Liberty24 Posted June 16, 2008 Posted June 16, 2008 I have read some topics dated back to 2005 which describes how to make the Hawke battery work. So I took P3 Airfield for a try. The SA-2 appeared as I cycled through ground objects using F7 but no matter how close I flew towards the SAM, it never fired. I guess I have missed something which I am not aware of. What triggers a missile launch? Quote
Wraith27 Posted June 16, 2008 Posted June 16, 2008 (edited) I'm not sure how it' happend but did you place all battery mean launchers and radar? SA-2 and hawk are linked with radar Edited June 16, 2008 by CIACHO Quote
Fubar512 Posted June 16, 2008 Posted June 16, 2008 Simply placing stuff randomly will not help, either. Sa-2/3/5/6 & Hawks need to arrayed in a battery arround their search and acquistion radars. Peruse the terrain_targets.ini from your default terrain, and find an existing SA-2 battery. Copy the offsets for the various launchers and supporting radar(s), then set up the SAM batteries on the terrain of your choice using that layout. Quote
Liberty24 Posted June 16, 2008 Author Posted June 16, 2008 (edited) Thanks Fubar, I do recall I saw SAMLauncher entries in terrain_target.ini when I was working on it yesterday. Let me do it your way to see if it does any better. CIACHO, I like your signature. Which model is it eactly? Looks like the Chinese J-11. Edited June 16, 2008 by Liberty24 Quote
Liberty24 Posted June 16, 2008 Author Posted June 16, 2008 Works perfectly! 3 SA-2 fired upon me. I don' see other SAM just SA-2 I presume that is the only Soviet SAM system comes with the stock version of SF am I correct? Anyway...thanks! It helps alot! [TargetArea064] Name=P3 Airfield Position=487000.00,439000.00 Radius=6000 ActiveYear=0 Location=2 Alignment=ENEMY AirfieldDataFile=desert_airfield3.ini NumSquadrons=1 Target[001].Type=Runway3 Target[001].Offset=0.00,0.00 Target[001].Heading=60 Target[002].Type=Tower2 Target[002].Offset=-54.87,10.02 Target[002].Heading=0 Target[003].Type=windsock Target[003].Offset=50.62,682.43 Target[003].Heading=0 Target[004].Type=windsock Target[004].Offset=-50.37,682.43 Target[004].Heading=0 Target[005].Type=windsock Target[005].Offset=-50.37,-687.67 Target[005].Heading=0 Target[006].Type=windsock Target[006].Offset=50.62,-686.54 Target[006].Heading=0 Target[007].Type=windsock Target[007].Offset=50.20,-600.58 Target[007].Heading=0 Target[008].Type=windsock Target[008].Offset=-50.88,-600.43 Target[008].Heading=0 Target[009].Type=windsock Target[009].Offset=50.37,600.65 Target[009].Heading=0 Target[010].Type=windsock Target[010].Offset=-50.62,600.51 Target[010].Heading=0 Target[011].Type=Tent1 Target[011].Offset=-89.90,-13.09 Target[011].Heading=90 Target[012].Type=Tent1 Target[012].Offset=-92.44,17.45 Target[012].Heading=36 Target[013].Type=fueltank3 Target[013].Offset=-262.02,198.78 Target[013].Heading=-271 Target[014].Type=fueltank3 Target[014].Offset=-269.60,514.06 Target[014].Heading=275 Target[015].Type=Tent1 Target[015].Offset=-300.86,431.96 Target[015].Heading=0 Target[016].Type=Tent1 Target[016].Offset=-306.67,398.53 Target[016].Heading=90 Target[017].Type=Tent1 Target[017].Offset=-307.51,376.70 Target[017].Heading=90 Target[018].Type=Tent1 Target[018].Offset=-308.71,352.45 Target[018].Heading=90 Target[019].Type=Tent1 Target[019].Offset=-346.27,417.39 Target[019].Heading=-65 Target[020].Type=Tent1 Target[020].Offset=-336.94,339.71 Target[020].Heading=36 Target[021].Type=Tent1 Target[021].Offset=-304.02,315.77 Target[021].Heading=0 Target[022].Type=Tent1 Target[022].Offset=-329.30,298.74 Target[022].Heading=-17 Target[023].Type=Tent1 Target[023].Offset=-307.74,262.43 Target[023].Heading=53 Target[024].Type=Tent1 Target[024].Offset=-366.99,322.76 Target[024].Heading=90 Target[025].Type=Tent1 Target[025].Offset=-366.99,292.39 Target[025].Heading=90 Target[026].Type=Tent1 Target[026].Offset=-366.31,264.44 Target[026].Heading=90 Target[027].Type=blastshield Target[027].Offset=-276.95,309.58 Target[027].Heading=90 Target[028].Type=blastshield Target[028].Offset=-277.03,353.29 Target[028].Heading=90 Target[029].Type=blastshield Target[029].Offset=-276.98,393.66 Target[029].Heading=90 Target[030].Type=blastshield Target[030].Offset=-276.67,431.74 Target[030].Heading=90 Target[031].Type=oildrum9 Target[031].Offset=-271.95,200.19 Target[031].Heading=225 Target[032].Type=oildrum9 Target[032].Offset=-276.41,448.41 Target[032].Heading=45 Target[033].Type=oildrum6 Target[033].Offset=-250.41,517.02 Target[033].Heading=225 Target[034].Type=bombtrailer Target[034].Offset=-238.58,516.72 Target[034].Heading=-117 Target[035].Type=bombtrailer Target[035].Offset=-273.13,326.22 Target[035].Heading=-186 Target[036].Type=Tent1 Target[036].Offset=248.93,-125.14 Target[036].Heading=0 Target[037].Type=Tent1 Target[037].Offset=274.28,-125.18 Target[037].Heading=0 Target[038].Type=Tent1 Target[038].Offset=300.71,-124.77 Target[038].Heading=0 Target[039].Type=Tent1 Target[039].Offset=329.07,-123.99 Target[039].Heading=0 Target[040].Type=Tent1 Target[040].Offset=269.39,-162.54 Target[040].Heading=90 Target[041].Type=Tent1 Target[041].Offset=269.94,-184.13 Target[041].Heading=90 Target[042].Type=Tent1 Target[042].Offset=339.42,-167.81 Target[042].Heading=90 Target[043].Type=Tent1 Target[043].Offset=233.75,-155.18 Target[043].Heading=-65 Target[044].Type=Tent1 Target[044].Offset=305.95,-160.43 Target[044].Heading=36 Target[045].Type=Tent1 Target[045].Offset=192.59,19.36 Target[045].Heading=90 Target[046].Type=Tent1 Target[046].Offset=192.59,39.65 Target[046].Heading=90 Target[047].Type=Tent1 Target[047].Offset=300.66,131.54 Target[047].Heading=90 Target[048].Type=Tent1 Target[048].Offset=300.22,152.92 Target[048].Heading=90 Target[049].Type=Tent1 Target[049].Offset=298.99,174.45 Target[049].Heading=90 Target[050].Type=Tent1 Target[050].Offset=338.50,132.32 Target[050].Heading=90 Target[051].Type=Tent1 Target[051].Offset=338.86,165.26 Target[051].Heading=36 Target[052].Type=Tent1 Target[052].Offset=257.24,168.28 Target[052].Heading=-80 Target[053].Type=Tent1 Target[053].Offset=263.95,204.45 Target[053].Heading=65 Target[054].Type=Tent1 Target[054].Offset=338.86,165.26 Target[054].Heading=36 Target[055].Type=Tent1 Target[055].Offset=306.42,235.63 Target[055].Heading=54 Target[056].Type=fueltank3 Target[056].Offset=222.86,98.88 Target[056].Heading=182 Target[057].Type=fueltank3 Target[057].Offset=222.86,-93.52 Target[057].Heading=175 Target[058].Type=blastshield Target[058].Offset=219.23,30.37 Target[058].Heading=90 Target[059].Type=blastshield Target[059].Offset=275.66,-99.01 Target[059].Heading=0 Target[060].Type=blastshield Target[060].Offset=316.28,-99.14 Target[060].Heading=0 Target[061].Type=blastshield Target[061].Offset=270.77,105.74 Target[061].Heading=180 Target[062].Type=blastshield Target[062].Offset=306.15,105.85 Target[062].Heading=180 Target[063].Type=oildrum9 Target[063].Offset=236.01,104.37 Target[063].Heading=12 Target[064].Type=oildrum6 Target[064].Offset=234.65,-97.80 Target[064].Heading=45 Target[065].Type=oildrum9 Target[065].Offset=380.20,103.71 Target[065].Heading=225 Target[066].Type=bombtrailer Target[066].Offset=340.30,-98.16 Target[066].Heading=84 Target[067].Type=bombtrailer Target[067].Offset=219.89,84.01 Target[067].Heading=183 Target[068].Type=AAA Target[068].Offset=-249.35,678.88 Target[068].Heading=314 Target[069].Type=AAA Target[069].Offset=608.02,377.71 Target[069].Heading=45 Target[070].Type=AAA Target[070].Offset=586.31,-376.56 Target[070].Heading=135 Target[071].Type=AAA Target[071].Offset=-233.07,-677.73 Target[071].Heading=225 Target[072].Type=Shelter3 Target[072].Offset=127.94,-516.75 Target[072].Heading=135 Target[073].Type=Shelter3 Target[073].Offset=258.55,-647.37 Target[073].Heading=315 Target[074].Type=Shelter3 Target[074].Offset=234.98,-409.71 Target[074].Heading=135 Target[075].Type=Shelter3 Target[075].Offset=365.62,-540.30 Target[075].Heading=315 Target[076].Type=Shelter3 Target[076].Offset=341.72,-302.97 Target[076].Heading=135 Target[077].Type=Shelter3 Target[077].Offset=472.98,-432.94 Target[077].Heading=315 Target[078].Type=Shelter3 Target[078].Offset=540.23,-229.02 Target[078].Heading=270 Target[079].Type=Shelter3 Target[079].Offset=540.23,-73.84 Target[079].Heading=270 Target[080].Type=Shelter3 Target[080].Offset=540.23,77.52 Target[080].Heading=270 Target[081].Type=Shelter3 Target[081].Offset=540.23,228.85 Target[081].Heading=270 Target[082].Type=Shelter3 Target[082].Offset=341.52,302.26 Target[082].Heading=45 Target[083].Type=Shelter3 Target[083].Offset=472.39,433.14 Target[083].Heading=225 Target[084].Type=Shelter3 Target[084].Offset=234.52,409.26 Target[084].Heading=45 Target[085].Type=Shelter3 Target[085].Offset=365.41,540.12 Target[085].Heading=225 Target[086].Type=Shelter3 Target[086].Offset=127.37,516.41 Target[086].Heading=45 Target[087].Type=Shelter3 Target[087].Offset=258.35,647.19 Target[087].Heading=225 Target[088].Type=SAMRadar Target[088].Offset=-3292.00,4206.00 Target[088].Heading=45 Target[088].ActiveYear=1966 Target[089].Type=SAMLauncher Target[089].Offset=-3392.00,4381.00 Target[089].Heading=330 Target[089].ActiveYear=1966 Target[090].Type=SAMLauncher Target[090].Offset=-3192.00,4381.00 Target[090].Heading=30 Target[090].ActiveYear=1966 Target[091].Type=SAMLauncher Target[091].Offset=-3032.00,4140.00 Target[091].Heading=90 Target[091].ActiveYear=1966 Target[092].Type=SAMLauncher Target[092].Offset=-3492.00,4206.00 Target[092].Heading=270 Target[092].ActiveYear=1966 Target[093].Type=SAMLauncher Target[093].Offset=-3192.00,4031.00 Target[093].Heading=150 Target[093].ActiveYear=1966 Target[094].Type=SAMLauncher Target[094].Offset=-3392.00,4031.00 Target[094].Heading=210 Target[094].ActiveYear=1966 Quote
Fubar512 Posted June 16, 2008 Posted June 16, 2008 Install Pasko's SAM Pack and Bunyap's weapon pack, and you'll have SA-3s, SA-8s, and SA-9s to deal with, as well as a Chaparral. Might as well grab Fast Cargo's SA-5, while you're at it. Bonus Tip: Edit the GroundObjectRole of the SA-8, 9, and Chaparral to read "Mobile_AAA", instead of "Mobile_SAM". and the nasty little buggers will be everywhere. Quote
Wrench Posted June 16, 2008 Posted June 16, 2008 Here's a nice, generic Soviet-style SAM battery, with supporting non-specific, generic AAA units. I use this in damn near ALL the terrain mods I've doing. Where *** is... TargetArea, next number in sequence Name will show in the briefing display (say something like "Benghazi Defense Battery 69", Positon in the X/Y coordinates on the map ActiveYear, well that should be pretty obvious [TargetArea***]Name=*** Position=*** Radius=3000.0 ActiveYear=*** Location=2 Alignment=ENEMY Target[001].Type=AAA Target[001].Offset=-292,206 Target[001].Heading=90 Target[002].Type=SAMLauncher Target[002].Offset=-392.00,381.00 Target[002].Heading=330 Target[003].Type=SAMLauncher Target[003].Offset=-192.00,381.00 Target[003].Heading=30 Target[004].Type=SAMLauncher Target[004].Offset=-32.00,140.00 Target[004].Heading=90 Target[005].Type=SAMLauncher Target[005].Offset=-492.00,206.00 Target[005].Heading=270 Target[006].Type=SAMLauncher Target[006].Offset=-192.00,31.00 Target[006].Heading=150 Target[007].Type=SAMLauncher Target[007].Offset=-392.00,31.00 Target[007].Heading=210 Target[008].Type=AAA Target[008].Offset=0.00,0.00 Target[008].Heading=45 Target[009].Type=SAMRadar Target[009].Offset=50.00,20.00 Target[009].Heading=90 Target[010].Type=AAA Target[010].Offset=-50.00,20.00 Target[010].Heading=135 Target[011].Type=SAMRadar Target[011].Offset=292,-206 Target[011].Heading=90 Target[012].Type=SAMLauncher Target[012].Offset=392.00,-381.00 Target[012].Heading=330 Target[013].Type=SAMLauncher Target[013].Offset=192.00,-381.00 Target[013].Heading=30 Target[014].Type=SAMLauncher Target[014].Offset=32.00,-140.00 Target[014].Heading=90 Target[015].Type=SAMLauncher Target[015].Offset=492.00,-206.00 Target[015].Heading=270 Target[016].Type=SAMLauncher Target[016].Offset=192.00,-31.00 Target[016].Heading=150 Target[017].Type=SAMLauncher Target[017].Offset=392.00,-31.00 Target[017].Heading=210 Target[018].Type=EWR Target[018].Offset=60,-60 Target[018].Heading=0 And there you go. You'll just need to edit the terrains ***_targets ini to add it to specific locations If wanted, you can change out the "SAMLaucher", "SAMRadar" and "AAA" to describe specifc GroundObjects, as long as said GroundObjects are defined in the terrain's ***_types.ini Wrench kevin stein Quote
Liberty24 Posted June 17, 2008 Author Posted June 17, 2008 What are these offsets? It's amazing that I just cut and paste a block of data containing these offsets from one target area to another and they are picked up just like that! Clever! How this offset works? Quote
Wrench Posted June 17, 2008 Posted June 17, 2008 That, my friend, is how the game engine works!!! Which makes it super easy to transfer one set of 'traget areas' from one map to another. How the offsets work is they're x/y coordinates from a Zero point in the target area... Let's say we have the SAM battery above. It's MAP coordinates are 220500, 404040 -- always 6 digits; these define the position from the 000000,000000 point on EVERY map, which IIRC, is the lower left corner. Distances are ALWAYS in meters. The same is in the target area itself, in this case, it had a radius (or is it diameter?) of 3km (3000). The center of the target area would have an offset of 0.0,0.0. The bit that I always have a hard time renembering is: which minus offset is in which direction. Example: Target[***].Type=AAATarget[***].Offset=-200,-200 Target[***].Heading=90 This puts a gun at 200 meters off center for arguments sake, we'll say minus numbers are south and east of center, whereas 200,200 would put it north and west of center. So, -200,200 may put it south and west; 200,-200 would put it north/east. That would define a 'box' with the guns at the 4 corners. You would then change the heading to match various compass points to have them face outwards. Figure they're at 90 degs off the center; so the 90 we have would be wrong; for the s/e gun shown, it should be 140, the s/w would be 240, n/w 320, the n/e 60. So, looking at our SAM site, you can see the 2 radars are NOT quite centered in the ring of death...a normal Guidline site would have the FanSong directly in the center at 0.0,0.0. Since this is a GENERIC battery; with no particular SAM named, the game engine will fill in the spots with approiate units, based on their service years. There's a nice tutorial on this subject in my "Shipwreck" object, that available in the Non-Aircraft Object Mods downloads section here. Have a look at it, it's worth the read. Wrench kevin stein Quote
Liberty24 Posted June 18, 2008 Author Posted June 18, 2008 That, my friend, is how the game engine works!!! Which makes it super easy to transfer one set of 'traget areas' from one map to another. How the offsets work is they're x/y coordinates from a Zero point in the target area... Let's say we have the SAM battery above. It's MAP coordinates are 220500, 404040 -- always 6 digits; these define the position from the 000000,000000 point on EVERY map, which IIRC, is the lower left corner. Distances are ALWAYS in meters. The same is in the target area itself, in this case, it had a radius (or is it diameter?) of 3km (3000). The center of the target area would have an offset of 0.0,0.0. The bit that I always have a hard time renembering is: which minus offset is in which direction. Example: This puts a gun at 200 meters off center for arguments sake, we'll say minus numbers are south and east of center, whereas 200,200 would put it north and west of center. So, -200,200 may put it south and west; 200,-200 would put it north/east. That would define a 'box' with the guns at the 4 corners. You would then change the heading to match various compass points to have them face outwards. Figure they're at 90 degs off the center; so the 90 we have would be wrong; for the s/e gun shown, it should be 140, the s/w would be 240, n/w 320, the n/e 60. So, looking at our SAM site, you can see the 2 radars are NOT quite centered in the ring of death...a normal Guidline site would have the FanSong directly in the center at 0.0,0.0. Since this is a GENERIC battery; with no particular SAM named, the game engine will fill in the spots with approiate units, based on their service years. There's a nice tutorial on this subject in my "Shipwreck" object, that available in the Non-Aircraft Object Mods downloads section here. Have a look at it, it's worth the read. Wrench kevin stein Fantastic Wrench! I understand completely now, thanks for your thorough yet concise explaination. While reading your reply I think about the GCI network. So let's say 2 SAM Radar are within each others' detection range say 90nm, the total effective range will be 180nm? Is this feature implemented at code level of the game? If yes, it would be really great. Quote
Fubar512 Posted June 18, 2008 Posted June 18, 2008 While reading your reply I think about the GCI network. So let's say 2 SAM Radar are within each others' detection range say 90nm, the total effective range will be 180nm? Is this feature implemented at code level of the game? If yes, it would be really great. If those two SAM radars are of the same network type (say, SA-2 or SA-3), then yes, they will interact and either of them can and will guide a SAM if the target is within the SAM's engagement envelope. This is quite evident when dealing with a terrain that has only one SAM-type, such as WoV's "VietnamSEA". Quote
Liberty24 Posted June 18, 2008 Author Posted June 18, 2008 If those two SAM radars are of the same network type (say, SA-2 or SA-3), then yes, they will interact and either of them can and will guide a SAM if the target is within the SAM's engagement envelope. This is quite evident when dealing with a terrain that has only one SAM-type, such as WoV's "VietnamSEA". Great work, brilliant! Quote
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