Stratsims HC Platform Editor

Field reference › D1 — Missiles

D1 — Missiles

Missiles. RES id 9; 85-byte record; 18 fields.

See the Getting started guide for how a record like this one is found and edited in the app.

FieldNameMeansLimits
DiskId Id 16-bit game id, unique across the database (high nibble = annex). 65535 = none. u16 0–65535Checked: Ids that collide (advisory)
Dp Damage points Damage points. A value > 30000 is an id reference into nukes (I1) or torpedoes (F1). u16 0–65535> 30,000 = id referenceChecked: Points at the wrong annex (blocks export)

Above 30,000, this is not a damage value at all — it is an id reference into I1 (nuclear warheads) or F1 (torpedo payload), not a quantity.

SurfRange Range vs surface Effective range vs surface targets, tenths of a nautical mile. u16 0–65535Checked: Nothing where a range is needed (advisory)
AirRange Range vs air Effective range vs air targets, tenths of a nautical mile. u16 0–65535Checked: Nothing where a range is needed (advisory)
MinRange Min range Minimum launch range, tenths of a nautical mile. u16 0–65535
Speed Speed Speed, knots. u16 0–65535
MissileFlags Missile capabilities Missile capability bits (small, all-aspect, dogfight, snap up/down, land-attack, ship-attack). u8 0–255Platform codes — missile
SurfPh Hit chance vs surface Probability of hit vs surface targets (%). u8 0–255
AirPh Hit chance vs air Probability of hit vs air targets (%). u8 0–255
MaxAlt Max altitude Maximum altitude band (max engagement/launch altitude). u8 0–255Alt band
MinAlt Min altitude Minimum altitude band (min engagement/launch altitude). u8 0–255Alt band
ArmorTable Armor penetration How hard the warhead hits armour, on the None/Light/Medium/Heavy/Special ladder (0..4). Selects the row of the target armour class's damage/critical chart; higher penetrates better. u8 0–255Armor table
Guidance Guidance Guidance bit-field (inertial, terminal, semi-active, anti-radar, IR/laser, radar, mid-course, command). u8 0–255Platform codes — missile
TermTraj Terminal trajectory Terminal trajectory / pop-up code (3 = snap up/down; other codes unknown). Unused by the game — carried through unchanged for byte-exactness, and not shown in the editor. u8 0–255
WayPoints Waypoints Number of waypoints supported. u8 0–255
ClassName Class name Class / display name. 48 bytes
RCS Radar cross-section Radar cross-section code. u8 0–255
Spares Spares Reserved padding (zeroed on disk). 15 bytes