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Missile guidance algorithms?

 
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Missile guidance algorithms? - 10/23/2019 11:36:10 AM   
LetMePickThat

 

Posts: 28
Joined: 3/14/2019
Status: offline
Hi,

I've noted that in some situations, missiles launched in optimal conditions would miss. This is even more true when targeting fast moving objects such as balistic RVs or very fast planes like the Blackbird or the MiG-31. After further examination, it appears that most (all?) missiles seems to be using a sort of pure pursuit algorithm. In a BMD scenario, I had misses that shouldn't happen (notably, a ton of PAC-2s ending up literally chasing a ballistic target that was coming towards the launch site. I have a few pictures but no authorization to upload them...) because of poor guidance (i.e, the missile was steered at the current position of the target, and would end up missing as it as it flew by at a high speed that the PAC was not able to match). So my questions are:

- What kind of guidance algorithm are you using?
- What causes these misses?
- In the event that you indeed use some form of pure pursuit algorithm, would it be possible to consider adding a lead pursuit (for all missiles) or/and a TMA-based algorithm (for ballistic target only)?

Thanks.
Post #: 1
RE: Missile guidance algorithms? - 10/23/2019 7:18:12 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Hi,

1) It varies by guidance type, and by geometry conditions.

For example, all beamriders use pure-pursuit, because they have no concept of the engagement geometry, they just head to where they are pointed. Most guidance types, incl. semi-active and datalink / command-guidance, use some variation of collision course and/or intercept geometry. This is very clear in this example: https://i.imgur.com/en30qqB.png .

Plot-to-intercept is not however the cure-all. There are transient cases, where pure-pursuit is actually a better choice, because under certain conditions the intercept-point logics can be exploited by the adversary. (If you are familiar with DCS World, the "snake right and left once they launch BVR missiles at you, to drag them down" is an example of this. It's a gamey tactic that exploits the "intercept course uber alles" logic and AFAIK has no basis on RL evasion tactics.). So in some cases you have switchover between collision/interceot and pure-pursuit, and back again, as the geometry changes.

2) Hard to say without seeing it ourselves in a save. You can attach a file or post an external link once you reach 10 posts. Be aware that we are "slightly busy" these days so it may take longer than usual to investigate.

3) Please explain "TMA-based algorithm" (I assume it does not stand for "Target Motion Analysis").

Thanks.

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