harryleith Posted December 31, 2011 Posted December 31, 2011 Hi Gang, I have been having trouble scoring a hit in the SF2 Falklands Mod. I did an anti-ship mission flying Super Etendards and my Exocet missed the target. Fair enough, I thought. No system is flawless. However, I repeated the mission a half-a-dozen times and the Exocet invariably misses its target. This includes my weapons and my wingmans - when he decides to drop his! I looked in the .ini file of the missile and the Accuracy is 85%, but I can't seem to hit a thing. I lock on to the ground target using the E key, close on the target and then launch. My launches are from 12 miles through to 5 miles from the target, using the Argentine AR_AM-39 from the game, and a couple of AM-39As just to test if that made any difference. I am playing the SF2 Falklands mod with a full merged install of SF2. The Falklands mod was installed as a separate mod, so it is only what came in the download in the game. Does anyone have any ideas? [WeaponData001] TypeName=AR_AM39 FullName=AM 39 Exocet ASM (Arg) ModelName=AM39 Mass=670.000000 Diameter=0.430000 Length=4.412000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=ARGENTINA SpecificStationCode= NationName=ArgentineNavy StartYear=1979 EndYear=2020 Availability=2 BaseQuantity=24 Exported=TRUE ExportStartYear=1979 ExportEndYear=2020 ExportAvailability=1 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=160.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=85 MaxTurnRate=10.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=2.000000 SeekerFOV=25.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=15.000000 SeekerRange=60000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=2000.000000 MaxLaunchRange=60000.000000 Duration=600.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10300017 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=1.000000 BoosterDuration=10.000000 BoosterAccel=10.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.128000,0.000000 SustainerDuration=600.000000 SustainerAccel=10.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.128000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=7.000000 Quote
+ianh755 Posted December 31, 2011 Posted December 31, 2011 (edited) It's the entry - "GuidanceType=7" which is for Inertial Nav guidance. It's a game limitation that ASM's don't use radar (Air to Air only) so using this guidance type was the work around. However with this it'll only hit static objects unfortunately as it will only head to the co-ordinates of where the target was at when you fired it. Here are two fixes depending on your comfort level with editing - a. Easiest - Change the guidance type to either 5 or 6 (TV or IIR guidance). It'll now hit moving targets (ships!)as is Fire & Forget but it'll display a TV/IIR window in the top right of your display. No other .ini changes are required. b. Medium - Change the guidance type to 3. This is Command guided and acts the same as above but doesn't display the TV/IIR window which looks much better. HOWEVER, the missile then becomes a CGR which means the pylon data in all your Exocet firing Aircraft's data.ini will need to be altered to include CGR in the attachment type. It's maybe something that could be addressed in a patch for the Falklands mod? Hope that helps! Edited December 31, 2011 by ianh755 Quote
Wrench Posted December 31, 2011 Posted December 31, 2011 The Super Etendard Combo Pak that I uploaded in October has a LOT of fixes/tweeks and modifications. Including the CGR Exocets, and the necessary data ini edits http://combatace.com/files/file/12345-super-etendard-super-etendard-m-for-sf2-by-foxmonter/ Quote
+eburger68 Posted January 1, 2012 Posted January 1, 2012 (edited) Guys: Actually, the Exocets in the mod work just fine -- provided you are not flying Anti-Ship as a Single Mission. In this mod ships are are implemented as terrain objects, which means that they don't move. In the campaign you will not be tasked with Anti-Ship missions. You will get strike missions against the British ships as terrain objects, and in that scenario the Exocets work beautifully. I just flew a mission myself, and my wingman and I took out three ships without a problem. I will consider changing the guidance type for that weapon in an update, but the weapon does work under the circumstances for which it was designed. Eric Howes Edited January 1, 2012 by eburger68 Quote
harryleith Posted January 1, 2012 Author Posted January 1, 2012 Thanks for the replies, gentlemen. As always, I appreciate your insights. For a quicky fix i might just change it to TV guidance - it doesn't bother me to have the TV image displayed. Hope you had a Happy New Year. Off to bag some ships! Harry Quote
harryleith Posted January 1, 2012 Author Posted January 1, 2012 Now it is a "Hit"ile not a "Miss"ile! Quote
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