AGM-114P Hellfire: Difference between revisions

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[[File:Id AGM-114k.jpg|thumb|AGM-114K2 Hellfire]]
[[File:RKSL AGM114P 03.jpg|thumb|AGM-114P specifically designed for launching from RPAS]][[File:RKSL AGM114P 04.jpg|thumb|RKSL AGM-114P Closeup]]
The '''AGM-114 Hellfire''' is an air-to-ground missile (AGM) first developed for anti-armor use, later developed for precision drone strikes against other target types, especially high-value targets. It was originally developed under the name ''Heliborne laser, fire-and-forget missile'', which led to the colloquial name "Hellfire" ultimately becoming the missile's formal name. It has a multi-mission, multi-target precision-strike ability and can be launched from multiple air, sea, and ground platforms, including the Predator drone. The Hellfire missile is the primary 100-pound (45 kg) class air-to-ground precision weapon for the armed forces of the United States and many other nations. It has also been fielded on surface platforms in the surface-to-surface and surface-to-air roles.
The '''AGM-114 Hellfire''' is an air-to-ground missile (AGM) first developed for anti-armor use, later developed for precision drone strikes against other target types, especially high-value targets. It was originally developed under the name ''Heliborne laser, fire-and-forget missile'', which led to the colloquial name "Hellfire" ultimately becoming the missile's formal name. It has a multi-mission, multi-target precision-strike ability and can be launched from multiple air, sea, and ground platforms, including the Predator drone. The Hellfire missile is the primary 100-pound (45 kg) class air-to-ground precision weapon for the armed forces of the United States and many other nations. It has also been fielded on surface platforms in the surface-to-surface and surface-to-air roles.


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*P-2B adds tantalum fragmentation sleeve
*P-2B adds tantalum fragmentation sleeve
*P+ Adds enhanced inertial measurement unit (IMU) and software support, many customizations for varying battlefields.
*P+ Adds enhanced inertial measurement unit (IMU) and software support, many customizations for varying battlefields.
{| class="wikitable" style="width: 55%;text-align:center; "
{| class="wikitable" style="width: 55%;text-align:center; "
!colspan="4"|Real World against Arma
! colspan="4" | Real World against Arma
|-
|-  
!style="width: 15%; text-align:right;"|Detail
! style="width: 15%; text-align:right;" | Detail
!style="width: 5%;"colspan="1"|Real
! style="width: 5%;" colspan="1" | Real
!style="width: 5%;"colspan="1"|ARMA
! style="width: 5%;" colspan="1" | ARMA
!style="width: 30%;"colspan="1"|Config Value
! style="width: 30%;" colspan="1" | Config Value
|-
|-  
! style="text-align:right;" |Weapon Type
! style="text-align:right;" | Weapon Type
|AGM
| AGM
|style="background-color:#a4adb3;"|
| style="background-color:#a4adb3;" |
! style="text-align:left;" |weaponType = "x";
<br>
|-
! style="text-align:left;" | weaponType = "x";
! style="text-align:right;" |Mass
|-  
|49
! style="text-align:right;" | Mass
|49
| 49
! style="text-align:left;" |mag: mass = "n";
| 49
|-
! style="text-align:left;" | mag: mass = "n";
! style="text-align:right;" |Warhead Mass
|-  
|9
! style="text-align:right;" | Warhead Mass
|225
| 9
! style="text-align:left;" |ammo: hit = "n"; (Proportionate Value mass vs hit ref Mk82)
| 225
|-
! style="text-align:left;" | ammo: hit = "n"; (Proportionate Value mass vs hit ref Mk82)
! style="text-align:right;" |Warhead Type
|-  
|HEAT
! style="text-align:right;" | Warhead Type
|HEAT
| HEAT
! style="text-align:left;" |ammo: warheadName = "x";
| HEAT
|-
! style="text-align:left;" | ammo: warheadName = "x";
!style="text-align:right;"|Fuse Type
|-  
|Laser Prox
! style="text-align:right;" | Fuse Type
|style="background-color:#a4adb3;"|
| Laser Prox
! style="text-align:left;" |NOTE: No Direct Arma value
| style="background-color:#a4adb3;" |
|-
<br>
!style="text-align:right;"|Fuse Range
! style="text-align:left;" | NOTE: No Direct Arma value
|5
|-  
|20
! style="text-align:right;" | Fuse Range
! style="text-align:left;" |ammo: proximityExplosionDistance = n;
| 5
|-
| 20
!style="text-align:right;"|Seeker
! style="text-align:left;" | ammo: proximityExplosionDistance = n;
|Laser
|-  
|Laser
! style="text-align:right;" | Seeker
! style="text-align:left;" |''See class component type''
| Laser
|-
| Laser
!style="text-align:right;"|Auto Seek Target
! style="text-align:left;" | ''See class component type''
|No
|-  
|No
! style="text-align:right;" | Auto Seek Target
! style="text-align:left;" |ammo: autoseektarget = n; (0 or 1)
| No
|-
| No
!style="text-align:right;"|Counter Measure Immunity
! style="text-align:left;" | ammo: autoseektarget = n; (0 or 1)
|High
|-  
|0.95
! style="text-align:right;" | Counter Measure Immunity
! style="text-align:left;" |ammo: cmimmunity = n; (Range 0 > 1)
| High
|-
| 0.95
!style="text-align:right;"|Camera View Available
! style="text-align:left;" | ammo: cmimmunity = n; (Range 0 &gt; 1)
|Yes
|-  
|Yes
! style="text-align:right;" | Camera View Available
! style="text-align:left;" |ammo: cameraViewAvailable = n; (0 or 1)
| Yes
|-
| Yes
!style="text-align:right;"|Flight Profile
! style="text-align:left;" | ammo: cameraViewAvailable = n; (0 or 1)
|Direct, Top Down
|-  
|Direct, Top Down
! style="text-align:right;" | Flight Profile
! style="text-align:left;" |ammo: flightProfiles[] = {"<TYPE>"};
| Direct, Top Down
|-
| Direct, Top Down
!style="text-align:right;"|BoreSight Angle
! style="text-align:left;" | ammo: flightProfiles[] = {"<TYPE>"};
|90
|-  
|100
! style="text-align:right;" | BoreSight Angle
! style="text-align:left;" |ammo: missileLockCone = n; (Degrees)
| 120
|-
| 180
!style="text-align:right;"|Max Speed (m/s)
! style="text-align:left;" | ammo: missileLockCone = n; (Degrees)
|450
|-  
|450
! style="text-align:right;" | Max Speed (m/s)
! style="text-align:left;" |ammo: maxSpeed = n; (n= m/s)
| 450
|-
| 450
!style="text-align:right;"|Min Range
! style="text-align:left;" | ammo: maxSpeed = n; (n= m/s)
|0.5km
|-  
|500
! style="text-align:right;" | Min Range
! style="text-align:left;" |ammo: minRange = n; (Dist in m)
| 0.5km
|-
| 500
!style="text-align:right;"|Max Range
! style="text-align:left;" | ammo: minRange = n; (Dist in m)
|11km
|-  
|6000
! style="text-align:right;" | Max Range
! style="text-align:left;" |ammo: maxRange = n; (Dist in m)
| 11km
|-
| 6000
! style="text-align:right;" |Indirect Hit Value
! style="text-align:left;" | ammo: maxRange = n; (Dist in m)
|style="background-color:#a4adb3;"|
|-  
|50
! style="text-align:right;" | Indirect Hit Value
! style="text-align:left;" |ammo: indirectHit = 50;
| style="background-color:#a4adb3;" |
|-
<br>
! style="text-align:right;" |Indirect Hit Range
| 50
|style="background-color:#a4adb3;"|
! style="text-align:left;" | ammo: indirectHit = 50;
|4
|-  
! style="text-align:left;" |ammo: indirectHitRange = n; (m)
! style="text-align:right;" | Indirect Hit Range
|-
| style="background-color:#a4adb3;" |
! style="text-align:right;" |Maneuverability
<br>
|32 G
| 4
|42
! style="text-align:left;" | ammo: indirectHitRange = n; (m)
! style="text-align:left;" |ammo: maneuvrability = n; (Higher = more agile)
|-  
|-
! style="text-align:right;" | Maneuverability
! style="text-align:right;" |Danger Radius Hit
| 32 G
|style="background-color:#a4adb3;"|
| 42
|N/A
! style="text-align:left;" | ammo: maneuvrability = n; (Higher = more agile)
! style="text-align:left;" |ammo: DangerRadiusHit = n; (Dist for AI aware in m)  
|-  
|-
! style="text-align:right;" | Danger Radius Hit
! style="text-align:right;" |Suppression Radius Hit
| style="background-color:#a4adb3;" |
|style="background-color:#a4adb3;"|
<br>
|N/A
| N/A
! style="text-align:left;" |ammo: SuppresionRadiusHit = n; (Dist for AI suppresion in m)  
! style="text-align:left;" | ammo: DangerRadiusHit = n; (Dist for AI aware in m)
|-
|-  
! style="text-align:right;" |Pylon/Rail
! style="text-align:right;" | Suppression Radius Hit
|M299, M310
| style="background-color:#a4adb3;" |
|style="background-color:#a4adb3;"|
<br>
! style="text-align:left;" |N/A See Hardpoint below
| N/A
! style="text-align:left;" | ammo: SuppresionRadiusHit = n; (Dist for AI suppresion in m)
|-  
! style="text-align:right;" | Pylon/Rail
| M299, M310
| style="background-color:#a4adb3;" |
<br>
! style="text-align:left;" | N/A See Hardpoint below
|}
|}
{| class="wikitable" style="width: 55%;"
{| class="wikitable" style="width: 55%;"
!colspan="4"|ARMA Class details
! colspan="4" | ARMA Class details
|-
|-  
!Ammo
! Ammo
!Mag
! Mag
!Weapon
! Weapon
!Hardpoint
! Hardpoint
|-
|-  
|rksl_amo_agm114k
| rksla3_amo_agm114p
|rksl_mag_agm114k_x1_direct
| rksla3_mag_agm114p_x1_direct
|rksl_wpn_agm114k
| rksla3_wpn_agm114p
|AGM114K_DIRECT
| RKSLA3_AGM114P_DIRECT
|-
|-  
|
|
|rksl_mag_agm114k_x4_m299
<br>
| rksla3_mag_agm114p_x4_m299
|
|
|AGM114K_M299
<br>
|-
| RKSLA3_AGM114P_M299
|-  
|
|
|rksl_mag_agm114k_x2_m310
<br>
| rksla3_mag_agm114p_x2_m310
|
|
|AGM114K_M310
<br>
| RKSLA3_AGM114P_M310
|}
|}




[[Category:Air-to-air_missiles]]
[[Category:Air-to-Ground_Missiles]]
[[Category:Combined_Vehicle_Weapons_Pack]]
[[Category:Combined_Vehicle_Weapons_Pack_Contents]]

Latest revision as of 07:59, 26 October 2024

AGM-114P specifically designed for launching from RPAS
RKSL AGM-114P Closeup

The AGM-114 Hellfire is an air-to-ground missile (AGM) first developed for anti-armor use, later developed for precision drone strikes against other target types, especially high-value targets. It was originally developed under the name Heliborne laser, fire-and-forget missile, which led to the colloquial name "Hellfire" ultimately becoming the missile's formal name. It has a multi-mission, multi-target precision-strike ability and can be launched from multiple air, sea, and ground platforms, including the Predator drone. The Hellfire missile is the primary 100-pound (45 kg) class air-to-ground precision weapon for the armed forces of the United States and many other nations. It has also been fielded on surface platforms in the surface-to-surface and surface-to-air roles.

AGM-114P/P+ Hellfire II (For UAS)

  • Produced: 2003–2012
  • Target: All surface targets
  • Range: 11,000 m (12,000 yd)
  • Guidance:
    • Semi-active laser homing
    • Delayed and programmable fusing in for hardened targets
  • Warhead: Shaped Charge or Blast Fragmentation
  • Weight: 49 kg (108 lb)
  • Length: 180 cm (71 in)
  • Designed for UAV altitudes
  • P-2A adds steel fragmentation sleeve
  • P-2B adds tantalum fragmentation sleeve
  • P+ Adds enhanced inertial measurement unit (IMU) and software support, many customizations for varying battlefields.
Real World against Arma
Detail Real ARMA Config Value
Weapon Type AGM


weaponType = "x";
Mass 49 49 mag: mass = "n";
Warhead Mass 9 225 ammo: hit = "n"; (Proportionate Value mass vs hit ref Mk82)
Warhead Type HEAT HEAT ammo: warheadName = "x";
Fuse Type Laser Prox


NOTE: No Direct Arma value
Fuse Range 5 20 ammo: proximityExplosionDistance = n;
Seeker Laser Laser See class component type
Auto Seek Target No No ammo: autoseektarget = n; (0 or 1)
Counter Measure Immunity High 0.95 ammo: cmimmunity = n; (Range 0 > 1)
Camera View Available Yes Yes ammo: cameraViewAvailable = n; (0 or 1)
Flight Profile Direct, Top Down Direct, Top Down ammo: flightProfiles[] = {"<TYPE>"};
BoreSight Angle 120 180 ammo: missileLockCone = n; (Degrees)
Max Speed (m/s) 450 450 ammo: maxSpeed = n; (n= m/s)
Min Range 0.5km 500 ammo: minRange = n; (Dist in m)
Max Range 11km 6000 ammo: maxRange = n; (Dist in m)
Indirect Hit Value


50 ammo: indirectHit = 50;
Indirect Hit Range


4 ammo: indirectHitRange = n; (m)
Maneuverability 32 G 42 ammo: maneuvrability = n; (Higher = more agile)
Danger Radius Hit


N/A ammo: DangerRadiusHit = n; (Dist for AI aware in m)
Suppression Radius Hit


N/A ammo: SuppresionRadiusHit = n; (Dist for AI suppresion in m)
Pylon/Rail M299, M310


N/A See Hardpoint below
ARMA Class details
Ammo Mag Weapon Hardpoint
rksla3_amo_agm114p rksla3_mag_agm114p_x1_direct rksla3_wpn_agm114p RKSLA3_AGM114P_DIRECT


rksla3_mag_agm114p_x4_m299


RKSLA3_AGM114P_M299


rksla3_mag_agm114p_x2_m310


RKSLA3_AGM114P_M310