Fubar512 Posted April 17, 2009 Posted April 17, 2009 Montz CZ's S-300/SA-10 SAM syste, View File SA-10/S-300 system by Monty CZ Installation: All Titles: Place the SA-10L and Flap Lid folders into your Objects/Groundobjects folder. The system will place them using the standard Third Wire SAM site arrangement, by date (post 1979) Next, drop the SA-10 folder into your Objects/Weapons folder, locate the Weapondata.ini, and add the following data entry to it, editing the Weapon Data number to maintain the existing number sequence (note, this step is NOT NECESSARY in SF2 and its derivatives): [WeaponDataXXX] TypeName=SA-10 FullName=SA-10 Grumble ModelName=SA-10 Mass=1480.000000 Diameter=0.450000 Length=7.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1979 EndYear=2008 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1979 ExportEndYear=2008 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=85.000000 FusingDistance=15.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=90 MaxTurnRate=40.000000 MaxLaunchG=1.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=150.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=60.000000 SeekerRange=150000.000000 MinLaunchRange=1000.000000 MaxLaunchRange=150000.000000 Duration=180.000000 CounterCountermeasure=95.000000 NoiseRejection=85.000000 CapabilityFlags=0x10000028 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=0.200000 BoosterAccel=100.000000 BoosterEffectName=Smokeless BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.650000,0.000000 SustainerDuration=30.000000 SustainerAccel=24.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=Afterburner SustainerPosition=0.000000,-2.650000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName=SAMinFlight ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Next, save the edits, and then using the appropriate Weapon Editor for your game's patch-level, save it again. SF2 and it's derivatives: Simply drop the the SA-10 folder the your Objects/Weapons folder located in the game's main folder,located in the"My Documents" folder, and that's it! Submitter Fubar512 Submitted 04/17/2009 Category Ground Objects Mods Quote
+starfighter2 Posted April 17, 2009 Posted April 17, 2009 Nice... Maybe idea for next project> Spider Quote
+JAT81500 Posted April 18, 2009 Posted April 18, 2009 Nice...Maybe idea for next project> Spider We definitively need more SAMs, i suggest SA-12, French Crotale, and maybe the actual US short range system wich i don't know the name Quote
EricJ Posted April 18, 2009 Posted April 18, 2009 Is there a way to adjust minimum heights for missiles? Or is that based on it's launch G rating as far when it "knows" to fire at a low level target? Quote
MigBuster Posted April 18, 2009 Posted April 18, 2009 Would be the minimum altitude the flaplid can detect the target. Question is though was the original 1979 SA-10 actually any good? No doubt it was heavily modified throughout the 80s and beyond into a lethal system - but a 1979 system with a 95 counter counter measure figure???? Quote
EricJ Posted April 18, 2009 Posted April 18, 2009 That's what I was expecting, as I can NOE to a target, but my AI buddies.. well... I've guesstimated launch approximately at 14,000 feet. I can't get a good read since most of the time my AI support is getting knocked down so not sure, maybe it's like 10,000 feet. I've tried to get shot at but still... maybe it is just a game thing. Still nothing to laugh at, as it's pretty nice. Quote
+Monty CZ Posted April 18, 2009 Posted April 18, 2009 Hello all, Fubar512 is really modest because he forgot to add that he did all the ini work :-) Thanx Fubar for bringing it into life Monty Quote
EricJ Posted April 19, 2009 Posted April 19, 2009 I think the issue is the seeker for the missile. I did a test in SoCal and I got fired at 20,000ft or so. That was a pure vertical climb, think I had the Jammer going. Methinks the Seeker Cone obviously points forward, so I've adjusted it to 180 due to it pointing vertical. So when I get some further testing, I'll be able to see if it works right. Quote
Wraith27 Posted April 19, 2009 Posted April 19, 2009 (edited) My WILD WEASELS are prepared for Your mod ! You don't scare us! PS Nice work! Edited April 20, 2009 by CIACHO Quote
EricJ Posted April 19, 2009 Posted April 19, 2009 Try this: [WeaponDataxxxx] TypeName=SA-10 FullName=SA-10 Grumble ModelName=5V55K Mass=1480.000000 Diameter=0.450000 Length=7.000000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1979 EndYear=2008 Availability=2 BaseQuantity=4 Exported=TRUE ExportStartYear=1985 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=FALSE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=2.000000 WarheadType=0 Explosives=85.000000 FusingDistance=15.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=90 MaxTurnRate=33.000000 MaxLaunchG=1.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=180.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=60.000000 SeekerRange=55000.000000 MinLaunchRange=1000.000000 MaxLaunchRange=55000.000000 Duration=60.000000 CounterCountermeasure=95.000000 NoiseRejection=85.000000 CapabilityFlags=0x10000028 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=20.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.650000,0.000000 SustainerDuration=25.000000 SustainerAccel=10.000000 SustainerEffectName=LargeMissileFireEffect SustainerSoundName=LargeMissileFireEffect SustainerPosition=0.000000,-2.650000,0.000000 InFlightEffectName=LargeMissileFireEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Quote
+Gepard Posted April 20, 2009 Posted April 20, 2009 I think the MaxTurnRate of 40g is closer to the reality then the 33g Quote
EricJ Posted April 20, 2009 Posted April 20, 2009 Just did some testing/confirming of how effective it is. Min Radar/Launch height seems roughly 150ft, below that you're safe as it cannot aquire/lock you. I think around 150 - 200 ft you got some "play" in it'll lock you up but wont' launch. Lock to Launch 5-10 seconds. Range map was used from a head on aspect. Not sure on range but jammers at a distance can break lock, then of course burn through quite quickly if you move in. Monty, is it me or the hitboxes aren't right on the FlapLid? Or is there a specific angle to launch a HARM because all my launches tend to fly through it. Unless the moving radar is a texture with no geometry or? Of course bombing/using an AGM works okay, but unless you put the radar "emenation point" higher is that what causes it? Quote
Abhi Posted October 4, 2010 Posted October 4, 2010 Guys we hv released Pantsir,avenger,Akash SAM,Patriot. maybe yeyeye will release patriot 3 too. SPYDER and SLAMRAAMs are in making, soon we will also start s-400 and other modern systems like ARROW,AAD,THAAD,crotale.... but problem is these systems require a gud INI maker. Quote
Guest HoneyFox Posted October 6, 2010 Posted October 6, 2010 ARM will aim at ground objects' radar position. Hit box is defined by Max/MinExtentPosition, so have a check on this. Quote
EricJ Posted May 2, 2023 Posted May 2, 2023 (edited) Again it's unofficial and some tweaking, modifications include: - Increased Visible distance, you can target the radar at least from 55 kilometers away for long-range missile and JSOW strikes -Updated Userlist for both launcher and radar. Simply overwrite and go have fun. NOTE: This is for the SF2 version, I didn't realize it was an SF1 version. Should work. Simply take the SA-10_data file and update your weapons folder ini with the change (1978 instead of 1979). Fubar512S-300Update.7z Edited May 2, 2023 by EricJ Quote
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