Little Wing Sophisticated Anti-Air Missile [Add-On / Replace] 1.0
295
16
295
16
Highly Sophisticated experimental Anti-Air missile.
🚀 If you can see it, Little Wing can kill it.
Credits: Missile model by re1monsen on Sketchfab
"Learning to use the tools of modern warfare is the difference between the prospering of your people, and utter destruction.", General Shepherd. 🇺🇸 🇫🇮 🇪🇸
--- Installation ---
Add-On Version;
Place this to designated locations; LittleWing >> mods\update\x64\dlcpacks
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing/
Replace Version;
Place these to designated locations; LittleWing_Replace >> mods\update\x64\dlcpacks
and
weaponhominglauncher.meta >> mods\update\update.rpf\dlc_patch\mpchristmas2\common\data\ai
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing_Replace/
Weapon Spawn Name: littlewing
You can use Zolika Trainer or Use Menyoo FavouriteWeapons.xml;
The text is provided in the readme. or Use AddonWeapons
--- Instructions Manual ---
The Little Wing is designed for engaging aircraft, can not acquire land/aquatic vehicles.
🚀 It has full blown Calculated Interception Flight Path. Instead of chasing the aircraft from behind, it will fly towards the Calculated Interception Point instead. Refer to screenshots 7-8-9 and videos (preferred) for better understanding.
If the target manages to dodge, although highly unlikely, the Little Wing will execute the proximity re-attack pattern instead.
Primary Attack Mode Efficency Chart;
Medium to Extreme Long distance fast movers.
--- Technical Specifications ---
Warhead : Cluster-ROD Multi-Stage Implosion Munitions
Payload : 5000
Booster Launch Velocity : 1300 km/h
Flight Velocity : 8000 km/h
Terminal Attack Velocity : 11300 km/h
Lock-On Range : 2.5 km
Maximum Range : 6.2 km
🚀 If you can see it, Little Wing can kill it.
Credits: Missile model by re1monsen on Sketchfab
"Learning to use the tools of modern warfare is the difference between the prospering of your people, and utter destruction.", General Shepherd. 🇺🇸 🇫🇮 🇪🇸
--- Installation ---
Add-On Version;
Place this to designated locations; LittleWing >> mods\update\x64\dlcpacks
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing/
Replace Version;
Place these to designated locations; LittleWing_Replace >> mods\update\x64\dlcpacks
and
weaponhominglauncher.meta >> mods\update\update.rpf\dlc_patch\mpchristmas2\common\data\ai
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing_Replace/
Weapon Spawn Name: littlewing
You can use Zolika Trainer or Use Menyoo FavouriteWeapons.xml;
The text is provided in the readme. or Use AddonWeapons
--- Instructions Manual ---
The Little Wing is designed for engaging aircraft, can not acquire land/aquatic vehicles.
🚀 It has full blown Calculated Interception Flight Path. Instead of chasing the aircraft from behind, it will fly towards the Calculated Interception Point instead. Refer to screenshots 7-8-9 and videos (preferred) for better understanding.
If the target manages to dodge, although highly unlikely, the Little Wing will execute the proximity re-attack pattern instead.
Primary Attack Mode Efficency Chart;
Medium to Extreme Long distance fast movers.
--- Technical Specifications ---
Warhead : Cluster-ROD Multi-Stage Implosion Munitions
Payload : 5000
Booster Launch Velocity : 1300 km/h
Flight Velocity : 8000 km/h
Terminal Attack Velocity : 11300 km/h
Lock-On Range : 2.5 km
Maximum Range : 6.2 km
Først Lastet opp: 2. februar 2025
Sist Oppdatert: 2. februar 2025
Last Downloaded: 1 hour ago
31 Kommentarer
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4.93
55 068
318
2.0 - PreCombined Super Meshes
By MissySnowie
Highly Sophisticated experimental Anti-Air missile.
🚀 If you can see it, Little Wing can kill it.
Credits: Missile model by re1monsen on Sketchfab
"Learning to use the tools of modern warfare is the difference between the prospering of your people, and utter destruction.", General Shepherd. 🇺🇸 🇫🇮 🇪🇸
--- Installation ---
Add-On Version;
Place this to designated locations; LittleWing >> mods\update\x64\dlcpacks
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing/
Replace Version;
Place these to designated locations; LittleWing_Replace >> mods\update\x64\dlcpacks
and
weaponhominglauncher.meta >> mods\update\update.rpf\dlc_patch\mpchristmas2\common\data\ai
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing_Replace/
Weapon Spawn Name: littlewing
You can use Zolika Trainer or Use Menyoo FavouriteWeapons.xml;
The text is provided in the readme. or Use AddonWeapons
--- Instructions Manual ---
The Little Wing is designed for engaging aircraft, can not acquire land/aquatic vehicles.
🚀 It has full blown Calculated Interception Flight Path. Instead of chasing the aircraft from behind, it will fly towards the Calculated Interception Point instead. Refer to screenshots 7-8-9 and videos (preferred) for better understanding.
If the target manages to dodge, although highly unlikely, the Little Wing will execute the proximity re-attack pattern instead.
Primary Attack Mode Efficency Chart;
Medium to Extreme Long distance fast movers.
--- Technical Specifications ---
Warhead : Cluster-ROD Multi-Stage Implosion Munitions
Payload : 5000
Booster Launch Velocity : 1300 km/h
Flight Velocity : 8000 km/h
Terminal Attack Velocity : 11300 km/h
Lock-On Range : 2.5 km
Maximum Range : 6.2 km
🚀 If you can see it, Little Wing can kill it.
Credits: Missile model by re1monsen on Sketchfab
"Learning to use the tools of modern warfare is the difference between the prospering of your people, and utter destruction.", General Shepherd. 🇺🇸 🇫🇮 🇪🇸
--- Installation ---
Add-On Version;
Place this to designated locations; LittleWing >> mods\update\x64\dlcpacks
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing/
Replace Version;
Place these to designated locations; LittleWing_Replace >> mods\update\x64\dlcpacks
and
weaponhominglauncher.meta >> mods\update\update.rpf\dlc_patch\mpchristmas2\common\data\ai
Then edit the dlclist.xml in mods\update\update.rpf\common\data;
dlcpacks:/LittleWing_Replace/
Weapon Spawn Name: littlewing
You can use Zolika Trainer or Use Menyoo FavouriteWeapons.xml;
The text is provided in the readme. or Use AddonWeapons
--- Instructions Manual ---
The Little Wing is designed for engaging aircraft, can not acquire land/aquatic vehicles.
🚀 It has full blown Calculated Interception Flight Path. Instead of chasing the aircraft from behind, it will fly towards the Calculated Interception Point instead. Refer to screenshots 7-8-9 and videos (preferred) for better understanding.
If the target manages to dodge, although highly unlikely, the Little Wing will execute the proximity re-attack pattern instead.
Primary Attack Mode Efficency Chart;
Medium to Extreme Long distance fast movers.
--- Technical Specifications ---
Warhead : Cluster-ROD Multi-Stage Implosion Munitions
Payload : 5000
Booster Launch Velocity : 1300 km/h
Flight Velocity : 8000 km/h
Terminal Attack Velocity : 11300 km/h
Lock-On Range : 2.5 km
Maximum Range : 6.2 km
Først Lastet opp: 2. februar 2025
Sist Oppdatert: 2. februar 2025
Last Downloaded: 1 hour ago
@nj5050 you should reach for rechkunov, whom in his warfare mod managed to partly make the rim-116 automatically attack player nearby, however it comes with some bugs, for instance, it completely ignores player if it spawned above a specific distance away from the player.
i had recorded a video where it displays their in-game usage one year ago where you see both a RIM-116 and CIWS automatically engage my chopper: https://www.youtube.com/watch?v=IIKx3c59CT4
@MissySnowie Oh bummer, well I'm a little bit experienced in .net scripting & could definitely take a look into the original script from previous author (automatic turret gun mod).
I could possibly replicate & apply any useful knowledge into a new stand alone script for an automatic patriot missile mod, though I would probably still need you to know something/somewhere in implementing some language code math values into the script, because for me if I'm not sure where to place even a single math/vector value, or even know what it means, then integrity of the entire script could easily fall apart during debugging phase.
@Audinokill Bro thanks very much for your input & for sharing that interesting video. Though that author is quite sluggish in responding to any dev related messages when it comes to mod technicals, as I'm still tryna see If I could find a way for him to allow me to integrate his flares/chaff mod somehow with my other mod "Airforce Intecept". However no definitive response has been received as of late, so anything relating to his mods is definitely off the table for me, especially since they specifically use C++ for a lot of there coding language, whereas I don't/can't.
@nj5050 There is also @HKH191 who is great at scripting, although most of his scripts are mission related, but he might be able to make it work too since he has really good knowledge.
I honestly would use a mod too that makes missiles ignore flares, since Patriot has radar guidance. And even if the aircraft can jam the radar, Patriot has inertial homing-to-jamming system, which then will be flying towards the jamming source. Pretty much an inescapable missile ❤️❤️
Would love such a script for that missile and for my Javelin too. I might commission it from HKH when I get the chance 🎉
@MissySnowie @nj5050 yeah so the CIWS on the aircraft carrier doesnt have any way to rotate, its a simgle prop, the one in rechkunov mod was an added prop, @MissySnowie commissions are open atm.
@MissySnowie @HKH191 So I did a quick review on author "himanshukanojiya" mod, Automatic Anti Air Defense & it does look like something I could do & provide an automatic working feature upgrade, though I'm speaking specifically for the RIM-116 Patriot Missile type & not the Phalanx CIWS version.
Though I'll still need to figure out how or where I'll need to create an area for setting up wide range of input data for the missile launching behaviour & range sensing mechanics. Doing this should allow you to be able to share your missile working data inputs that you already have/know for the script, which I would then proceed into converting for the script language. I'd love to get a second opinion & some direction from @HKH191 whenever available.
@nj5050 yeah feel free to hit me up on discord if you need anything
@HKH191 Awesome!
@MissySnowie Quick question but what sorta of data fields would you need made available, when creating this missile launching mod? This would give me an idea of what I can begin setting up, coding wise.
@nj5050 It's a bit long so hope you don't mind,
From highest importance to less importance;
1. <HomingRocketParams> ; Is pretty much a backbone and foundation 💖
2. IgnoreHomingCloseThresholdCheck in <WeaponFlags> ; This will allow the missile to re-acquire target in a reciprocal course if it misses first opportunity, similar to Israeli Rafael Python 4 and 5 missiles 🥳🎉 But it will unrealistically keep re-acquiring in every miss, unlike having only 2 hit opportunities.
3. GravityFactor ; Now this part is a bit interesting. Negative values will make the missile go upwards during launch phase until the homing activates. A high negative value will make the missile converge and fly towards an interception point instead of head on chasing the target ( Top attack missiles ). But it will require more <Speed> to compensate against gravity.
Using high Positive value will make the same effect for Stinger/Patriot type ( Surface-Air ) missiles. I should do an update to my Stinger mod too 😛 It already has this but not enough.
4. SeparationTime ; Allows the missile fall down after the launch, use very small value for this. My Javelin uses 0.13 . A good combination with GravityFactor can make the missile fly upwards in a much better arch. <Speed> also effects this too though, so... It's a bit difficult to get all 3 of them together properly 🥺🥺
5. EXP_TAG_SCRIPT_MISSILE in <Explosion> ; Makes the missile ignore armor. Immitating Tandem Shaped-Charges ( in a way ).
6. AlignWithTrajectoryYAxis in <ProjectileFlags> ; This flag partly works in conjuction with TurnRateModifier and DefaultHomingRocketBreakLockAngle . It's unfortunately causing the missile to fly with a bit of spiral movement as a bad side effect. But a needed flag for Top Attack missiles and Interception homing missiles.
7. PitchChangeRate ( Pitch / Yaw / Roll ) ; Higher values = Better tracking system.
8. SideDragCoeff ; Higher values = Tighter turns. ( a bit unrealistic as modern missiles solely rely on it's aerodynamics for agility. But gets the job done in game 😅😅 )
@MissySnowie Thanks so much for this, I'll get the mod started in the coming weeks & may contact you again down the line when it reaches final testing stage.
From there you can then send me the appropriate values for each of these parameters to begin the test trials, once I get them all incorporated within the code base.
@MissySnowie Oh & one other intriguing question, is it possible to have a ground missile launch to intercept & target another airborn missile projectile in motion, heading towards any target?
@nj5050 maybe create some sort of specific flag for rockets, inside the homing section of the weapons.meta, but it might be tricky.
One interesting thing i've seen is someone who coded a script that made the homing mechanic rely on infrared homing rather than the classic red square radar homing. That means that it can lock on to a much wider selection of targets, as for instance it was able to still target and lock on the vehicles after destruction (which radar homing can't, only locks on "healthy" vehicles) so maybe you should try on that direction. here's a video of the demo: https://www.youtube.com/watch?v=P9PHnZqum3E
@nj5050 You are welcome 😊😊 You can contact me along the way sure 😊
For the interceptor missile, it's unfortunately not possible to do it natively 🥺 It might be possible with scripts. The only 30% similar native way I can think of is, making a very fast missile and giving it "flare" tags. (Not sure is there a type like this you can use for other weapons or is it hardcoded to flare gun only, but I have seen some Skyline vehicles have flares as weapon). You still can't lock on to enemy missile, but technically, if you manually fire a very fast interceptor ahead of the enemy missile, the enemy missile will divert to interceptor. I will check can that be done 👍🏻
@Audinokill Thats a great video, I would love to see if I could get my hands on that mod of there's, but unfortunately no info was provided from them.
@MissySnowie Well no worries, I ain't in a rush to getting that particular part done anytime soon. Now I do have some good news to present, as today I was able to spare some time to work on this mod & see how much I could get out of the way. I am happily to say this mod is officially at 70-75% completion already.
Here's what I discovered along the way, since the main mod in focus is the Rim116, which skylinegtrfreak has already worked on & made into a Sp add-on, I almost forgot about the very well detailed data he has already laid down for this defense system. So what I was able to figure out was, both my newly added script data & the mod add-on defense data could come together in a cooperative supportive manner to work as a single unit, thereby using vehicle defense data from skylinegtrfreak native game data sets & my scripts Ai ped operational data, which heavily relies on Ped combat attributes when operating inside the Patriot defense system.
So it appears the only major modification I'll need editing is from the skylinegtrfreak Add-on data sets which mainly involves the weapon & handling.meta files to work in unison as a proper functional automated system alongside my Ai operating ped. I'll send you a beta copy of the Patriot defense mod in the coming weeks, so that way you could change the appropriate data values from the Addon mod meta files & update them accordingly as you see fit.
The first thing i know about this missiles is from Jack Reacher season 2. The story revolves pretty much about this kind of weaponry.
@nj5050 So, I have tried a lot to make Patriot missile behaviour better. White the missile itself is much better and accurate now with the upgraded system, and also replaced it to use a custom made Patriot Pac-3 MSE missile, the launcher unit unfortunately became beyond my capability to edit.
Tried a lot of things but it's still retaining the utterly shitshow restrictions of the stupidly inconvenient chernobog. The only time missile can lock on to a vehicle is if it's a police vehicle and only if you are currently wanted. The most I could do was have it lock on to ground vehicles, if no one is driving them.
I also tried to give it some aircraft weapon data in the hopes that it can at least lock on to aircraft but it still doesn't. I can't determine at this point what's telling the game the which vehicle the weapon belongs to.
As for intercepting the enemy missiles, flares has a ProjectileFlag called HomingAttractor. Although when this used in a missile with homing capability, it's causing the missile to self-destruct after 2 seconds. But I managed to got around this by turning it to rpg, although this is pretty inconvenient.
Now the rocket with this flag indeed makes the Patriot (or any homing in this regard) chase it down, it is extremely limited. The interceptor only recognizes the rpg if the interceptor fired before the rpg fired (what a stupid logic by RetardStar) and only if the rpg fired within the 100-150 meters of the interceptor. If the scene doesn't meet both of these requirements, the homing missile will simply fly away without recognizing the rpg / flare.
So all in all, almost nothing went in the way I would have wanted. I can still upload the PAC-3 MSE missile model since it looks quite nice, just gonna adjust the size to have fit inside the Patriot's container (currently it's size is pretty small since I adjusted it for w_ex_vehiclemissile_4) then I may release it, with somewhat improved acquisation data.
If I can get the missile act like the Homing Launcher, or at least Plane Missile, it would be much better. But yeah, this chernoshit has the shittiest restrictions I have ever seen. If I rotate the Patriot's turret more than 90 degree to left or right, it doesn't lock on.
I have seen some Turret values in it's handling.meta , maybe the lock on angle is related to handling.meta instead of the weapon's meta.
@Naomi Minamoto Oh haha, exactly 😅😅 I was heavily inspired by that show. Even made the first demonstration video match that scene 🙈🙈🥳🎉🚀🚀🚀 https://www.youtube.com/watch?v=ieq-y9k6gXQ
@MissySnowie Yes definitely a lot can be found & changed to forever alter the way these launchers can operate, I simply look no further than skylinesgtrfreak intriguing breakthrough in using VLS (verticle launch system) on ships, which have never been made before.
Currently I myself have not been able to get the Patriot missile system to use the already available homing inventory, the ai ped seems to stick rather with the missile barrages instead with about 50% accuracy rate, & it also tends to focus on linear directed targets approach, instead of a mult-targeted means, which often leaves it susceptible to attacks by nearby/close proximity advisories it doesn't register in time. Interestingly it has been seen to do some lock-on homing to ground vehicles at times, once its able to register the threat near its proximity. Another solution I'm in need is to allow for greater angular rotational mobility mechanics, as this limitation has been found to often prevent the missile launcher at aiming towards certain higher elevation targets (i.e.restricted within a 70/75* degree angle).
Nonetheless once I complete a current feedback exchange with author HKH191, & see what new additional features I could add, than I should be ready to send out a beta copy to test from.
@Naomi Minamoto Oh by the way, the new season is up if you are interested 🙈🙈🥳
@MissySnowie Oh hell yeah, Persuader book in movie adaptation, i can't wait for his new adventure
@MissySnowie So I have completed a beta version of the "Patriot Missile" mod & have now passed it onto author @HKH191 to add some recommended features, like Camera raycasting, so to allow user to position & spawn missile launcher at any local distance.