AGM-114K Hellfire: Difference between revisions
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* K-2 adds insensitive munitions (IM) | * K-2 adds insensitive munitions (IM) | ||
* K-2A adds blast-fragmentation sleeve | * K-2A adds blast-fragmentation sleeve | ||
{| 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 = | | 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'' | ||
| | |- | ||
| | ! style="text-align:right;" | Auto Seek Target | ||
! style="text-align:left;" |ammo: autoseektarget = n; (0 or 1) | | Yes | ||
|- | | Yes | ||
!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 | | High | ||
|- | | 0.95 | ||
!style="text-align:right;"|Camera View Available | ! style="text-align:left;" | ammo: cmimmunity = n; (Range 0 > 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) | | 90 | ||
|- | | 100 | ||
!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 | ||
|- | |- | ||
| | | rksla3_amo_agm114k | ||
| | | rksla3_mag_agm114k_x1_direct | ||
| | | rksla3_wpn_agm114k | ||
| | | RKSLA3_AGM114K_DIRECT | ||
|- | |- | ||
| | | | ||
| | <br> | ||
| rksla3_mag_agm114k_x4_m299 | |||
| | | | ||
| | <br> | ||
|- | | RKSLA3_AGM114K_M299 | ||
|- | |||
| | | | ||
| | <br> | ||
| rksla3_mag_agm114k_x2_m310 | |||
| | | | ||
| | <br> | ||
| RKSLA3_AGM114K_M310 | |||
|} | |} | ||
Latest revision as of 07:56, 26 October 2024
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-114K/K2/K2A Hellfire II
- Produced: since 1993
- Target: All armored targets
- Range: 11,000 m (12,000 yd)
- Guidance:
- Semi-active laser homing with electro-optical countermeasures hardening
- Digital autopilot & electronics improvements allow target reacquisition after lost laser lock
- Warhead: 9 kg (20 lb) tandem shaped charge HEAT
- Length: 163 cm (64 in)
- Weight: 45 kg (99 lb)
- K-2 adds insensitive munitions (IM)
- K-2A adds blast-fragmentation sleeve
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 | Yes | Yes | 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 | 90 | 100 | 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_agm114k | rksla3_mag_agm114k_x1_direct | rksla3_wpn_agm114k | RKSLA3_AGM114K_DIRECT |
|
rksla3_mag_agm114k_x4_m299 |
|
RKSLA3_AGM114K_M299 |
|
rksla3_mag_agm114k_x2_m310 |
|
RKSLA3_AGM114K_M310 |