malibu43 Posted August 27, 2008 Author Posted August 27, 2008 (edited) It might have been this end of the SA-7L_DATA.ini [Missile] SystemType=MISSILE MissileID=1 WeaponTypeName=SA-7 WeaponPosition=0.2,-0.10,1.6 ShowMissile=true <-------------------------- this must be true IndependentPitchMovement=FALSE I'll give that a try. However, the SA-13 and SA-15 have showmissile=true, and those guys wouldn't engage either??? Edited August 27, 2008 by malibu43
+Fubar512 Posted August 28, 2008 Posted August 28, 2008 I'll give that a try. However, the SA-13 and SA-15 have showmissile=true, and those guys wouldn't engage either??? If missiles aren't engaging, the most likely culpit will be found somewhere in the launcher's data.ini file. Also, the Tunguska, with its 30mm cannon and SA-19 combo can be quite deadly, in-game. So check for issues there, too.
malibu43 Posted August 28, 2008 Author Posted August 28, 2008 If missiles aren't engaging, the most likely culpit will be found somewhere in the launcher's data.ini file. Also, the Tunguska, with its 30mm cannon and SA-19 combo can be quite deadly, in-game. So check for issues there, too. You're right on. After seeing a thread about fixing the hawk launcher issues by tweaking the pitch values, I gave that a try. I gave a range to all the launchers I listed above of about 20-80 and a default of 30 (got those from the SA-9). They all work now!!! And yeah, you better be on top of your game when you come across the Tunguska, or your toast before you know it!!! I have one more question, now, and I promise, this will be the last one. I got the SA-7 working per your instructions, but I want to see if I can change two things: 1. He always takes a head on shot as soon as I'm in range and heading towards him. This isn't accurate and results in every shot being a miss. Is there a way to get the ground object to try for rear aspect shots? 2. He only fires once. I tried adding a second missle system (missle2) by copying and pasting the first, but that didn't work. How can I give him more than one shot? Thanks!
+Crusader Posted August 28, 2008 Posted August 28, 2008 1. no. GO AI shoots head on, regardless of seeker aspect . 2. you must add the 2nd missile as a "system" .. look for SystemNamexx= missile ... where missle 001 is.. add 002
+Fubar512 Posted August 28, 2008 Posted August 28, 2008 He always takes a head on shot as soon as I'm in range and heading towards him. This isn't accurate and results in every shot being a miss. Is there a way to get the ground object to try for rear aspect shots? Thanks! Now, here's something that I've observed. I have a generic "pirate" cargo ship that I've armed with 12 SA-14s. I was, of course, forced to create a virtual launcher that used the missile itself for the pitch and yaw axis. This setup resulted in mostly rear-aspect launches....and a nasty surprise for my wingman coming off an attack run. Here's my "launcher" data: [DetectSystem] TargetType=AIR DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=3000.0 ViewportPosition=0.0,0.0,10.70 MaxVisibleDistance=45000.0 RadarCrossSection=1000 [WeaponSystem] TargetType=AIR MissileRange=3000.000000 MinMissileRange=100.000000 PitchAngleRate=50 MaxPitch=90.0 MinPitch=0.0 DefaultPitchAngle=40.0 YawAngleRate=50 YawLimited=0 MinYaw= MaxYaw= DefaultYawAngle=0 MissileLaunchTime=10.0 YawModelNodeName=SA-14 PitchModelNodeName=SA-14
malibu43 Posted August 28, 2008 Author Posted August 28, 2008 Now, here's something that I've observed. I have a generic "pirate" cargo ship that I've armed with 12 SA-14s. I was, of course, forced to create a virtual launcher that used the missile itself for the pitch and yaw axis. This setup resulted in mostly rear-aspect launches....and a nasty surprise for my wingman coming off an attack run. Here's my "launcher" data: ... Well, here's the deal. I tried that data, it it help a little, but the suckers still fired head on, and didn't lead at all, so they were never even close to a hit, even with me in an A-1J at 150 kts. But then I had another idea. I successfully added the second missile, and kept the launch time at about 10 (seems to be time between launches...?) The result was an errant first missile if you fly straight at the guy as was expected, but then you'd get another right up the tail pipe after you flew over. If you flew around to the side, you get a 90 degree deflection shot (from either the first, second, or both missiles), but they rarely hit. So I think that's pretty much about as close to the real thing as you can get with the 'ole SA-7. Also tried it with a fast mover, and found you only at risk if you linger over the top of the SA-7 at very low speed and high angles of attack, which again, seems to be right on the money! Thanks for your help! Here's the data.ini:
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