How to use in Version 1.0 and 2.0 only.
- Since changes became too big, I decided to seperate old version usage notes to here instead to avoid excessive Description page.
What you will read here only for 1.0 and 2.0 version, latest version's usage you can find in the mod's own Description page!!
--- Instructions Manual & Limitations ---
- First and foremost, this isn't Call of Duty MW. I did what I could do without even able to use script. Was asked paid service from some script devs but they never returned.
- It is imperative to aim ABOVE the target. The missile has an automatic altitude gain (begins at launch phase) although it is very minor and unlike real life, it requires you to fire it upwards.
- Has 2 stage propulsion. Couldn't manage to simulate a realistic push-out though.
- Do NOT fire it downwards, or you will blast yourself into the Oblivion!! It doesn't feature a propulsion fail-safe! You have been fairly warned!!
- Also do not do straight forward dump fires. The missile requires to be locked on to a target in order to activate the automatic climb, despite being very minor, it will save your life.
--- Effective Ranges ---
- Medium-Long distance ground/aquatic vehicles (Aim ABOVE the target / Will activate Top Attack mode).
- Medium distance rotary wing aircraft (helicopters) (Aim TOWARDS or SLIGHTLY ABOVE the target / Will switch to Direct Attack mode).
- Short distance propeller aircraft (Aim AHEAD of the target / Will switch to Direct Attack mode).
- Can not catch up with jet engine aircrafts.
- Ineffective at Short distance against ground/aquatic vehicles (May cause unintended effects).
- Terminal attack phase doesn't always necessarily has to be 80-90 degree. It can be as low as 60 degree, this is quite normal and how a Javelin works in real life.
- Miiiigghtt overshoot the target in some cases, especially if the target is below effective range. Don't worry though, it will still acquire it at terminal attack phase.
Update 2.1;
- Forgot to use new explosion data in Replace Version. My apologies for this.
Update 2.0;
- Functional tandem shaped charge to go through Explosive Reactive Armor, thanks to the new explosion data, FLAG_HAS_CAPPED_EXPLOSION_DAMAGE flag no longer hinders the Javelin.
- Increased CLU maintaining Target-Lock; It will no longer keep jumping between targets as long as the target is still in CLU's Line-of-Sight and Target-Lock zone, refer the 18th screenshot.
The only downside is, if CLU starts tracking the wrong target, you have to stop aiming to Lock-On to a different target. Alternatively, you can move the visor outside the Dead Zone. - Add-On version thanks to the Yukikaze and HeySlickThatsMe.
- New NightVision scope. (Had to disable Missile Separation Time, otherwise when fully zoomed in, I observed the missile just descends instead of ascending whether you locked in or not).