Feature #16841

Javelin aim for marked target

Added by konrad over 4 years ago. Updated over 2 years ago.

Status:Assigned Start date:01/20/2011
Priority:Normal Due date:
Assignee:zGuba % Done:

0%

Category:-
Target version:Arma 3
Component:sys_missileguidance Affected Version:
Close Reason:

Description

I would like an option that makes the javelin also lase buldings etc. that you can aim at like in real life not only tanks.

http://www.youtube.com/watch?v=_6O6275L7vU

http://www.youtube.com/watch?v=6X7L7cRS_hw 2:40

http://www.youtube.com/watch?v=hv6kyvicBGc&playnext=1&list=PL0E245EF380A3A016&index=39


Related issues

duplicated by A.C.E. for OA - Bug #18913: Mando / ACE Javelin incompatability Duplicate 04/14/2011
duplicated by A.C.E. for OA - Feature #19178: add the real locking system for Javelin CLU. Duplicate 04/25/2011

History

Updated by Sickboy over 4 years ago

  • Project changed from DevHeaven (Only site issues) to A.C.E. for OA

Updated by Sickboy over 4 years ago

  • Tracker changed from Bug to Feature

Updated by Spyder001 over 4 years ago

http://www.youtube.com/watch?v=u7qI-WhPMa8

It looks a bit janky with ACEs new Javelin system. They fight each other for a bit but Mando's wins in the end lol.

Updated by total22 over 4 years ago

mando javelin only has one problem; when lasing a tank or vehicle in ground mode the missile assumes the target is the ground behind the actual target.

Updated by rye over 4 years ago

Couldn't it work like an LTD of sorts, invisible laser of some sorts and it just locks onto that? Would give the look and feeling of it actually locking onto a marked target.

Updated by sgtmoody1944 over 4 years ago

rye wrote:

Couldn't it work like an LTD of sorts, invisible laser of some sorts and it just locks onto that? Would give the look and feeling of it actually locking onto a marked target.

Except would the invisible laser also cause other projectiles (e.g. JDAM's, hellfires) to lock onto it as well?

Updated by rye over 4 years ago

Yeah unless you could give it a specific laser code which other projectiles do not lock onto. Or just have it in the script so it cannot.

Updated by Lazyman over 4 years ago

total22 wrote:

mando javelin only has one problem; when lasing a tank or vehicle in ground mode the missile assumes the target is the ground behind the actual target.

That's because the way Mando's Javelin works in Dir-GRD is by locking on the terrain coordinates instead of the target. This problem usually only applies with GPS guided munitions fired by aircrafts. This video, while not related to ArmA, explains why this happens (and how A10Cs actually acquire targets on their own in general): http://www.youtube.com/watch?v=IOZ18GNPI-c
Now in real life the user of a Javelin can manually bracket the target with the track gates to achieve a positive lock, which allows him, if he so chooses, to engage accurately pretty much everything, buildings included.
However I'm guessing that this is a bit too complicated to be worked into ArmA, so that's probably why Mando chose to use that solution to have Dir-GRD work.
Further info on how the Javelin works can be found here: http://www.militarynewbie.com/pubs/FM%203-22.37%20Javelin%20Medium%20Antiarmor%20Weapon%20System.pdf

Updated by GadgetUK over 4 years ago

I just wish to add my support for this request. To not have a Javelin being able to attack ground targets is a big missed opportunity.

I'm pretty sure our forces in Afghanistan right now as using these weapons to attack buildings and compounds, not armoured vehicles.

Cheers

Updated by rye over 4 years ago

GadgetUK wrote:

I'm pretty sure our forces in Afghanistan right now as using these weapons to attack buildings and compounds, not armoured vehicles.

They do, there is hardly armored targets in Afghan - there were a few in Iraq, only some-what armoured story I can remember is the Australian SASR launching a JAV at an SUV about 12 hours into the war. Just type 'Javelin Afghanistan' or 'Javelin Iraq' half of it is being used against compounds and suspected enemy buildings.

Updated by Sickboy over 4 years ago

  • Status changed from New to Assigned
  • Assignee set to zGuba
  • Target version set to 395
  • Component set to sys_missileguidance

Updated by Sickboy about 4 years ago

  • Target version changed from 395 to 1.11

Updated by cyrilator about 4 years ago

the solution would be to use the same targeting system than the ACE hellfire laser guided missiles,

and to add a limitation making impossible to change the missile trajectory after the missile launch :

- you aim through the CLU at what you want to shot at
- once you sight is in position you press a key (tab key) that memorize the target position. (gps location)

Updated by zGuba about 4 years ago

cyrilator wrote:

the solution would be to use the same targeting system than the ACE hellfire laser guided missiles,

and to add a limitation making impossible to change the missile trajectory after the missile launch :

- you aim through the CLU at what you want to shot at
- once you sight is in position you press a key (tab key) that memorize the target position. (gps location)

Not sure if it is possible IRL. Javelin tracks targets IR signature, and aiming at any point in the world doesn't seem to be possible with that. I'd prefer scanning for possible target instead, including buildings and static defences.

Updated by Lazyman about 4 years ago

zGuba wrote:

Javelin tracks targets IR signature, and aiming at any point in the world doesn't seem to be possible with that. I'd prefer >scanning for possible target instead, including buildings and static defences.

That's not entirely correct: the Javelin is not an IR-seeking missile, but rather an electro-optical missile with an IR camera. What this means is that for it to engage a target it needs to see it contrast against the background, and the IR seeker makes this easier than a regular camera, like with the AGM-65G.
The Javelin can be used against buildings, but the process is a bit complicated, and given that it's not really designed for that role, is more prone to user error.
A way it could be used against a structure would be looking at the target, press Tab to generate a lockable target, then go through the usual lock-on procedure and then fire.
It would be better if it was possible to have the real lock-on procedure in-game, but given the limitations of the engine, this is probably not possible.

Updated by Sickboy about 4 years ago

Does mando have it?

Updated by rye about 4 years ago

Sounds cool. When it locks it locks for good, yes? If you get another target in the view port it doesn't change to that target? If so then this should be added, once locked on you can perm lock-on via clicking a button and unlock if you want to change target?

Updated by gmt2001 about 4 years ago

Have to agree with this. It should be possible. If the feature is added then mission designer would be given reason to put more enemy inside buildings which would then give much usefulness to the feature

I also agree with implementing the locking system from Mando at the least

On a related note. Someone should re-program the CLU so that bringing it up looks where your looking not 50 degrees to the ground. Its just common sense and i am surprised no one has done it yet

Updated by rocko almost 4 years ago

  • Target version changed from 1.11 to 395

Updated by rocko almost 4 years ago

  • Target version changed from 395 to Arma 3

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