Hughes AIM-95 Agile - Off boresight before it was cool

I’ll share what I can lol

2 Likes

With the newly found information we’ve seen in this thread, I decided to take a crack at making an in-game model of AIM-95 in an “early” configuration. It’s not quite perfect, as it takes a lot of trial and error to get the PIDs and such working smoothly without compromising maneuverability, but I believe it’s in a “good enough” state right now.

135 kg Start Mass
82.8 kg End Mass (Adjusted until specific impulse was a reasonable number)
15,570 Newtons Thrust (3,500 lbs)
6.86s Burn Time
208.6s Isp
24,012 lb-sec Total Impulse
85° Gimbal Limit
70° Lock Limit

The .blk file if anyone would like to try refining it further

Spoiler
rocketGun:b = true
preset_cost:i = 20
bullets:i = 1
shotFreq:r = 1000.25
sound:t = "weapon.rocketgun_132"
helicopterGroup:i = 2
mesh:t = "uk_sraam"
tags {

}
rocket {
	bulletName:t = "uk_sraam"
	statType:t = "hydra"
	caliber:r = 0.203
	length:r = 2.54
	WdK:p3 = 0.1, 0.1, 0.1
	CxK:r = 2.2
	finsAoaHor:r = 0
	finsAoaVer:r = 0
	distFromCmToStab:r = 0.08
	mass:r = 135
	massEnd:r = 82.8
	timeFire:r = 6.86
	force:r = 15570
	timeLife:r = 7.5
	thrustVectoringAngle:r = 0.2
	useStartSpeed:b = true
	startSpeed:r = 0
	machMax:r = 2.4
	endSpeed:r = 0
	maxDistance:r = 10000
	minDistance:r = 30
	rangeMax:r = 10000
	loadFactorMax:r = 20
	guidanceType:t = "ir"
	guidanceSfx:t = "alarm_spin_scan"
	effectOffset:p3 = -1.8, 0, 0
	normalizationPreset:t = "heat"
	ricochetPreset:t = "he"
	groundRicochetPreset:t = "he"
	secondaryShattersPreset:t = "ap"
	stabilityThreshold:r = 0.05
	stabilityCaliberToArmorThreshold:r = 5
	stabilityReductionAfterRicochet:r = 0.5
	stabilityReductionAfterPenetration:r = 0.15
	bulletType:t = "aam"
	explosiveType:t = "pbxn_102"
	explosiveMass:r = 6
	maxDeltaAngle:r = 0
	dragCx:r = 0.014
	spawnExplosionFx:b = false
	spawnExplosionWreckage:b = false
	explosionEffect:t = "explosion_midair_medium"
	groundCollisionEffect:t = "explosion_midair_small"
	ricochetEffect:t = "hit_59_80mm_metal_ap"
	waterCollisionEffect:t = "hit_59_80mm_water"
	explosionPatchRadius:r = 3.4
	waterRicochetEffect:t = "hit_81_105mm_water_ap"
	groundRicochetEffect:t = "hit_81_105mm_dirt_ap"
	visualShattersWaterOffset:r = 1.2
	visualShattersGroundOffset:r = 1.2
	fireEffect:t = "fires_exhaust_jet_early_big"
	smokeEffect:t = "smoke_rocket_tail_light_huge"
	smokeEffect2:t = ""
	hazeEffect:t = "haze_missile"
	endSmokeViscosity:r = 0.05
	distanceFuse:b = false
	hitPowerMult:r = 400
	fuseDelayDist:r = 1
	explodeTreshold:r = 0.1
	hasProximityFuse:b = true
	explodeTreshold:r = 0.01
	explodeHitPower:r = 550
	explodeArmorPower:r = 75
	explodeRadius:p2 = 1, 5
	rendinstDamageRadius:r = 9
	shutterDamage:b = true
	shutterDamageRadius:r = 17
	shutterAmount:i = 2000
	shutterArmorPower:r = 12
	shutterHit:r = 10
	price:r = 3000
	arcadeProp {
		finsAoaHor:r = 0
		finsAoaVer:r = 0
	}
	guidance {
		warmUpTime:r = 1
		workTime:r = 20
		uncageBeforeLaunch:b = true
		useThrustVectoring:b = true
		breakLockMaxTime:r = 1
		irSeeker {
			rangeBand0:r = 11000
			rangeBand1:r = 4500
			rangeBand2:r = 11000
			rangeBand3:r = 11000
			rangeBand7:r = 9000
			rangeMax:r = 11000
			fov:r = 3.2
			minAngleToSun:r = 10
			lockAngleMax:r = 70
			angleMax:r = 85
			rateMax:r = 60
			prolongationTimeMax:r = 0.5
			designationSourceTypeMask:i = 38
			constantDesignationSourceTypeMask:i = 6
		}
		guidanceAutopilot {
			
			timeOut:r = 0.15
			propNavMult:r = 12
			reqAccelMax:r = 55
			velFrameReference:b = false
			baseIndSpeed:r = 1800
			accelControlProp:r = 0.000025
			accelControlIntg:r = 0.002
			accelControlIntgLim:r = 1.0
			accelControlDiff:r = 0.001
		}
	}
	stabilityRicochetModifier {
		mod1:p2 = 0, 0.05
		mod2:p2 = 20, 0.1
		mod3:p2 = 30, 0.2
		mod3:p2 = 45, 0.3
	}
	pressureDamage {
		damageType:t = "pressure"
	}
	damage {
		shatter {
			useRealShatters:b = true
			countPortion:r = 0.15
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1.5
				damageScale:r = 1.5
				angles:p2 = 0, 9
				countPortion:r = 0.1
			}
			segment {
				angles:p2 = 10, 29
				countPortion:r = 0
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1
				damageScale:r = 1
				angles:p2 = 30, 124
				countPortion:r = 0.35
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1.5
				damageScale:r = 1.5
				angles:p2 = 45, 70
				countPortion:r = 0.05
			}
			segment {
				angles:p2 = 125, 169
				countPortion:r = 0
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1
				damageScale:r = 1
				angles:p2 = 170, 189
				countPortion:r = 0.1
			}
			segment {
				angles:p2 = 190, 234
				countPortion:r = 0
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1
				damageScale:r = 1
				angles:p2 = 235, 329
				countPortion:r = 0.35
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1.5
				damageScale:r = 1.5
				angles:p2 = 290, 315
				countPortion:r = 0.05
			}
			segment {
				angles:p2 = 330, 349
				countPortion:r = 0
			}
			segment {
				radiusScale:r = 1
				penetrationScale:r = 1.5
				damageScale:r = 1.5
				angles:p2 = 350, 359
				countPortion:r = 0.1
			}
		}
		shatterDamage {
			breachConeAngle:r = 45
		}
		explosive {
			radius:r = 0.15
			offset:r = 0.9
		}
	}
	DamageParts {
		body {
			hp:r = 50
			armorClass:t = "tank_structural_steel"
			armorThickness:r = 1
		}
	}
	DamageEffects {
		part {
			name:t = "body"
			onHit {
				shellState:t = "inFlight"
				expl:r = 1
			}
			onKill {
				shellState:t = "inFlight"
				destruction:r = 1
			}
			onHit {
				shellState:t = "onUnit"
				damageType:t = "generic"
				expl:r = 0.05
				fire:r = 0.45
				break:r = 0.5
				damage:r = 3
				fHitCritical:b = true
			}
			onHit {
				shellState:t = "onUnit"
				damageType:t = "generic"
				expl:r = 0.5
				fire:r = 0.3
				break:r = 0.2
				damage:r = 30
				fHitCritical:b = true
			}
			onHit {
				shellState:t = "onUnit"
				damageType:t = "explosion"
				expl:r = 0.45
				fire:r = 0.45
				break:r = 0.1
				damage:r = 50
				fHitCritical:b = true
			}
			onHit {
				shellState:t = "onUnit"
				damageType:t = "cumulative"
				expl:r = 0.4
				fire:r = 0.4
				break:r = 0.1
				damage:r = 100
				fHitCritical:b = true
			}
			onKill {
				shellState:t = "onUnit"
				expl:r = 0.05
				fire:r = 0.05
				break:r = 0.9
				fHitCritical:b = true
			}
		}
	}
	collisions {
		steel {
			fx:t = "explosion_midair_small"
			ricochetFx:t = "hit_81_105mm_metal_ap"
		}
		armor {
			fx:t = "explosion_midair_small"
			ricochetFx:t = "hit_81_105mm_metal_ap"
		}
		buildings {
			fx:t = "explosion_midair_small"
			ricochetFx:t = "hit_106_132mm_stone_ap"
		}
		wood {
			fx:t = "explosion_midair_small"
			ricochetFx:t = "hit_106_132mm_wood_ap"
		}
	}
	shatterCollisions {
		groundCollisionEffect:t = "hit_12_18mm_dirt_ap"
		waterCollisionEffect:t = "hit_8_11mm_water"
		default {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		horLandMesh {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		soil {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		dirt {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		road {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		bricks_red {
			fx:t = "hit_12_18mm_red_brick_ap"
		}
		roadSoil {
			fx:t = "hit_12_18mm_dirt_ap"
		}
		sand {
			fx:t = "hit_12_18mm_sand_ap"
		}
		duneSand {
			fx:t = "hit_12_18mm_sand_ap"
		}
		roadSand {
			fx:t = "hit_12_18mm_sand_ap"
		}
		quickSand {
			fx:t = "hit_12_18mm_sand_ap"
		}
		snow {
			fx:t = "hit_12_18mm_snow_ap"
		}
		ice {
			fx:t = "hit_12_18mm_snow_ap"
		}
		roadSnow {
			fx:t = "hit_12_18mm_snow_ap"
		}
		snowLower {
			fx:t = "hit_12_18mm_snow_ap"
		}
		glass {
			fx:t = "hit_12_18mm_metal_ap"
		}
		wood {
			fx:t = "hit_12_18mm_wood_ap"
		}
		steel {
			fx:t = "hit_12_18mm_metal_ap"
		}
		metal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		tank_structural_steel {
			fx:t = "hit_12_18mm_metal_ap"
		}
		aluminum_armor {
			fx:t = "hit_12_18mm_metal_ap"
		}
		tank_rubber_screens {
			fx:t = "hit_12_18mm_stone_ap"
		}
		buildings {
			fx:t = "hit_12_18mm_stone_ap"
		}
		verLandMesh {
			fx:t = "hit_12_18mm_stone_ap"
		}
		concrete {
			fx:t = "hit_12_18mm_stone_ap"
		}
		rocks {
			fx:t = "hit_12_18mm_stone_ap"
		}
		rocksSlippery {
			fx:t = "hit_12_18mm_stone_ap"
		}
		fabric {
			fx:t = "hit_12_18mm_stone_ap"
		}
		stone_snow {
			fx:t = "hit_12_18mm_snow_ap"
		}
		armorPierceLowCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		armorPierceMedCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		armorPierceHiCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		armorNPLowCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		armorNPMedCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
		armorNPHiCal {
			fx:t = "hit_12_18mm_metal_ap"
		}
	}
	proximityFuse {
		timeOut:r = 0.5
		radius:r = 5
		detectShells:b = true
		shellCaliberRange:p2 = 0.08, 0.2
	}
	armorpower {
		ArmorPower0m:p2 = 28, 10
		ArmorPower100m:p2 = 25, 100
		ArmorPower7000m:p2 = 23, 7000
		ArmorPower10000m:p2 = 0, 10000
	}
	hitpower {
		HitPower0m:p2 = 400, 500
		HitPower10000m:p2 = 400, 10000
	}
}
9 Likes

Could it potentially be carried on the BOL pylons that the F-14 and F-15 use?

I don’t think so.

1 Like

I quite like this idea- the F-8H and F-14D would be the perfect aircraft for the Agile, being relatively low-production and the final iterations of their families, justifying experimental weapons not carried operationally. However, did the F-14D carry AMRAAMs? My brief research says it did not.

i didn’t but it was tested and they could easily have made them use them with a software update and bolt on rail but due to politics it didn’t
You should look in to how the F14D was scaled back

1 Like

F-14s were tested with AMRAAMs and the F-14D’s SAC (Standard Aircraft Characteristics, primary source) says it can equip them, which should be more than enough to get them.

7 Likes

I don’t think anyone would pick an agile over an aim9m. Considering they will be as dogshit as the sraams currently are

It could work as a alternative option for non toptier jets(F4J,F8H,F14 etc). Also most top tier aircrafts aren’t going to receive it anyways.

They used a crossed array like the R-73 so I’d imagine they’ve got some flare resistance. They’ve also got a lot more impulse than an SRAAM so they’ll still be anemic in range but it won’t be nearly as bad. Not that I support adding it to normal aircraft, it should be restricted to an event vehicle at best.

The AGILE has an AIM-7F motor, what do you mean it will be anemic in range?

3 Likes

AIM-7F glides pretty well, AGILE does not glide. It’ll be a lot less of a problem than it is for the SRAAM (especially considering it has R-73 equivalent IRCCM to my knowledge) but it still is dead on motor burnout

They don’t just detonate on motor burnout, believe it or not. Just cause it can’t change it’s heading after the motor stops doesn’t mean it hasn’t predicted where the target is going and isn’t going to get close enough for its proximity fuse to do its job

Doesn’t matter, the AGILE can’t maneuver after it stops burning anyway.

It relies solely on TVC but whereas the SRAAM has 1km range, the AGILE can easily go ~20km in a straight line or even more.

it’s still going in a straight line at that point. missiles moving on inertial are still maneuvering along a predicted intercept course, Agile goes ballistic and I find it unlikely it’s programmed to steer itself in order to hit a target as the unguided proxy fuzed fin stabilized shell it becomes on motor burnout as that’d not really be compatible with other aspects of missile interception. I’m not doubting that it’s theoretically still physically capable of hitting something once it’s ballistic but I don’t find it likely in the same way that the R-27 is still a serious threat on inertial because this isn’t inertial guidance, it’s an unguided ballistic arc

That’s what I mean, range is anemic relative to missiles with similar and even much less impulse because it’s TVC only

when people see ‘AIM-7F motor’ they might start to think they can pull AIM-7F ranges from it, but it’s much different in reality owing to how the missile works

hence the original comment on how it would still have limitations of the SRAAM relative to a ‘normal’ AAM but to a lesser extent owing to the powerful and long-lived motor

Literally just launch a 7F in game and watch how long and how far it burns. Now compare that to launching a 9L. The AIM-95 is not meant to be an ET equivalent, it’s meant to be a dogfight missile.

1 Like

So we’re in agreement, it’s relatively limited in range for its size and motor owing to how it’s controlled

It limited in range compared to a SARh, but it’s more than comparable to other IR missiles

It’s short ranged relative to the motor’s impulse, and relative to the missile’s size and weight. Under certain conditions it will compare to other IR missiles and be superior to short ranged ones such as SRAAM and R-60, but under engagement parameters in which range would be significantly enhanced by gliding after burnout many other dogfight missiles would outrange it despite being smaller. Regardless, all I was saying originally was that it would be limited in range in the same manner as the SRAAM, but not to the same extent owing to the performance of its motor.