It's a loooong story.
I wanted try if the SAM can hit a ground target. Well it can.... but not much use. BUT I thought about artillery rockets.
Unguided does not work, because there are no ballictic aiming. So it has to be guided... and also non-guided. So they need some guidance... but then they turn into cruise missiles. And of course, missiles are being launched one by one... no matter if set MissilesInAir=40 they won't launch more till the previous ones are still homing.
I made them inaccurate.... no help. Turn G= 1 means it will not home at all. So turn G minimum 2. I tried to make them lose target by setting Homing chance to low... SAM launches when the previous missile fails...
And then CEP=200 but still homing missiles do not have CEP.. Except..... if it has a guidance that does not aim on a target but the target's position. I remembered that old cruise missiles had a guidance which was unable to hit moving targets... Inertial. Before SF2NA. And in case inertial, CEP does work. Important not to give terminal guidance which will turn on an hit the target anyway. This is semi-guidance, so rockets are fine...
No high rate of fire anyway... I remembered warships... so I made it to be a warship. It has 10 gunners, each having 4 missiles. those are fired in 2-3 salvos. Not bad, but they all fired at the same time... agh
and they move the turret shaking up and down...
Lookaroundchance=0 does not work if the gunner component is attached to the turret... so it needs to be attached to the chassis (base component).
Rate of fire, and salvo is regulated by MissileLaunchTime= is set 0.5 more for each gunner so they fire in order (more or less).
Next problem was visibility. Gunners see things in the arc which is set in Pitch and Yaw... But gunners were put into a height of 1000 meters to see.With MinPitch= 0 they dont see anything below. -> Pitch =-40. They will never turn the turred down anyway.
Still they seem to be blind for distant targets.... Except... to the front. Gunners see to the front only? Yes because they are not on the turret. But they must be there..
Long range was still a problem... Then I realized. VisualRange is two sided. Unit visibility is a distance they see. but they see only those units which are set to be visible within a distance... it seems to me.
Need radar to see what is too small or too distant to be seem? Let's try.
Still nothing... ground unit must have a system of radar type, only then it's radar will work.
And that is a radar, so the rules of SAM and aircraft radars apply. Search range, Search strength, vs units radar cross section. A tank is 10, so a radar of 40 km and 100 strength can spot that from 40km. IF RadarMinimumAlt=0....
Not bad... huh.
Known issues are.... since there are 10gunners, and all has been set to turn the turret and the tubes, sometimes they contradict... until all 10 is ready to fire. hehe) for a moment the rockets do not match the tubes... but otherwise all is fine now.
Yes, I thought about the Scud as well, but I can't active it's animation. Fixed launch site has no problem however. I guess everything can be the same. Easier since it does not fire salvo.
I did experiments with guns alike, and I'm sure this way they will be effective. Setting CEP to lower, and there is only one gunner needed. All is possible.
Ah and yesterday, that I read about the old experiments here, I added Loft as well, so the ballistics have better look now. The key is Visibility and Inaccuracy ))