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RGM-109B TASM Seeker FIX
   
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Tags: Mod, TASM
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284.381 KB
1 Jan @ 3:56am
6 Jan @ 9:49am
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RGM-109B TASM Seeker FIX

Description
RGM-109B TASM Seeker FIX

Load Before other mods that modify the RGM-109B such as White Sands Realism and New Threat Upgrade .

As the TASM uses the same/similar guidance package as the Harpoon. This mod changes the seeker logic of the TASM to one similar to the Harpoon and prevent all TASMs from hitting the same target in the enemy formation.
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1 Jan @ 11:57am
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Tunguska
11 Comments
Pulkzestörer 21 Mar @ 8:22pm 
So i take it that the AGM-109B is not on this upgrade list
IRememberJeep 13 Jan @ 7:12pm 
@busty north korean farmer Dumb question but I have to ask if you're using B or C model Tomahawks? The behavior you're describing sounds like you're using the C model TLAMs instead of B model TASMs.

Have you enabled weapon seekers in the map to see if the cone is active if you are indeed using the B model?

Does anything come up in the debug or Alert menu? Are the missiles being jammed?
Cornelius 10 Jan @ 3:32am 
This has made no difference for me. All of the TASMs still end up targeting the same ship once they get in seeker range.
Tunguska  [author] 6 Jan @ 10:01am 
@busty north korean farmer I did some tests and all missiles worked 95% of the time with BOL and basically 100% when fired targeting a known contact.
But I tweaked the seeker FOV a bit to improve the seeker performance with BOL launches.

If they refuse to guide even when launched at a known target, either Steam fucked up and didn't update an old version or there is a mod conflict (best resubscribe, so Steam is forced to download the latest version).
busty north korean farmer 5 Jan @ 11:45pm 
@Tunguska that's not what I meant, I'm not referring to the search pattern. I meant that the TASMs are entirely unusable when I enable the mod in-game. With this mod, the only hits I have ever gotten against any type of target has been accidental collateral from a ship straying into its straight line flight path. Lock lines appear on the map but the missiles do not actually acquire anything ever.

Mod AShMs are pretty sketchy and temperamental in general at the moment, but the TASMs in this mod straight up do not work right now. I'm trying different combinations of mods atm to try and find out what's happening.
Tunguska  [author] 5 Jan @ 3:06pm 
@busty north korean farmer They have basically the same seeker logic as the Harpoons, like IRL. So the straight flight path is part of the mod. They start searching 10nmi from the tgt (MED setting on Harpoons IRL), but I cannot change the alt. during the search without changing it for the entire flight.

In my game they acquire targets even if they are fired bearing only.

Unfortunately, the multiple search modes, altitudes and waypoints cannot be simulated in the game in its current state, but this is my attempt to make them more realistic and usable to target multiple different ships in a formation.
busty north korean farmer 5 Jan @ 1:24pm 
having this mod seems to make TASMs completely useless? They don't acquire anything, just fly in a straight line. I have NTU but made sure to always place it above NTU in the list, there's nothing above it in the list except User folder.
KOBRA 2 Jan @ 8:42pm 
@bbsquid. lets be honest here, the majority of the game is broken. If planes just loiter after shooting their missiles and i have to task every single order of every single unit, it is just unplayable.

Making missions in this game has been the biggest nightmare of my life lol.

AI just does not do what you tell it to do. its such a disparity of actions its gonna take some time for them to actually get a hold of the ongoing issues.

The holidays will be over for most workers starting Monday so im hopeful for the end of February to see this game move in the right direction.
BBsquid 2 Jan @ 4:07am 
@Tunguska I applaud your effort, and that of some of the other modders here. Sad that you guys are making improvements to the game that the Devs didn't, because right now ASW torps, AAMs, and SSMs are pretty broken. Thanks for having the skills and the time to try and make the game better for the rest of us.

As far as the snake pattern, I can only assume that the devs have played Harpoon II and or Command and misinterpreted the velocity marker swinging back and forth as course changes.
in actuality it represents the seeker scanning and looking for targets when the weapon goes hot.

If memory serves, the RCS discriminator feature was supposed to be built in to the AGM-84F/Jthat was developed in the '90s tbut never adopted by the US military. As Harpoon is being replaced by NSM in most inventories...I don't know if the RCS discrim actually worked.

if you can figure out how to implement way points in the game, I will be the first to genuflect at your feet.
Tunguska  [author] 2 Jan @ 3:24am 
@BBsquid The snake pattern is from the core game, so I would have thought the devs would have done some research. As for the RCS discrimination it seems I mistook the LGR, MED and SML seeker modes for ship sizes rather than the range the seeker activates, the core game harpoon (and this TASM) does this at 8mi so the ≈MED setting.

I will remove the snake pattern and try to get the waypoints to work, but I don't think that will happen without an update to the core game.