+Gocad Posted April 29, 2008 Posted April 29, 2008 (edited) I guess I should start with an admission...I totally suck at placing additional objects (like SAM launchers) to a target area. However, I do know how to place ships on a map. So I did place a few O.H.Perrys around an island that should act as an additional defense line. There is no question that ships armed with guns will fire at enemy aircraft within range and are quite capable of shooting them down. But I had hoped that these frigates would engage incoming enemy aircraft at a greater range using their missiles. I do not doubt that ships (of any kind) do use SAMs against enemy aircraft. Observe: I have just shot down a Flanker with a AIM-9X. Note the tracer rounds coming from the Perry on the left. Here I am, being chased by another Flanker. Note the smoke trail coming from the Perry, indicating that it has just launched its SM-1 at the enemy aircraft. Needless to say, the missile did not hit the Flanker. My question now would be whether it's possible to increase the range at which ships would engage the enemy or is it same issue that apparently prevents the AI to participate BVR combat? Also, would a VLsystem (equipped with, let's say 32 or more missiles) work? And yes, I do think that there are more modern air defense ships needed. Edited April 29, 2008 by Gocad Quote
+suhsjake Posted April 29, 2008 Posted April 29, 2008 (edited) Try adjusting these areas of the object data Example from Stinger Site: [DetectSystem] TargetType=AIR DataLink=FALSE OpticalSight=TRUE NightSight=TRUE VisualRange=4500.00 <---------------------- ;2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=2500.0 <----------------------- RadarCrossSection=1 [WeaponSystem] TargetType=AIR MissileRange=6500.00 <------------------------------------ MinMissileRange=100.00 <------------------------------------ PitchAngleRate=8 MaxPitch=80.0 MinPitch=10.0 ;15.0 works ;0.0 DefaultPitchAngle=30.0 YawAngleRate=30 YawLimited=FALSE MinYaw= MaxYaw= DefaultYawAngle=0 MissileLaunchTime=19.5 ;10.5 YawModelNodeName=Body PitchModelNodeName=StingerL I don't know about the VL launch system. The missile engine would have to be more powerful than an average sam. The only problem is that the VL would require a new ship model, as it would blow up the boat. Maybe talk to Hinchinbrooke. Edited April 29, 2008 by suhsjake Quote
+Fubar512 Posted April 29, 2008 Posted April 29, 2008 1) Adjust the seeker head parameters of the SM-1 & SM-2 to match the true missile's maximum effective range 2) Edit the Max Visible Distance parameter in the detect sytem section of each aircraft, by adding 10,000 meters to the existing values. You will then have a tough time approaching an OHP in an enemy aircraft after that! Quote
+Gocad Posted April 30, 2008 Author Posted April 30, 2008 Thanks for the tips. I did follow the suggestions here and yes, enemy aircraft will now have a tough time getting close to Alaska. This is going to hurt. That's actually my wingman...I had been shot down already. I think I should increase the launch time a bit...looks like the Perry is launching its missiles a bit too fast now. I did create a 'new' missile as well, the RIM-162 Envolved Sea Sparrow (not something I made up, but I'm not sure whether its capabilities do completely match those of the actual missile...) [WeaponData813] TypeName=RIM-162 FullName=RIM-162 ESSM ModelName=agm-78 Mass=280.019989 Diameter=0.254000 Length=3.660000 AttachmentType= NationName=USN StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=39.000000 FusingDistance=2.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=95 MaxTurnRate=21.000000 MaxLaunchG=6.000000 LockonChance=97 LaunchReliability=97 ArmingTime=0.500000 SeekerFOV=180.000000 SeekerGimbleLimit=240.000000 SeekerTrackRate=36.000000 SeekerRange=65000.000000 MinLaunchRange=1200.000000 MaxLaunchRange=60000.000000 Duration=90.000000 CounterCountermeasure=85.000000 NoiseRejection=90.000000 CapabilityFlags=0x0000003f BoosterStart=0.000000 BoosterDuration=4.500000 BoosterAccel=18.754000 BoosterEffectName=SmokelessMissileEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.835150,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.835150,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 Quote
+JonathanRL Posted May 4, 2008 Posted May 4, 2008 Something like this perhaps? http://uk.youtube.com/watch?v=f1Hug8UWgeY Actually, it was a test of a ship where I modded the INI of missile and ship... Out of 16 planes, Two where hit. RL, many more would be shot down by the flack. Quote
+Fubar512 Posted May 5, 2008 Posted May 5, 2008 The OHP-class isn't the only NATO ship with "teeth". Even the CVA-63 can defend itself, quite effectively... Quote
+Gocad Posted May 5, 2008 Author Posted May 5, 2008 Even the CVA-63 can defend itself, quite effectively... Is that a mod of the stock WOV Kitty Hawk or a 3rd party ship? I'd love to add the Terrier to the WOV CVA-63...but I don't know where to start. Quote
+Fubar512 Posted May 5, 2008 Posted May 5, 2008 That's a modified data.ini for the WoV Kitty Hawk model, which allows the missiles to use the default launcher coordinates, adds radars, (etc.). The Terrier missilies should be in the weapons pack. Quote
+Julhelm Posted May 5, 2008 Posted May 5, 2008 How about compiling these mods into an easy-to-use pack that updates/installs given ships? Quote
Czech6 Posted July 13, 2008 Posted July 13, 2008 Here's an out-of-the-box thought. If we can make the weapons on the ships work, but the escort ships won't follow the carrier, can we make the escort ships weapons systems on the carrier but attached several hundred yards away in space? (Got this idea when my rockets were suspended in space but following my aircraft). Quote
+Gocad Posted July 13, 2008 Author Posted July 13, 2008 IIRC you can have only one missile launcher per object. Sure, you might be able to add several escorts this way, but they could only be used as AAA ships. Quote
Czech6 Posted July 13, 2008 Posted July 13, 2008 IIRC you can have only one missile launcher per object. Sure, you might be able to add several escorts this way, but they could only be used as AAA ships. AAA ships wouldn't be a bad thing for WWII missions, but it's my understanding that Ship Attack is not working in campaigns (although Balitka seems to have found a work around in BOB) so this may only be of use for single missions. What I was getting at was at least having escort vessels around your carrier when you return from a mission instead of the solo carrier (just for looks). However, I suppose you could up the rate of fire for the one vessel firing SAM's (That's what I did to the AAA in WOV because I didn't know how to add extra gun sites. Now I get lots of flak and kills {me}). Quote
+Fubar512 Posted July 14, 2008 Posted July 14, 2008 Here's an out-of-the-box thought. If we can make the weapons on the ships work, but the escort ships won't follow the carrier, can we make the escort ships weapons systems on the carrier but attached several hundred yards away in space? (Got this idea when my rockets were suspended in space but following my aircraft). The escorts DO follow, and maintain formation with, carriers on single missions. Quote
Czech6 Posted July 16, 2008 Posted July 16, 2008 The escorts DO follow, and maintain formation with, carriers on single missions. Fubar, Aren't the single mission carrier operations custom scripted? I've never used the mission editor. If you place the escorts on the map do they follow the carrier, or do you have to plot their course the same as the carrier. Quote
+Fubar512 Posted July 16, 2008 Posted July 16, 2008 Fubar, Aren't the single mission carrier operations custom scripted? I've never used the mission editor. If you place the escorts on the map do they follow the carrier, or do you have to plot their course the same as the carrier. You need to define the escorts as "carriers", (not that far of a stretch as it may at first seem, as you can operate helos off some of them). You then either set their courses manually in the mission file, or, you create a separate formation for "carriers", which I once did. The only time the formation is broken, is when one of the carriers recovers aircraft, and then, only for the length of time it take it to do so. Save the data in the codebox as "ASM.MSN", and see for yourself. You'll need the F-14A, a flyable Tu-22K, the OHP, the DD971, and you can subsitute any suitable carrier for the CVA-63 (USS Kitty Hawk). Oh, and the mission is scripted for SF's desert terrain. [MissionHeader] AircraftType=TU-22K MissionMap=desert MissionType=CAS StartDate=02/06/1984 StartTime=14:30 [Weather] WeatherType=Inclement WeatherAlt=4000.0 WeatherThickness=1000.0 HasHighLayer=TRUE HighLayerAlt=6000 FogAmount=0.6 ContrailAlt=8000 StartWindDirection= StartWindSpeed=8 WindGustingAmount=10 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 FriendlyAirDefenseActivity=3 EnemyAirDefenseActivity=3 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE [GroundMission001] GroundObjectType=CVA-63 Name=USS KITTY HAWK FormationType=USWarship NavalObject=TRUE CommandObject=True Carrier=TRUE ShipNumber=1 Size=1 RandomChance=100 ObjectiveID=1 RatingForSuccess=100 Position=603032,827155,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [GroundMission002] GroundObjectType=OHPerry Name=USS Oliver Hazard Perry FormationType=ShipConvoy NavalObject=TRUE Carrier=TRUE ShipNumber= Size=4 RandomChance=100 ObjectiveID=2 RatingForSuccess=50 Position=603545,826180,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [GroundMission003] GroundObjectType=DD971 Name=USS David R Ray FormationType=ShipConvoy NavalObject=TRUE Carrier=TRUE ShipNumber= Size=2 RandomChance=100 ObjectiveID=3 RatingForSuccess=50 Position=608945,826167,0 StartTime=0 Heading=180 Speed=15 Alignment=ENEMY Nation=USN Loadout= TARGETABLE=True [AircraftMission001] AircraftType=Tu-22K Name=Zebra FormationType=SovietBomber Texture=Silver Squadron=-1 AircraftNumber=-1 Size=8 RandomChance=100 MissionType=Anti_Ship ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=705000,405000,0 StartTime=0 Heading=0 Speed=0.00 Alignment=FRIENDLY Nation=SOVIET AmmoPercent=100 FuelPercent=100 Loadout=Anti-Ship TracerMixRatio=50 PilotTrainingStandard=EXCELLENT TargetArea=603545,826180 Waypoint[01].Position=705000,405000,0 Waypoint[01].Speed=0.00 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=712574,510548,500 Waypoint[02].Speed=180.06 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE Waypoint[03].Position=722554,576652,500 Waypoint[03].Speed=180.06 Waypoint[03].Size=200 Waypoint[03].Command=WAYPOINT Waypoint[03].Objective=FALSE Waypoint[04].Position=657684,721518,500 Waypoint[04].Speed=180.06 Waypoint[04].Size=200 Waypoint[04].Command=INITIAL_POINT Waypoint[04].Objective=FALSE Waypoint[05].Position=643712,751054,500 Waypoint[05].Speed=340.06 Waypoint[05].Size=200 Waypoint[05].Command=ATTACK_SHIPPING Waypoint[05].Objective=TRUE Waypoint[06].Position=603545,826180,9000 Waypoint[06].Speed=340.06 Waypoint[06].Size=200 Waypoint[06].Command=WAYPOINT Waypoint[06].Objective=FALSE Waypoint[07].Position=675648,357243,7000 Waypoint[07].Speed=250.06 Waypoint[07].Size=200 Waypoint[07].Command=WAYPOINT Waypoint[07].Objective=FALSE Waypoint[08].Position=705110,358347,500 Waypoint[08].Speed=180.06 Waypoint[08].Size=200 Waypoint[08].Command=LAND_LINEUP Waypoint[08].Objective=FALSE Waypoint[09].Position=705000,405000,0 Waypoint[09].Speed=180.06 Waypoint[09].Size=200 Waypoint[09].Command=LAND_TOUCHDOWN Waypoint[09].Objective=FALSE [Waypoint[01].Position] 705588,405063,500= [Waypoint[01].Speed] 75= [Waypoint[01].Size] 200= [Waypoint[01].Command] WAYPOINT= [Waypoint[01].Objective] FALSE= Waypoint[01].Position=705588,405063,500 Waypoint[01].Speed=75 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=705588,405063,500 Waypoint[02].Speed=75 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE [AircraftMission002] AircraftType=F-14A Name=Gunslinger FormationType=USFighter Texture=USNVF161 Squadron=-1 AircraftNumber=-1 Size=4 RandomChance=100 MissionType=INTERCEPT CarrierBased=TRUE ObjectiveID=2 RatingForSuccess=50 StartOnGround=TRUE Position=603032,827155,0 StartTime=0 Heading=0 Speed=0.00 Alignment=ENEMY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT TargetArea= Nation=USN Waypoint[01].Position=603032,827155,0 Waypoint[01].Speed=0.00 Waypoint[01].Size=200 Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=FALSE Waypoint[02].Position=603176,814662,1500 Waypoint[02].Speed=205.78 Waypoint[02].Size=200 Waypoint[02].Command=WAYPOINT Waypoint[02].Objective=FALSE Waypoint[03].Position=611552,787220,500 Waypoint[03].Speed=75 Waypoint[03].Size=200 Waypoint[03].Command=WAYPOINT Waypoint[03].Objective=FALSE Waypoint[04].Position=623446,748450,3500 Waypoint[04].Speed=231.50 Waypoint[04].Size=200 Waypoint[04].Command=WAYPOINT Waypoint[04].Objective=FALSE Waypoint[05].Position=596573,738921,500 Waypoint[05].Speed=75 Waypoint[05].Size=200 Waypoint[05].Command=WAYPOINT Waypoint[05].Objective=FALSE Waypoint[06].Position=595523,849886,500 Waypoint[06].Speed=75 Waypoint[06].Size=200 Waypoint[06].Command=WAYPOINT Waypoint[06].Objective=FALSE Waypoint[07].Position=603032,845381,500 Waypoint[07].Speed=75 Waypoint[07].Size=200 Waypoint[07].Command=WAYPOINT Waypoint[07].Objective=FALSE Waypoint[08].Position=603032,827155,0 Waypoint[08].Speed=75 Waypoint[08].Size=200 Waypoint[08].Command=LAND_TOUCHDOWN Waypoint[08].Objective=FALSE Quote
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