane ( physical damage to it ) is ok. Any on-board systems can be just derived from them when some would want. I just hope something like that will be possible for ground-units. (it would go, but not sure if all stuff should be just in the single .js file - could make a lot of problems)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 07:58:35 am
Right, battle proven aircraft have multiple redundant systems in separate locations so if one is destroyed you can still fly. Just like DCS, or any other good combat flight sim, simulating component damage and failure modes is possible if there is already damage in JSBSim it should work in OT. Collisions is still the big road block.

That reminds me, I am also going to simulate electronic countermeasures , electronic warfare, against the bomb or missile seeker, such as jamming and signal interference.

JSBSim uses Sensors to simulate real world data, instead of perfect inertial measurements calculated from the equations of motion, it adds noise to the output signal. I could use this to simulate sensor Signal to Noise Ratio jamming, of any type, radar, IR, RF, GPS, etc... to effectively confuse the bomb/missile guidance system.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 11:56:35 am
Well... it kind of works. ;)

(http://i.imgur.com/DfUJTu3.jpg)
(http://i.imgur.com/KaDiEom.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 05, 2015, 12:39:03 pm
FLYES THAT THING !  :D
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: M7 on January 05, 2015, 02:29:53 pm
Could you make a quick video?
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 07:30:15 pm
Yes most definitely, but not quite yet!

I am having difficulty running the F107 turbofan at the moment, and because of that I only have 12 seconds of thrust from the Solid Rocket Booster, and I am not able to fly to the target coordinates. Not to mention it is flying blind not knowing the target altitude (I just need to add this to the targeting function), or ground slope/ ground cover. Also, I am having problems with the terrain follow mode. Since I use current AGL to set autopilot altitude, the autopilot attempts to fly a flight path which is an exact profile of the terrain contour along the ground track below. As you can guess, it tries to climb over a steep mountain at too high an angle of attack and stalls, instead of making the pitch correction sooner, and at less of an angle. The smaller the AGL hold distance, the worse this problem becomes. I need to filter the AGL input so it is smooth (Kalman filter would be great), and take the AGL measurement from a point some distance (not far) ahead of the aircraft so it knows when there is an elevation gain before it reaches that point. In terrain follow mode the Tomahawk should have a range of over 600 miles, and greater than 1500 miles for high altitude level flight.

http://jsbsim.sourceforge.net/AutomaticFlightInJSBSim.pdf

Once I have something significant to show I will definitely record a video hitting targets at the White Sands Missile Test Range I have been working on! :)

-Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 05, 2015, 09:33:39 pm
(http://i.imgur.com/YRilV3Q.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 07, 2015, 05:15:01 am
Mockups for the targeting system HUD display.

Thermal Infrared, white hot
(http://i.imgur.com/pnQNgXO.jpg)

Color mapped
(http://i.imgur.com/qXucS96.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 07, 2015, 06:16:54 am
Damn, did you use some special texture, or you did color that just on the snapshot (the thermal) ?
Would like to have some special texture type, where you could color the temperature distribution and some function where the coloring would go up and back to environment temperature when engine is on and off ...
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 07, 2015, 07:03:22 am
It is just a mockup, I actually increased the contrast and for the color is just did a gradient map of the greyscale. I have noticed different materials I have used have a different looks in the IR view, but I am not sure what properties that is due to.

I am quite satisfied with Outerra's IR view, except there should be more ground contrast, everything is very flat in the terrain texture. It would be great to have a thermal map for aircraft vehicles, and a secondary thermal map for heating on certain areas. The secondary map would multiply the primary heat map in linear space. Like color * albedo, it would be ir_map * ir_hot_map, or something to that affect. The script could then increase the magnitude of the ir_hot_map over time with the engine on, and it would mix values with the ir_map. When the engine is turned of the ir_hot_map magnitude would be slowly decreased as it cools. That is just a concept, not really important right now, but it would be awesome.

I would however really like to be able to create a custom HUD, both for multi-stage rockets, and for missile seekers.

Regards,
Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 07, 2015, 08:59:10 am
Well, dont think that heat-distribution for surroundings come any sooner than weather support to have some data from ... yes, i made a simple coolant temperature indicator for the Ural. Making a fitting heat-map would be great.

Im sure some custom HUSs will be able later on ...
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 09, 2015, 01:43:30 pm
Slowly but surely... :)

UPDATED IMAGES:
(http://i.imgur.com/z7eRRhB.jpg)
(http://i.imgur.com/2nEfXUz.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 09, 2015, 02:58:06 pm
Now just the rest of the plane.  =D
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 09, 2015, 03:00:16 pm
Planes?! who said anything about plane?  :-X

;)

(Okay you got me...)

UAVs to be precise.

Actually the lack LAU-17/A missile launch/track will be able to mount on any hard-point on any aircraft in the future. There will also be an adapter for multi-LAUs from a single hard-point.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: M7 on January 09, 2015, 04:04:52 pm
I'd like to have these AA missile for my cessna... purely for self defense  =D
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 09, 2015, 04:11:40 pm
LOLZ! Actually, the Iraq army temporarily used a Cessna, along with other civilian aircraft, with on-board guidance system and AGM-114 Hellfire missiles. It looked a little funny you might say.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: PytonPago on January 09, 2015, 06:14:16 pm
LOLZ! Actually, the Iraq army temporarily used a Cessna, along with other civilian aircraft, with on-board guidance system and AGM-114 Hellfire missiles. It looked a little funny you might say.

They know what is good and cheap. :D
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: jonslynn on January 13, 2015, 09:44:05 pm
I can't believe you put so much detail or work into something we won't see coming.  Nice textures.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 13, 2015, 11:32:06 pm
I appreciate the compliment, but you haven't seen nothing yet! ;)

Working on a few big projects in collaboration with several people, expect big things soon to come!

-Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on January 15, 2015, 01:39:55 am
BGM-109C Flight Data Output:

(http://i.imgur.com/NikCVci.jpg)
(http://i.imgur.com/9FwHGnL.jpg)
(http://i.imgur.com/EapdKNY.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Fighter117 on December 12, 2015, 05:43:30 am
Hi everyone ! I didn't post for a long time now ! :)
I just wanted to know where is the development of this mod because i'm very interested by it.

See you !
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on December 12, 2015, 06:42:42 am
Left to right:

AIM-9M Sidewinder
AGM-65E Laser Maverick
AGM-65D IIR Maverick
GBU-12 Paveway II
MK-82 Snake Eye GP
FIM-92A Stinger
FIM-92C Stinger
M151 Hydra-70 70mm rocket
M156 Hydra-70 70mm rocket
BGM-109 Tomahawk Block IV

As well as the Hydra-70 rockets, I also modeled the AGM-114 Hellfire for the AH-64D Apache Longbow which will be released in the near future.

All missiles, rockets and bombs include JSBSim flight models with semi-realistic aerodynamics and rocket motors where applicable. They have an impact fuse which detonates upon collision with the ground and generates an explosion and crater, and I'm working on proximity fusing for air burst warheads.

(http://i.imgur.com/oKmXvKv.jpg)

(http://i.imgur.com/2QVEYxG.jpg)

Detail of the AIM-9M.

The blue and black arrows and sphere are Center of Gravity and Aerodynamic Center markers and vectors for debugging the flight model. The rocket motor thrust and burn are estimated from publicly available data, but the missile reaches the approximate maximum velocity after motor burnout.  The aft fins are all that remains to be finished.

(http://i.imgur.com/wpc5ZPu.jpg)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Fighter117 on December 12, 2015, 07:17:59 am
Texturing and rendering are perfect ! Good job! ;)
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on December 12, 2015, 07:21:31 am
Thanks! I'll try to post a video soon! Keep an eye out on this thread: http://forum.outerra.com/index.php?topic=3253.0

Regards,
Uriah
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Fighter117 on December 12, 2015, 07:31:16 am
Thanks for the link ! I already saw this topic, i follow it with interest !
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: Uriah on December 12, 2015, 07:37:27 am
KW71, Acetone and I are putting together a holiday season special!  =D News will be posted on that thread.
Title: Re: Missiles, Bombs and Rockets, Guided/Unguided Munitions
Post by: DONALD TRUMP on December 12, 2015, 11:51:41 am

All missiles, rockets and bombs include JSBSim flight models with semi-realistic aerodynamics and rocket motors where applicable. They have an impact fuse which detonates upon collision with the ground and generates an explosion and crater, and I'm working on proximity fusing for air burst warheads.

WOW! WHAT AN AWESOME DISPLAY OF WORK AND PATRIOTIC WEAPONRY!
I, AS A BILLIONAIRE, WOULD BE HAPPY TO PURCHASE THESE PRODUCTS, BUT EVEN IN THE LAND OF THE FREE "REGULATION" SHENANIGANS AND "PUBLIC SAFETY CONCERNS" ARE MORE IMPORTANT THAN TRUE AMERICAN PLEASURES: HAVING A DECENT SIZED ORDNANCE IN YOUR GARDEN TO DISPLAY FOR YOUR FAMILY ENJOYMENT.