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tiopilotos

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Everything posted by tiopilotos

  1. Every Patriot launcher has 4 missiles. The reason why this system fires at the same time missiles from every single launcher is the missile guidance. It is known that game engine is responsible for many bugs. In SF2 a SAM system equipped with active radar homing (or other type such as radio command) missiles acts like Patriot. During one engagement all launchers will fire against the target, so if you normally have 6 launchers, you will find yourself under attack by 6 Patriot missiles. That's the reason why Patriot is so deadly. You can drop many chaffs to evade a single missile but against 6, I guess kill probability is almost 100%. If you want to change that you must edit the launcher_data and limit the yaw values. By default you have this: YawLimited=FALSE MinYaw=-180 MaxYaw=180 Change them to: YawLimited=TRUE MinYaw=-30 MaxYaw=30 Now the system will normally fire 1-2 missiles instead of 6.
  2. Mirage F1CT standard T1

    An another great Mirage F1. I'm looking forward to Mirage F1EQ pack!
  3. I'm not sure you can find fake pilot as an individual model. There are many most notably western aircraft packs which include the fake pilot model. I don't remeber specifically which but try some US aircraft packs. Normally you should find one.
  4. You can find a large variety of aircrafts (different variants including), ground objects, terrains, missiles of all types, SAMs, AAAs and general game improvements from ww2 to modern aviation era! The best part? A very active community with people who answer questions, solve bugs and problems apart from offering mods which improve the current stuff! Just unique!
  5. On the basis of a review from Durasoul I would like to remind something. Durasoul said that he flew a skyhawk at 250-300 ft and despite the fact that the missile was launched, it was not able to track effectively and hit the target. We should keep in mind that: 1. SA-7 is a first generation MANPADS, which is able to engage hellicopters, propeller driven aircraft and low speed combat jets. A skyhawk flying at 250-300 ft with a speed of 450 kts is a difficult target even for the real SA-7 system. 2. Real system has a minimum altitude engagement of 50m (165 ft). 3. According to some sources a large number of vietnam SA-7 victims were flying higher than 1000m. So, according to some historical info the effectiveness of the system seems to be limited at lower altitudes. 4. In SF2 world low altitude is equal to "noise" in terms of missile performance. You need higher noise rejection values to make a missile effective at low altitude. But remember, here we have Strela not Igla! Noise rejection higher value would make the missile much more effective than really is.
  6. Obviously yes. These missiles are IR guided. They will fly an interecpt path to the impact point as long as their seeker can track the target until they run out of fuel.
  7. It happens in real life! That's how radars work. Doesn't matter the altitude of the SAM site. Either your site is on the top of a mountain either at sea level your missile will be guided as long as the fire control radar can track the target. For long range SAMs such as SA-5, MIM-14, Bloodhound etc you need to have "stronger" radar beam because radiation strength becomes less "stronger" in longer distances. In simple words the greater the distance, the higher the possibility to loose track. Obviously a SAM site located on the top of a mountain will be able to send a missile at higher altitude but it will be guided only as long as it flies within the radar's maximum altitude.
  8. There are two factors which you need to determine in order to set your desired max vertical range. 1. Missile's max range: a missile with a maximum range of 15 km in level and straight flight is obviously not able to reach an altitude of 20 km when fired from a large angle. Even if the missile had 20 km range in level and straight flight probably it would not be able to reach the 20 km alt when fired from a large angle (like in your image) because the gravity force would resist to missile's thrust throughout the flight. So let's suppose that you need a missile capable of reaching at least 20 km altitude. You should edit the missile to have a max range of at least 5-10 km longer than your desired altitude limit (20 + 5/10 = 25/30 km). Keep in mind that the higher the angle of missile flight the higher the resistance from gravity force. It's just physics. 2. You need a fire control radar which will be able to guide missiles to the desired altitude. Open radar's data.ini and find this line: RadarMaximumAlt= and set your desired value. Remeber, this is the radar's maximum alt which means that in higher altitude the radar can not see, can not track and can not guide missiles. Above this limit guided missiles become ballistic missiles.
  9. Also when you hear the characteristic "SAM Launch" while is being displayed in red, press R and then the ground unit which fired the missile against you will be shown with the classic red box.
  10. VVS Mig-21Bis FAPA jet during Operation Modular SA-3 in Iraq WIP stuff - "Grail" "Gaskin"
  11. The Scandinavian Front 2: Final Release

    Great job Jonathan! This is a super must mod! Terrain is a real eye candy! Highly appreciate!
  12. South China Sea 250m v 0.1 BETA

    Outstanding work! Countless terrain tiles, new river tiles, island tiles, large number of ground objects... Just terrific! No reason to say that we need campaigns for this one!
  13. Gimp tutorial for creating Thirdwire-like maps.

    Great tool, many thanks to all development team!
  14. WIP stuff... Skyhawk trying to evade SA-9 missile Pilot was lucky... missile exploded near the aircraft and just hit it M-11 Shtorm
  15. SF2_MiG19SK

    Nice background story and great design!
  16. Outstanding work guys! Take a look on a Hellenic Mirage F1 HUD...
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