Guest BeachAV8R Posted August 11, 2011 Posted August 11, 2011 Do SAM units reload - and if so do they do so according to some realistic time value? Just wondering.. I can see the empty launchers of the SA-2 after they launch and just wonder if they will eventually rearm themselves.. Regards! BeachAV8R Quote
+Spillone104 Posted August 11, 2011 Posted August 11, 2011 In the SF series there is no reload. In real wartime operation the reload of a launcher like the SA-2 will take some 12 to 15 minutes. Depends on skill and I guess how many bombs and missiles falls in the vicinity. Quote
Guest BeachAV8R Posted August 11, 2011 Posted August 11, 2011 Aha.. That is good to know. Is there any way to make a SAM site shoot only a single SAM at a time rather than mass launch all of their missiles at the same time? I've got a SA-2E site set up with 4 launchers and all 4 launch at the same time. Regards.. BeachAV8R Quote
Slartibartfast Posted August 11, 2011 Posted August 11, 2011 Aha.. That is good to know. Is there any way to make a SAM site shoot only a single SAM at a time rather than mass launch all of their missiles at the same time? I've got a SA-2E site set up with 4 launchers and all 4 launch at the same time. Regards.. BeachAV8R Now thats what I call fun... Split S'ing from 4 SAM's coming at you... though SA-2E's are fairly straightforward to avoid wait until you get the Dreaded SA-10 SA-11 setups... Quote
+Spillone104 Posted August 11, 2011 Posted August 11, 2011 Aha.. That is good to know. Is there any way to make a SAM site shoot only a single SAM at a time rather than mass launch all of their missiles at the same time? I've got a SA-2E site set up with 4 launchers and all 4 launch at the same time. Regards.. BeachAV8R That is an issue with the missile data having a very short or no delay at all. This should fix this. ReleaseDelay=60.000000 Quote
+Gepard Posted August 11, 2011 Posted August 11, 2011 The early SAM's used the salvo firing. The Volchov/Dvina (SA-2) shot salvos of 3 missiles at one target. The Neva (SA-3) shot salvos of 2 missiles. Reload time depended not only on skill of the crew, but also of the numbers of men in a crew and their physical power. For instance the vietnamese used a reload crew which was twice as big as an east german crew, to get the same reload times. Quote
Guest BeachAV8R Posted August 11, 2011 Posted August 11, 2011 That is an issue with the missile data having a very short or no delay at all.This should fix this. ReleaseDelay=60.000000 What file do I need to stick that line in? I looked at the SA-2 .ini file but couldn't find stuff similar to that. Re: Salvo firing - Yeah, I figured it was probably a valid technique - but thought there might be some delay between the first, second, and third missiles. Since I would imagine they would be hoping you would deplete your energy defeating the first one, perhaps leaving you with less energy to deal with the 2nd and 3rd ones. I also noticed something weird with the SA-2 (can't remember if it was the "E"..maybe..) but when it comes off the launcher is wobbles radically before it ejects the initial motor..is that realistic or just a quirk of SF2? I'll get a screenshot of it when I get home later.. Many thanks! BeachAV8R Quote
Guest BeachAV8R Posted August 11, 2011 Posted August 11, 2011 And the SA-2 layout certainly does make you wonder why they couldn't come up with a better way to disguise it. Dating back to Vietnam it was pretty easy to spot them. Guess they make good cluster bomb targets once you knock out the guidance radar. I haven't looked to see (on Wiki) if the individual launchers have some sort of back-up optical guidance system.. SA-2 site on Google Maps: HERE! BeachAV8R Quote
Wrench Posted August 11, 2011 Posted August 11, 2011 if you look through the data inis for the various launchers, you'll note there's NO reload time listed at all!! For any of them, stock or add-ons. (you'd think that SA-8, Chapparells and the like would have someting like that, huh? what with being much smaller missiles) Quote
Fubar512 Posted August 11, 2011 Posted August 11, 2011 What file do I need to stick that line in? I looked at the SA-2 .ini file but couldn't find stuff similar to that Many thanks! BeachAV8R That's in the data entry for the weapon itself (the SA-2E missile) and not the SA-2E launcher's data.ini. Quote
Guest BeachAV8R Posted August 11, 2011 Posted August 11, 2011 That's in the data entry for the weapon itself (the SA-2E missile) and not the SA-2E launcher's data.ini. LOL..that explains it! Thanks! Quote
Slartibartfast Posted August 11, 2011 Posted August 11, 2011 if you look through the data inis for the various launchers, you'll note there's NO reload time listed at all!! For any of them, stock or add-ons. (you'd think that SA-8, Chapparells and the like would have someting like that, huh? what with being much smaller missiles) I think the quoted reload time for the SA-8, SA-9 was around 5 minutes provided they had a reload vehicle with them and reload for the SA-13 was around 3 minutes... Quote
Guest BeachAV8R Posted August 13, 2011 Posted August 13, 2011 Still seeing the funny SAM launch behavior with regards to the SA-2 tumbling end over end until the booster motor falls away...then it tracks straight.. BeachAV8R Quote
Fubar512 Posted August 13, 2011 Posted August 13, 2011 Post your data entries for those SA-2 models that are behaving erratically. Quote
Fubar512 Posted August 13, 2011 Posted August 13, 2011 Test video, no issues here, BeachAV8er.... SA-2LaunchWav.wmv Quote
Guest BeachAV8R Posted August 14, 2011 Posted August 14, 2011 Is the data from the Weapons Editor the same as the stuff that is in the .ini file? This is the missile...it is an SA-2E model.. BeachAV8R Quote
Guest BeachAV8R Posted August 14, 2011 Posted August 14, 2011 And here is the video: http://www.mudspike.com/drunksa2.wmv Quote
+Spillone104 Posted August 14, 2011 Posted August 14, 2011 Huum, seems that many parameters are wrong. The guidance is beam rider, turn rate should be around 12 to 15g, take out seeker uncage as this premit off boresight launch, No need to mid-course and terminal guidance too. And... most important!!! check Stabilizing fins!!! otherwise the round will behave as we see in the screenshots. ;-) Quote
Guest BeachAV8R Posted August 14, 2011 Posted August 14, 2011 One other question too...I noticed in the Mission Editor when you want to place the SA-2 launcher as an object..why are there 4 of the same entries? I know that there are several variants of SA-2...should I rename something somewhere to get them to display appropriately? Thanks! BeachAV8R Quote
+PureBlue Posted August 14, 2011 Posted August 14, 2011 Rename accordingly inside the respective groundobject's .ini file. SA-2L.INI: [GroundObjectData] ObjectFullName=SA-2L SAM Launcher Quote
Guest BeachAV8R Posted August 15, 2011 Posted August 15, 2011 Huum, seems that many parameters are wrong. The guidance is beam rider, turn rate should be around 12 to 15g, take out seeker uncage as this premit off boresight launch, No need to mid-course and terminal guidance too. And... most important!!! check Stabilizing fins!!! otherwise the round will behave as we see in the screenshots. ;-) Hmm..I made the changes you suggested, and that definitely fixed the flipping end over end..but now they aren't guiding, they just launch and go straight. Perhaps I need to re-enable mid-course and terminal guidance? Quote
Guest BeachAV8R Posted August 15, 2011 Posted August 15, 2011 Alrighty! Got it sorted... I was starting the mission for testing purposes too close to the site I think.. Therefore the missiles weren't tracking like they were with the prior (inaccurate) parameters. Moved further away and I'm getting good tracking.. Whew.. Thanks for all the help! BeachAV8R Quote
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