So I’ve been doing some testing…
With some adjustments it seems to work really well
Blk For anyone interested:
Spoiler
rocketGun:b=yes
preset_cost:i=20
bullets:i=2
shotFreq:r=1000.25
sound:t=“weapon.rocketgun_132”
helicopterGroup:i=2
mesh:t=“python_4_missile”
tags{
}
rocket{
normalizationPreset:t=“default”
ricochetPreset:t=“defaultExt”
secondaryShattersPreset:t=“ap”
stabilityThreshold:r=0.05
stabilityCaliberToArmorThreshold:r=5.0
stabilityReductionAfterRicochet:r=0.5
stabilityReductionAfterPenetration:r=0.15
bulletType:t=“aam”
bulletName:t=“il_pyton_4”
caliber:r=0.16
mass:r=105
explosiveType:t=“hbx”
explosiveMass:r=5
massEnd:r=81.0
massEnd1:r=63.0
maxDeltaAngle:r=0.0
dragCx:r=0.018
length:r=3.0
distFromCmToStab:r=0.25
wingAreaMult:r=1.75
CxK:r=2.65
WdK:p3=0.1, 0.1, 0.1
finsAoaHor:r=0.34
finsAoaVer:r=0.34
force:r=40000
force1:r=8000
timeFire:r=0.5
timeFire1:r=7.5
fireDelay:r=0.05
spawnExplosionFx:b=no
spawnExplosionWreckage:b=no
explosionEffect:t=“explosion_midair_medium”
groundCollisionEffect:t=“hit_133_160mm_dirt_he”
ricochetEffect:t=“hit_133_160mm_metal_ap”
waterCollisionEffect:t=“hit_133_160mm_water”
explosionPatchRadius:r=4.0
fireEffect:t=“rocket_fire_light_huge”
smokeEffect:t=“smoke_rocket_tail_light”
hazeEffect:t=“haze_missile”
endSmokeViscosity:r=0.5
maxDistance:r=30000.0
minDistance:r=30.0
distanceFuse:b=no
hitPowerMult:r=400.0
fuseDelayDist:r=1.0
explodeTreshold:r=0.1
guidanceSfx:t=“alarm_con_scan”
guidanceType:t=“ir”
hasProximityFuse:b=yes
explodeTreshold:r=0.01
explodeHitPower:r=550.0
explodeArmorPower:r=75.0
explodeRadius:p2=1.0, 3.5
rendinstDamageRadius:r=15.0
statType:t=“hydra”
shutterDamage:b=yes
shutterDamageRadius:r=17.0
shutterAmount:i=2000
shutterArmorPower:r=12.0
shutterHit:r=10.0
advancedMissiles:b=no
useStartSpeed:b=yes
startSpeed:r=0.0
endSpeed:r=1000.0
timeLife:r=40.0
machMax:r=4.0
loadFactorMax:r=50.0
rangeMax:r=18000.0
price:r=3000.0
amountPerTier:r=1.0
iconType:t=“missile_type_b_air_to_air”
stabilityRicochetModifier{
mod1:p2=0.0, 0.05
mod2:p2=20.0, 0.1
mod3:p2=30.0, 0.2
mod3:p2=45.0, 0.3
}
collisions{
default{
fx:t="hit_133_160mm_dirt_he"
}
horLandMesh{
fx:t="hit_133_160mm_dirt_he"
}
soil{
fx:t="hit_133_160mm_dirt_he"
}
dirt{
fx:t="hit_133_160mm_dirt_he"
}
road{
fx:t="hit_133_160mm_dirt_he"
}
roadSoil{
fx:t="hit_133_160mm_dirt_he"
}
sand{
fx:t="hit_133_160mm_sand_he"
}
duneSand{
fx:t="hit_133_160mm_sand_he"
}
roadSand{
fx:t="hit_133_160mm_sand_he"
}
quickSand{
fx:t="hit_133_160mm_sand_he"
}
snow{
fx:t="hit_133_160mm_snow_he"
}
ice{
fx:t="hit_133_160mm_snow_he"
}
roadSnow{
fx:t="hit_133_160mm_snow_he"
}
snowLower{
fx:t="hit_133_160mm_snow_he"
}
glass{
fx:t="hit_133_160mm_metal_he"
}
wood{
fx:t="hit_133_160mm_wood_he"
}
steel{
fx:t="hit_133_160mm_metal_he"
}
metal{
fx:t="hit_133_160mm_metal_he"
}
buildings{
fx:t="hit_133_160mm_stone_he"
}
verLandMesh{
fx:t="hit_133_160mm_stone_he"
}
concrete{
fx:t="hit_133_160mm_stone_he"
}
rocks{
fx:t="hit_133_160mm_stone_he"
}
rocksSlippery{
fx:t="hit_133_160mm_stone_he"
}
fabric{
fx:t="hit_133_160mm_stone_he"
}
stone_snow{
fx:t="hit_133_160mm_snow_he"
}
}
DamageParts{
body{
hp:r=5.0
armorClass:t="tank_structural_steel"
armorThickness:r=1.0
}
}
damage{
shatter{
useRealShatters:b=yes
countPortion:r=0.15
segment{
radiusScale:r=1.0
penetrationScale:r=1.5
damageScale:r=1.5
angles:p2=0.0, 9.0
countPortion:r=0.1
}
segment{
angles:p2=10.0, 29.0
countPortion:r=0.0
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.0
damageScale:r=1.0
angles:p2=30.0, 124.0
countPortion:r=0.35
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.5
damageScale:r=1.5
angles:p2=45.0, 70.0
countPortion:r=0.05
}
segment{
angles:p2=125.0, 169.0
countPortion:r=0.0
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.0
damageScale:r=1.0
angles:p2=170.0, 189.0
countPortion:r=0.1
}
segment{
angles:p2=190.0, 234.0
countPortion:r=0.0
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.0
damageScale:r=1.0
angles:p2=235.0, 329.0
countPortion:r=0.35
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.5
damageScale:r=1.5
angles:p2=290.0, 315.0
countPortion:r=0.05
}
segment{
angles:p2=330.0, 349.0
countPortion:r=0.0
}
segment{
radiusScale:r=1.0
penetrationScale:r=1.5
damageScale:r=1.5
angles:p2=350.0, 359.0
countPortion:r=0.1
}
}
shatterDamage{
breachConeAngle:r=45.0
}
explosive{
radius:r=0.20
offset:r=0.9
}
}
guidance{
warmUpTime:r=0.5
workTime:r=30.0
uncageBeforeLaunch:b=yes
breakLockMaxTime:r=5.0
irSeeker{
rangeBand0:r=15000.0
rangeBand1:r=6000.0
rangeBand2:r=11000.0
rangeBand3:r=0.0
rangeBand6:r=500.0
rangeBand7:r=8000.0
rangeMax:r=100000.0
fov:r=3.6
gateWidth:r=1.2
minAngleToSun:r=5.0
lockAngleMax:r=80.0
angleMax:r=90.0
rateMax:r=120.0
prolongationTimeMax:r=5.0
bandMaskToReject:r=4
designationSourceTypeMask:i=2
constantDesignationSourceTypeMask:r=6
}
guidanceAutopilot{
timeOut:r=0.2
propNavMult:r=4.0
reqAccelMax:r=70.0
baseIndSpeed:r=1500.0
accelControlProp:r=0.0046
accelControlIntg:r=0.028
accelControlDiff:r=0.001
}
table0{
altitude:r=0.0
fighterMach:p2=1.2, 0.8
targetMach:p2=0.8, 0.8
rangeMin:p4=500.0, 3000.0, 400.0, 2100.0
rangeMax:p4=3400.0, 4300.0, 2400.0, 2750.0
altDiff:p2=500.0, 1000.0
}
table1{
altitude:r=6000.0
fighterMach:p2=1.2, 0.8
targetMach:p2=0.8, 0.8
rangeMin:p4=600.0, 3000.0, 500.0, 2100.0
rangeMax:p4=5400.0, 8500.0, 4800.0, 6400.0
altDiff:p2=500.0, 1000.0
}
table2{
altitude:r=12000.0
fighterMach:p2=1.2, 0.8
targetMach:p2=0.8, 0.8
rangeMin:p4=600.0, 3500.0, 500.0, 2400.0
rangeMax:p4=13000.0, 18200.0, 10000.0, 14500.0
altDiff:p2=500.0, 1000.0
}
table3{
altitude:r=18000.0
fighterMach:p2=1.2, 0.8
targetMach:p2=0.8, 0.8
rangeMin:p4=1000.0, 6000.0, 1000.0, 4800.0
rangeMax:p4=27000.0, 34000.0, 23000.0, 31000.0
altDiff:p2=500.0, 800.0
}
}
arcadeProp{
finsAoaHor:r=0.3
finsAoaVer:r=0.3
timeFire:r=6.3
}
proximityFuse{
timeOut:r=0.5
radius:r=7.0
detectShells:b=no
}
armorpower{
ArmorPower0m:p2=28.0, 10.0
ArmorPower100m:p2=25.0, 100.0
ArmorPower7000m:p2=23.0, 7000.0
ArmorPower10000m:p2=0.0, 10000.0
}
hitpower{
HitPower0m:p2=400.0, 500.0
HitPower10000m:p2=400.0, 10000.0
}
}