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

New development, early AIM-95 has 24,000 lb-s total impulse with an average thrust of 3500 pounds over ~7 seconds.

The latest developments had a 32,000 lb-s total impulse and a boost-sustain type grain profile.

32,000 lb-s total impulse, 55G missile with boost-sustain profile. What a monster.

There were four seekers, two were all aspect… the other was the AIM-9D on extra gimbals. The fourth was an electro-optical seeker. There was also later a separately developed two-color IR seeker with decoy rejection through means of adjusting FoV onto the aircraft itself and away from the exhaust.

Initially the 24,000 lb-s model (6 fin Agile I’ll call it) was found to be insufficient so they moved to the boost-sustain 32,000 lb-s impulse model. (Which had 8 fins).

The AIM-95 in it’s penultimate form before full cancelation would have rivaled the AIM-9X in performance (but not size), lacking only an imaging infrared seeker in comparison.

7 Likes

Damn!

Leave it to US Navy developments to produce something decades ahead of its time.

Now that we’ve got that sorted, what else are we missing in terms of performance?

Also, does that first image mean it could do 118 degrees AOA at speed? I’m not entirely familiar with the terminology but that seems to me what it’s saying.

1 Like

During the acceleration and launched from higher speeds, yes.

The latest model would likely have a similar overall burn time and thrust profile to the AIM-7F it appears though I suspect there would be less booster and more sustainer to keep it’s ability to guide towards target since it’s TVC only.

A simple modification to the grain profile and perhaps a little less overall propellant for booster. Overall weight of the missile is likely more than 135kg imo.

Any speculation on burn time for the 8 fin’s motor? And possible ranges that might be derived from it?

Which aircraft were these fired from?

In the attached video it looked like a F9F-8 Cougar, but IDK how well that would work balance-wise.

F9F-8, F-4J, F-8, F-14 and possibly F-15 and F-16, that’s all AFAIK

Would love to see a tech tree F-8H (best F-8 variant) with earlier, easier-to-flare AIM-95 and a tech tree F-14D with best AIM-95 and AIM-120

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Which would be better, the electro optical seeker or the two-color IR seeker?

The electro optical would work like the Chapparal whereas the two-color seeker would be more like the stinger.

1 Like

Found another source for the AIM-95 (D-1 type Captive Test Unit), implementation.

It has quite a bit of info related to the Seeker, gimbal limits and employment methodology(s), and supports F-14 / F-15 / A-7 carriage.

7 Likes

Once more; I’m glad to see someone else with a passion for this particularly strange missile. It’s been very nice to read all this.

1 Like

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
	}
}
7 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

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.

6 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.