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Gocad

"Effective" air defense ships

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I guess I should start with an admission...I totally suck at placing additional objects (like SAM launchers) to a target area. :blush:

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:

post-22093-1209465178_thumb.jpg

I have just shot down a Flanker with a AIM-9X. Note the tracer rounds coming from the Perry on the left.

post-22093-1209465195_thumb.jpg

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? :dntknw:

 

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. :wink:

Edited by Gocad

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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 by suhsjake

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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!

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Thanks for the tips. I did follow the suggestions here and yes, enemy aircraft will now have a tough time getting close to Alaska. :biggrin:

 

post-22093-1209538728_thumb.jpg

This is going to hurt. That's actually my wingman...I had been shot down already. :blink:

 

post-22093-1209538863_thumb.jpg

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

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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.

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The OHP-class isn't the only NATO ship with "teeth". Even the CVA-63 can defend itself, quite effectively...

 

gallery_279_43_13387.jpg

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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. :dntknw:

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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.

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How about compiling these mods into an easy-to-use pack that updates/installs given ships?

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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).

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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.

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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}).

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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.

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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.

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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

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