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Posted (edited)

Hello, everyone,

I just settled in my second home in Turkey and wanted to work on the Stinger missile but I have a problem, I forgot how to set the booster release time.  Can someone please give me a hand?

this is what I have in the weapon editor.

2022-09-11_02h58_29.thumb.png.104bdb3b98d4fa81a1450a7f19b1a996.png

PS missile completed.

2022-09-11_03h01_09.thumb.png.c0c3b5b24fe2cc3107b4e136ba490597.png2022-09-11_03h00_56.thumb.png.6b943c35eb711642fb342e1405243773.png

Edited by GKABS
  • Like 1
Posted (edited)

Fixed the missile but I need to make the booster release earlier than what I have.

2022-09-11_23h25_05.thumb.png.09e31c6938105ae505ab2391fc5347e5.pngimg00011.thumb.JPG.f689b92f9cba29095bea23a35390f787.JPGimg00009.thumb.JPG.975554ef8275cdbcf7fde5f97fcf5a5b.JPG

Edited by GKABS
  • Like 5
Posted

Booster time in SF2 world concerning MANPDAS is the short time between launch and the inception of missile engine. Keep in mind that initially the missile is thrown out of the tube (with relatively low speed) and then missile engine starts. This short period is usually between 0.2-0.3 seconds in older MANPADS such as SA-7. 

  • Like 2
Posted (edited)
5 hours ago, tiopilotos said:

Booster time in SF2 world concerning MANPDAS is the short time between launch and the inception of missile engine. Keep in mind that initially the missile is thrown out of the tube (with relatively low speed) and then missile engine starts. This short period is usually between 0.2-0.3 seconds in older MANPADS such as SA-7. 

Thank you for the information tiopilotos , I will try to apply it to the missile but the question how can I set the release time for the engine booster.

Edited by GKABS
Posted

If you mean "release delay" then you just leave it "0". That value is needed for other missile types which in real life they have a short delay between launch command and engine inception.

  • Like 1
Posted (edited)
58 minutes ago, tiopilotos said:

If you mean "release delay" then you just leave it "0". That value is needed for other missile types which in real life they have a short delay between launch command and engine inception.

Okay, thank you again.  

 

2022-09-11_02h58_29.png

Edited by GKABS
Posted (edited)

I think I found what I needed I just made these changes and got the booster released after 1 sec and made set sustain duration for the motor to 2.8 and in total 3.8.  I might be wrong but it's working.  Please correct me if this is not correct by the game engine.

 2022-09-12_20h28_50.thumb.png.f77585cc114d0ea8f2dd80c87fc52684.png

Edited by GKABS
Posted

The real data for Strela 2 booster are: duration of the booster 0.5 seconds, duration of the sustainer 2.0 seconds.

But there is also "start booster". I dont know the correct english term. We call it in german "Ausstoßladung". It pushes the missile out of the container. This needs 0.3 seconds. At a distance of 5 meters from launcher the booster starts to operate.

  • Like 1
Posted (edited)

Thanks Gepard for the information, I will try to update the Strela 2. ;)

40 minutes ago, Gepard said:

But there is also "start booster". I dont know the correct english term. We call it in german "Ausstoßladung". It pushes the missile out of the container. This needs 0.3 seconds. At a distance of 5 meters from launcher the booster starts to operate.

That will be nice if the game engine let me do that "Ausstoßladung" expelling charge

Edited by GKABS
Posted

add release animation 1-2 frames  - move model forward 3-4 meters + deploying fins.

then delayed booster

then sustainer.

I think I did it for 9M111 or I was planning to test it that way....not sure it was a long time ago and now I can not check...

  • Thanks 1
Posted (edited)
On 12/09/2022 at 11:53 PM, yakarov79 said:

add release animation 1-2 frames  - move model forward 3-4 meters + deploying fins.

Hi @yakarov79 I did the model animation adjustment as you suggested and it is great.  but I am having a problem with the Booster starting time, if I set the delay for the booster to 0.2 or 0.5 instead of 0 the missile will drop to the ground.  if I don't delay the booster then the MissileFireEffect will start as soon as the missile fire. and if I delete the effect from the booster and add it to the Sustainer Effect Name so it will show after the delayed time it only shows In Flight Effect Name only.  so I am confused. :dntknw:

Stinger.jpg.3a2d1e7ea1341a2ab2cef1edbcc9c02a.jpg

Quote

then delayed booster

then sustainer.

Just to clarify this is to be done with the weapon editor correct?

Edited by GKABS
Posted

I think you shouldn't beat yourself up about this issue. I mean it's not like we're going to see the booster leave the missile because we'll be in the cockpit of our jet (more like me I suppose). Though realistically you should get it as close as possible and work with the game as best you can. Arma 3 wasn't always exact so I had to work with the limits of the game despite player requests. I mean it's cool that it shows the booster but you shouldn't kill yourself over it either.

  • Like 4
Posted

my general guideline for my self is to get about to 90%.

better than the hollywood representation (ALL WW2 aircraft are P-51s! ALL fighter jets are F-18s! etc) and as close to real life as possible.

but at the end of hte day, you can only uncover so much through research, game or model limitations are what they are and 90% of the end users wont look that closely at whats going on.

get things as close as you can without being an obsession then let it go. its my philosophy anyway

  • Like 3
Posted (edited)

I fix the missile, I just couldn't leave it as is. I think it is good enough.


img00009.thumb.JPG.2646730ff28b335ef4a8f265b9406931.JPGimg00010.thumb.JPG.6bc2bee72b9406b60a4c4b068c73a28c.JPGimg00011.thumb.JPG.d014ee66484522776968a70a90b5335a.JPGimg00007.thumb.JPG.da78a61ce0795868fe50d6200aa08942.JPG2022-09-16_19h00_45.png.4861f8da344ba16703e1152e43e46f87.png2022-09-16_19h01_04.thumb.png.9b2017c24e896539b0ff72aea82281f3.png

 

 

Edited by GKABS
  • Like 8

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