Jump to content

Recommended Posts

Posted

Hello modders,

 

it seems that some Red SAM (SA-2, SA-6, SA-8 families) are configured by default with a ReleaseDelay value of 600. (That makes 10minutes if I'm not mistaken)

 

I don't pretend to be a SAM expert but that looks to be a bit long to me and I didn't found anything to support such a delay by reading various "serious" sources ala Janes.

 

So, would you know if is it a long lasting typo or is it truly by design?

 

Best regards

Posted (edited)

Probably meant for the upcoming Wings Over Africa.... It's about the air war in the Congo. There were a number of problems involved with the deployment of SAMs in the Congo, such as the crews' tendency to go to sleep, return home without asking, get unexpectedly drunk, disappear into the bush to roger passing young ladies, and so on. Ten minutes sounds like you're looking at one of the better teams!

Edited by ndicki
Posted
. . . such as the crews' tendency to go to sleep, return home without asking, get unexpectedly drunk, disappear into the bush to roger passing young ladies, and so on. Ten minutes sounds like you're looking at one of the better teams!

 

Well that just made me spill my coffee.

Posted

Probably meant for the upcoming Wings Over Africa.... It's about the air war in the Congo. There were a number of problems involved with the deployment of SAMs in the Congo, such as the crews' tendency to go to sleep, return home without asking, get unexpectedly drunk, disappear into the bush to roger passing young ladies, and so on. Ten minutes sounds like you're looking at one of the better teams!

:rofl:

Posted (edited)

Try lowering it to 0 and enjoy what happens after you do... :yikes:

 

 

Well, that's what I did of course but I'm still wondering why it was set that way by default, and kept as it in the mods, even if ndicki's explanation is sound. grin.gif

 

its also the reloading time. If you set it to 0 the SAM will fire very very fast

 

 

Isn't the reloading time set in the launcher's data with the "MissileLaunchTime" parameter?

Edited by FrankD
Posted

 

 

Well, that's what I did of course but I'm still wondering why it was set that way by default, and kept as it in the mods, even if ndicki's explanation is sound. grin.gif

 

 

 

Perhaps to prevent the misiles from blowing up on the launcher? :grin:

Posted

How so Fubar? I can't find any truly good reason to have set a such delay.

 

I'm just curious though since it's an easy fix.

Posted

Once the missile is "released" (at a setting of zero) if it's not tracking at that very instant, it will "fall" and explode on the launcher. The release delay value appears to have has nothing to do with when a missile is launched, simply the absolute maximum delay between firing and launch sequences.

Posted

Awesome!

 

I assume that a comfortable SeekerRange would prevent such issue but it looks like I haven't done my homework, I should have tested it more.

 

Thanks for this truly enlightening clarification Fubar512.thank_you2.gif

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..