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Posted

Montz CZ's S-300/SA-10 SAM syste,

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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!


 

Posted
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 :biggrin:

Posted

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?

Posted

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????

Posted

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.

Posted

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.

Posted

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

post-5735-1240158434_thumb.jpg

Posted

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?

  • 1 year later...
Posted

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.blink.gif

Guest HoneyFox
Posted

ARM will aim at ground objects' radar position.

 

Hit box is defined by Max/MinExtentPosition, so have a check on this.

 

 

  • 12 years later...
Posted (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 by EricJ

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