Stormworks: Build and Rescue

Stormworks: Build and Rescue

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PYO's HQ-11E Area Defense System
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1.228 MB
15 Apr @ 9:23am
30 Apr @ 6:53am
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PYO's HQ-11E Area Defense System

In 2 collections by Pyo
PYO's PLA Vehicles
8 items
Vehicle Collection ft. PYO's Tactical Data Link
33 items
Description
Here's my post in Official Discord Channel, include an actual play record clip. Check it !
https://discord.com/channels/357480372084408322/370840938739925003/1361770074762907882
What's this?
The PYO's HQ-11E Area Defense System is a mobile area air defense unit inspired by the HQ-11 platform.
Built on a custom chassis based on the FAW MV3 military truck, it features a fully elevated modular design.
Equipped with 10 data-linked, terminal active radar-guided missiles and a powerful TWS radar system for air warning and tracking, it offers full autonomous launch capabilities.
With an effective defense radius of up to 5 km, it's your best partner for clearing out AI aircraft and defending your base.





Specifications or Features:
    Missile & Launch System:
  • Carries 10 terminal active radar-guided missiles.
  • Each missile is guided via data link in midcourse and switches to radar homing in terminal phase.
  • Auto-launch function can engage multiple targets without manual input.

    TWS Radar System:
  • Uses PYO's TWS radar for real-time 360° airspace scanning.
  • Automatically tracks and prioritizes airborne threats.
  • Shares target info with linked systems like HQ, UAVs, or SAMs.

    Data Link Integration:
  • Compatible with 'PYOs Tactical Data Link III'.
  • Supports real-time target sharing, manual designation, and remote control.
  • Works as a frontline defense node or a networked support platform.

    Chassis & Mobility:
  • Built on an FAW MV3 military truck chassis.
  • Fully elevated launcher setup for rough terrain deployment.
  • Can be deployed as a mobile or semi-fixed defense station.

    Operational Range & Usage:
  • Effective against low to mid-speed targets within 5 km.
  • Best used to defend bases or block AI air raids.
  • Fully autonomous engagement allows hands-off defense.


How to play?
  • Seats Overview:
    There are 3 seats: Driver, Co-driver, and Radar/Weapon Operator.
    - Co-driver has no function.
    - Driver handles vehicle movement.
    - Radar/Weapon seat controls TWS radar and missiles.

  • Driver Tasks:
    - Use right-side panel to start/stop engine, toggle headlights, hazard lights, and open engine cover.
    - Drive with WASD.
    - Use arrow keys for turn signals.
    - Press 1 to reverse.
    - Transmission is automatic.

  • Radar & Weapon Operator Tasks:
    - Left screen: TWS radar view.
    - Right screen: Data Link monitor.
    - Press 1 to power on TWS and deploy launcher.
    - Press 2 to activate Data Link. Keep it ON for missile guidance.

  • Target Detection & Auto Defense:
    - Red and yellow markers show high/medium threat targets.
    - Turn on AE1 to auto-fire at red targets.
    - Turn on AE2 to also engage yellow targets.
    - Auto-fire uses ammo fast — good for emergencies or AI defense.

  • Manual Targeting:
    - TWS screen shows buttons A ~ H, each is a missile slot.
    - Click a target to assign it to a slot.
    - Click a slot to set it as "current."
    - Press spacebar to fire at the current slot’s target.
    - Change slots anytime — missiles will keep tracking original targets.
    - Click the same slot again to clear it.

  • Slot Note:
    - When AE mode is ON, slots D~H are cleared automatically for safety.

  • Enemy/Friendly ID:
    - System auto-detects friendly units if they use PYO's Data Link with the same Key.

  • Data Link Notes:
    - This version is custom-tweaked:
    - No manual target add/remove.
    - No target click-to-select.
    - Otherwise, it works the same as Data Link 3.6.

  • More Tactical Data Link tutorial


Modification Guide:

  • TWS System Tweaks:
    - Lots of settings, some still WIP.
    - Most don’t affect basic tracking.
    - AutoDefendRange: Sets how “trigger-happy” auto-defense is — not the range.
    - Danger Level Shift Wait: Controls how fast threat level changes.
    - D1/D2 ETA Threshold: Defines how soon a target counts as a threat (in ticks). Actual behavior depends on other settings.
    - Fire Wait: Delay between shots at the same target. Shortens if the target's getting close.

  • Data Link:
    - Uses a custom PYO Data Link.
    - Not much to tweak.
    - See tutorial:
    Tactical Data Link Tutorial

  • Truck Chassis:
    - Not the focus, but it uses a compact, easy-to-tune microcontroller.
    - Gearbox needs a custom table (not shared yet).
    - Feels like a real truck: slow accel & braking.
    - Want faster? = Lower time per gear and Use stronger PID
    - Want harder brakes? = Multiply brake signal by 10 or tweak code
    - Max Fuel, Max Spd, Max RPS only affect the dashboard.

  • Missile Setup:
    - Needs Data Link, Clock, Antenna.
    - No data link = inertial nav only.
    - Based on my anti-jam missile:
    FireEyeMP fox3 ARHM system alpha test
    - Only key settings matter:
    - Lifespan: Max guide time
    - Lead: 30 ticks = easier lock
    - Radar Fin Active Velocity: 0.1 = terminal guidance via fins (no chaff resistance)
    - Path Settings: Avoids crashing on low targets. Keep path active alt > path height
    - Start Delay: Delay before it starts guiding
    - Radar Search Range: How close radar coords need to be to data link — helps avoid hitting the wrong target.
    - VT Fuse Tick: Tuned for impact — proximity is unreliable

  • Add More Missiles:
    - You'll need to rebuild the launch counter if adding more.
    - Current setup uses Flare Launcher passthrough, which adds delay.
    - With 10 missiles, the last one fires with a 10-tick delay.
    - Add more = more delay = higher chance of failure.
    - I skipped the counter for now since 10 is enough. Might add it later.


Known Issues

  • Missiles Are Meant to Be Weak:
    They're tuned just enough to handle DLC AI planes — not meant to be OP.
  • Lazy Paint Job:
    Planned desert camo, but too many paintable signs and XML blocks.
    Got tired and gave up. Maybe later.
  • Target Confusion in Crowded Airspace:
    In heavy traffic, the system may struggle to correctly track targets.
    Sometimes the missile may not find the right one — or in rare cases, turn around and fly back...
    This is mostly due to radar noise and limited refresh rate.

Thank you!
If you have any suggestions or found any bugs, tell me please.
Hope you all enjoy it.
69 Comments
Secret176 31 Jul @ 12:27am 
I will test the capabilities against incoming missiles, because if it can hit those it's good enough
Pyo  [author] 31 Jul @ 12:07am 
and it may make the missile more weak when attack head-on targets.
Pyo  [author] 31 Jul @ 12:06am 
if can ignore 6 chaff and track the 7th target as real target, to use that feature you need to set the parameter I don't remember what its name maybe 'radar fin active distance' to 1.
Secret176 30 Jul @ 11:57pm 
I am curious about these missiles if they have irccm to avoid 1 chaff? Cuz after all If I make a ship it would be good to have both these missiles and my deprecated ones.
Pyo  [author] 30 Jul @ 8:48am 
Max lead limit the max lead ......to keep the target in missile radar's fov.
IFF won't work good when moving fast cause it only refresh 3 time per second.
About go up then down , I don't remember every detail. It seems like the missile abort the attack itself. I do have wrote some code about it for safety.
Secret176 30 Jul @ 7:00am 
Also I can confirm it for some reason automatically fires at me even with datalink on, i was going about 500kph
Secret176 30 Jul @ 5:37am 
Question if a missile loses track and goes very far away like 7km is it normal to go up in the sky then go down (if i removed selfdestruct mode) [And Max Lead if i increase it what does it do cuz i am curious if i can increase maneuvrability by changing this value]
Secret176 30 Jul @ 5:32am 
Also the system works better the missile actually can guide itself using the tws until the pitbull mode
Pyo  [author] 30 Jul @ 1:10am 
Actually the HQ11E is kind of a demo build of TWS+ARHM, which I brushed it up in FFG171 'Changjiang' my latest workshop item.
I don't remember every difference of two builds but I suggest you use newer one to customize.
Pyo  [author] 30 Jul @ 1:07am 
This system, is kind works like launching ARHM like AIM-120s with 'TWS' mode radar (when manual) or 'TWS HDN' mode radar (when auto-engaging).
If this help you to understand the ..design..