Basher11 Posted April 15, 2008 Posted April 15, 2008 Is it just for shooting purpose? Does it fire at all? Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 Which SAM unit in SFP1 fires? And if there are none, which addon should I look at? Mroland is not working! Quote
+Gocad Posted April 15, 2008 Posted April 15, 2008 There are times when I wish they wouldn't... If you think that they do not fire at you, check the Log after the mission. Quote
+Gr.Viper Posted April 15, 2008 Posted April 15, 2008 And they don't like to take long breaks And that.. SA-2F: Fan Song-F radar and V-750SM missiles. After watching jamming in Vietnam and the Six-Day War render the SA-2 completely ineffective, the existing systems were quickly upgraded with a new radar system designed to help ignore wide-band scintillation jamming. The command system also included a home-on-jam mode to attack aircraft carrying strobe jammers, as well as a completely optical system (of limited use) when these failed. F's were developed starting in 1968 and deployed in the USSR later that year, while shipments to Vietnam started in late 1970. Quote
Wraith27 Posted April 15, 2008 Posted April 15, 2008 Which SAM unit in SFP1 fires? And if there are none, which addon should I look at? Mroland is not working! Maby You "broke" something in weapondata.ini file... Are the SA-2 on their rails ??? Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 Maby You "broke" something in weapondata.ini file... Are the SA-2 on their rails ??? Yes they are. Quote
Wraith27 Posted April 15, 2008 Posted April 15, 2008 Yes they are. And are they moving after you when you flying nearly? (means launchers) Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 And they don't like to take long breaks And that.. Would that because there are no Fan Song I placed into the customed mission? I am talking about customed mission. Quote
+Gr.Viper Posted April 15, 2008 Posted April 15, 2008 Errr... They need Fan Song - it's their eyes and guidance. Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 Errr...They need Fan Song - it's their eyes and guidance. Alright, just now I placed a Fan Song next to the SA-2L launcher, it still won't launch. The launcher not even moved at all it didn't seem to be tracking me I was only 4 nm away from it Quote
+Gr.Viper Posted April 15, 2008 Posted April 15, 2008 I was thinking... Is placing object on the map the same as placing SAM/AA? I mean AA guns and SAMs are placed onto map in designated slots by the game engine, aren't they? Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 I was thinking... Is placing object on the map the same as placing SAM/AA? I mean AA guns and SAMs are placed onto map in designated slots by the game engine, aren't they? I don't understand, could you elaborate a bit more? Sorry I am unable to perceive slots in the game engine! I placed teh San Fong nearly next to the SA-2L launcher. My ship's ceiling was 2500m and only 6 nm from the SAM. What's wrong? Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 The SA-2L launcher has no radar search. This is the stock SA-2L_DATA.ini: [MissionData] NationName=SOVIET ServiceStartYear=1959 ServiceEndYear=1965 GroundObjectRole=STATIC_SAM Availability=COMMON Exported=TRUE ExportStartYear=1962 ExportAvailability=COMMON [GroundObjectData] DamagedModel= DestroyedModel=sa-2_launcher_destroyed.LOD DestroyedEffect=LargeExplosionEffect EmptyMass=3600.00 Component[001]=Launcher [DetectSystem] <--------------------- TargetType=AIR MaxVisibleDistance=6000.0 DataLink=TRUE NetworkType=SA-2 RadarCrossSection=3 <--------------------- [WeaponSystem] TargetType=AIR MissileRange=34000.000000 MinMissileRange=10000.000000 PitchAngleRate=8 MaxPitch=80.0 MinPitch=0.0 DefaultPitchAngle=30.0 YawAngleRate= YawLimited= MinYaw= MaxYaw= DefaultYawAngle=0 MissileLaunchTime=2.0 YawModelNodeName= PitchModelNodeName=rail [Launcher] ModelNodeName=legs MaxExtentPosition= 2.39, 4.20, 1.72 MinExtentPosition=-2.39,-4.70, 0.00 HasArmor=FALSE SystemName[001]=Missile [Missile] SystemType=MISSILE MissileID=1 WeaponTypeName=SA-2B WeaponPosition=0.00,3.95,2.06 ShowMissile=TRUE IndependentPitchMovement=FALSE Quote
+Gr.Viper Posted April 15, 2008 Posted April 15, 2008 The SA-2L launcher has no radar search. That's why it's called Launcher [DetectSystem] TargetType=AIR MaxVisibleDistance=6000.0 DataLink=TRUE NetworkType=SA-2 <-------------- RadarCrossSection=3 I has to have a radar connected to it. I'm not an ground object modder and KB is in a strange state. I can only tell that if you open terrain's cat file with unpacker and extract ***_Targets.ini you'll see there the coordinates for object, SAM and AAA slots along with target area coordinates. Coordinates for target area itself are absolute, the object's coordinates are relative to center. Note separate slots for radars, launchers and AAA. Game engine automatically picks something according to availability and mission date. I think launchers in one TA are linked to radars. Never done any modding in that department but you can't hang around here and avoid being stuffed with knowledge. Quote
Basher11 Posted April 15, 2008 Author Posted April 15, 2008 That's why it's called Launcher [DetectSystem] TargetType=AIR MaxVisibleDistance=6000.0 DataLink=TRUE NetworkType=SA-2 <-------------- RadarCrossSection=3 I has to have a radar connected to it. I'm not an ground object modder and KB is in a strange state. I can only tell that if you open terrain's cat file with unpacker and extract ***_Targets.ini you'll see there the coordinates for object, SAM and AAA slots along with target area coordinates. Coordinates for target area itself are absolute, the object's coordinates are relative to center. Note separate slots for radars, launchers and AAA. Game engine automatically picks something according to availability and mission date. I think launchers in one TA are linked to radars. Never done any modding in that department but you can't hang around here and avoid being stuffed with knowledge. Thanks Viper for the continuous replies. And the terrain.ini is sort of new to me. Surely you are connecting me to a new area which I haven't explored yet. Only at this time, I tried to check out some of the "ready-made" objects and see how things play out. Downloaded Russian Defense Pack and got the Shilka AAA, a name familiar to me since I played Falcon 4. I inspected its DATA.ini file and came up with something useful, good news actually I say. Extracted from the file, the following parameters seem to be functioning on my aricraft: [DetectSystem] TargetType=AIR RadarSearchTime=1.0 RadarSearchRange=50000.0 RadarSearchStrength=90 RadarTrackTime=3.0 RadarTrackRange=5000.0 RadarTrackStrength=90 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=200.0 RadarMinimumAlt=50.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=2500.0 VisualSearchTime=10.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=3 I got shot down by the guns after continuous RWR warning in the pit. (Very happy). So it works but the range is horrible. You have to be as cose as 1 nm and not higher than 2000ft from ground or the AAA won;t fire at you. I cut and paste this into the SA-2L DATA.ini file replacing its own Detect section. Works pretty good. But it never launched. So I tuned the parameters giving the launcher a longer range, check the modification: [DetectSystem] TargetType=AIR RadarSearchTime=1.0 RadarSearchRange=500000.0 RadarSearchStrength=900 RadarTrackTime=3.0 RadarTrackRange=50000.0 RadarTrackStrength=900 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=2.0 RadarMinimumAlt=0.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=250000.0 VisualSearchTime=10.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=7000.0 RadarCrossSection=3 //NetworkType=SA-2 The SA-2 fired almost the instant the simulator started. I was 13nm away and teh RWR was still ringing. The missile missed it never caught me,that's strange. Possibly because I have adopted the tweaks from http://forum.combatace.com/index.php?showtopic=23060 by google search. If I reversed the tweak, the SA-2B missile will hit me. I intend to incoporated Lexx_Luthor's 3D fumes and smoke effect so that I can see the missile's trails. I remember in the 13 Days, Major Anderson's U-2 was shot down by 2 SA-2 and the missile trails was very very visible. Trying to simulate that scene. Quote
+Fubar512 Posted April 15, 2008 Posted April 15, 2008 First of all, read through a default 'Xterraintargets.ini" file, and see how the SAM launchers and their supporting radar are arranged (offset-wise). Copy those same offsets and locate them on a suitably flat and empty area in your terrain of choice. The trick with Mobile SAM launchers (Chaparral, Sa-7/8/9/Tunguska/Adats/etc), is to redefine their ground object role from "mobile_sam" to "mobile_AAA", which ensures that they'll be placed everywhere, often in the damnedest locations AAA guns will reach up and ruin your day at 30,000 feet, most notably Pasko's 130 mm KS-30, and the 100 mm KS-19 (which is a default Third Wire ground object). 57 & 37 mm are bad just below 10,000 feet, and 23 mm is more of a nuisance than anything else until you get within 2-3000 feet of it (as you've observed). Of course, if you data link (network) the larger AAA weapons as I've done, you're toast Now, you could have found all this information on your own, by searching through the three SF boards as I had suggested. Quote
+Fubar512 Posted April 15, 2008 Posted April 15, 2008 The SA-2 fired almost the instant the simulator started. I was 13nm away and teh RWR was still ringing. The missile missed it never caught me,that's strange. Possibly because I have adopted the tweaks from http://forum.combatace.com/index.php?showtopic=23060 by google search. If I reversed the tweak, the SA-2B missile will hit me. Yeah, right...another 30 day expert making erroneous observations http://forum.combatace.com/index.php?autoc...si&img=3975 Quote
+Wrench Posted April 15, 2008 Posted April 15, 2008 Like you say, Ed, those 100, 85, and some 57s & 23s get even worse when having one of these around to feed them... Here, seen about to die.... Networked AAA is freeeking nasty!!!! WRench kevin stein Quote
+JediMaster Posted April 15, 2008 Posted April 15, 2008 Which is why the AAA needs a firewall... Quote
Basher11 Posted April 16, 2008 Author Posted April 16, 2008 I have got it working at last without the Fan Song radar though. It does not require changing SAM to AAA that's slightly different from what you told me??! So the game engine supports networked SAM and AAA? That's really cool. Did you say that they have to be set up with some sort of location offset, do I get your message right? The simulation that IU can recall which supports Soviet era's GCI Air Defense network is Jane's F/A-18. Quote
Fuza Posted December 11, 2010 Posted December 11, 2010 Of course, if you data link (network) the larger AAA weapons as I've done, you're toast Fubar You said if larger AAA are data-linked, they will be lethal. Is that also about NetworkType={that network type} ? Quote
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