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PostPosted: Thu Jun 26, 2003 14:15 pm 
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I am trying to do the whole thing we talked about on the old board with the site being the NT and the launchers being OT files so that once you nailed the radar (NT) the whole site didn't work and left the launchers. Well I am working with the SA-3 one, using the SA-3 site. I placed the hardpoints but it acts very oddly. I put the distances for the hardpoints at like 500 feet because 250 just wasn't far enough and I haven't seen any change. Plus it is being a pain the ass with the back two launchers and only one fires when I want it to pop up like 2 missiles. I put the three hardpoints with the launchers (eventually will just be placed on) facing 0, 135, and 225...They got 2 missiles a piece just like a launcher would and they have 180 max slew for heading and 90 for pitch...They fire alright but I put 2 of the 3 as secondary weapon so that it would fire independantly and still no go. I don't want to put 2 as carpet burst and then have it do that because I don't want it to always fire 2 off, just occassionally, when you are to the rear of the site (so to speak). Any ideas on how to polish up this site in general?

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PostPosted: Thu Jun 26, 2003 19:20 pm 
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Cent...

It sounds like you are trying to accomplish two very different things at the same time...

If you are going to make the site function as the actual SAM launcher then I would not suggest you set any of the hard points as secondary weapons(for right now), because secondary weapons are harder to control...

You can leave the Site as a NT item for now, we can discuss making it a OT ite late. If you so choose, but if you do you may lose the SAM threat rings from map...

Easiest thing to do right now is for you to start with a SA3 SAM vehicle and simply change the shape to the SA3 sam site...

Then make 2 additional hardpoints and add additional SA3 missles to those hard points, then adjust their hardpoints to match the position of where you want to set the launchers on the site. Important! You may need to make the hard points slewable and select auto slewing with the spots being able to rotate 360 degres in the horizontal and leave the missles at 22 degrees angle verticle fixed. Then set the site cornering settings to ZERO so the site itself will not rotate onto target, thus forcing it to rotate its weapons.. (you will have to trick the hardpoints into thinking the missiles are actually guns, refer to your own site tips for that, I cant remember how to do it!)..


Now you should have a SAM site that is NOT slewable and will stay in a fixed position but its missles (invisible to the sim pilot right now) will rotate around and rife from teh correct positions....

this site is now targetable with a HARM missile and can be knocked out...

Now to make the site realeastic.. take the regular SA-3 launcher and add 2 SA-3 missiles (THIS IS IMPORTANT) that you alter to only have visual guidance and place them on the exact spots as shown to be launch sports on teh site. THus now it looks like a real site...

Also... THIS IS VERY IMPORTANT... GIve the optical missiles a long detect range but a SHORT tracking range so they do not fire until you are very close that way you simulate the SA-3 backup optical launch guidance...

ALso make the site not removable when destroyed...

There may be a few things I forgot, so I will help you if you have any additional problems...


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PostPosted: Thu Jun 26, 2003 19:24 pm 
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I made the back ones as one hardpoint with primary,and gave it symetricle loading, the front one is secondary weapon. I used the SA-6 as the weapon for it and made it a gun. I set all the site hardpoints as "internal gun". the site fires one missle at a time taking turns firing from each of the virtual launcher locations. If you give it only 2 missles per hardpoint, then you are giving it no "re-load" capability and in the stock missions the site will be easily defeated with just a few chaff shots. But to each his own as always in FA :-)

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PostPosted: Thu Jun 26, 2003 23:05 pm 
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CAG Hotshot wrote:
Cent...

It sounds like you are trying to accomplish two very different things at the same time...

If you are going to make the site function as the actual SAM launcher then I would not suggest you set any of the hard points as secondary weapons(for right now), because secondary weapons are harder to control...

You can leave the Site as a NT item for now, we can discuss making it a OT ite late. If you so choose, but if you do you may lose the SAM threat rings from map...

Easiest thing to do right now is for you to start with a SA3 SAM vehicle and simply change the shape to the SA3 sam site...

Then make 2 additional hardpoints and add additional SA3 missles to those hard points, then adjust their hardpoints to match the position of where you want to set the launchers on the site. Important! You may need to make the hard points slewable and select auto slewing with the spots being able to rotate 360 degres in the horizontal and leave the missles at 22 degrees angle verticle fixed. Then set the site cornering settings to ZERO so the site itself will not rotate onto target, thus forcing it to rotate its weapons.. (you will have to trick the hardpoints into thinking the missiles are actually guns, refer to your own site tips for that, I cant remember how to do it!)..


Now you should have a SAM site that is NOT slewable and will stay in a fixed position but its missles (invisible to the sim pilot right now) will rotate around and rife from teh correct positions....

this site is now targetable with a HARM missile and can be knocked out...

Now to make the site realeastic.. take the regular SA-3 launcher and add 2 SA-3 missiles (THIS IS IMPORTANT) that you alter to only have visual guidance and place them on the exact spots as shown to be launch sports on teh site. THus now it looks like a real site...

Also... THIS IS VERY IMPORTANT... GIve the optical missiles a long detect range but a SHORT tracking range so they do not fire until you are very close that way you simulate the SA-3 backup optical launch guidance...

ALso make the site not removable when destroyed...

There may be a few things I forgot, so I will help you if you have any additional problems...


Err Cag this is all stuff I did already. I don't have any wish to make the site an OT, I said I am goign to make the launchers OTs and put them on the site so that it is filled and looks like a real site...just the problem is those damn hards are going to be like 1000 feet from center i think because 500 is way too close...only thing I can do from what you said here is take off the secondary





KAPTOR wrote:
I made the back ones as one hardpoint with primary,and gave it symetricle loading, the front one is secondary weapon. I used the SA-6 as the weapon for it and made it a gun. I set all the site hardpoints as "internal gun". the site fires one missle at a time taking turns firing from each of the virtual launcher locations. If you give it only 2 missles per hardpoint, then you are giving it no "re-load" capability and in the stock missions the site will be easily defeated with just a few chaff shots. But to each his own as always in FA :-)



Kapt we're talkign 1300 pound missiles here...do they reload them that quickly?

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PostPosted: Fri Jun 27, 2003 00:45 am 
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Here's how to replace the SA3SITE.OT with a new .NT launcher, so that default FA missions will have working SA-3 sites: Make a .NT with the SA-3 Site shape, and the hardpoints to fire the missiles off, and give it a name with a tilde (~) in front of its name. This makes it a secret object not normally accessable in the in-game item lists. Then make the third identity string of SA3SITE.OT point to the secret SA-3 .NT, so at the bottom of your SA3SITE.OT file it should look like this:

Quote:
;---------------- END OF OBJ_TYPE ----------------

:ot_names
string "SA-3 Site"
string "SA- 3 Site"
string "~SA3S.NT" ;Secret name here
:shape
string "sa3sit.SH"
end


You can make your SA3.NT files have only a missile (with comparable range to the SA3.JT) with 0 rounds in normal or carpet burst, so they point to targets but don't fire. You should make this .NT an "other vehicle" so you don't get phony SAM threat rings from it. Then, when you place the default SA-3 Site in the game, it will automatically reference to the hidden SA-3 site .NT, and you'll have a seemless replacement, with a threat ring. You can also do this with things like the Tall King and passive radars to get them to radiate, etc.

Zephyr


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 Post subject: SA-3 Site Successful!!!
PostPosted: Fri Jun 27, 2003 16:40 pm 
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SA-3 Site Successful!!!

SA3.NT = SA-3 Site (shape = sa3sit.SH)

Hardpoint 0
L/R spacing: 0
Up/Down: 10
Front/Back: 750
Slew Heading: 0
Slew Pitch: 0
Slew Limit Heading: 360
Slew Limit Pitch: 180

Auto slewing enabled
Required loadout

Hardpoint 1
L/R spacing: -750
Up/Down: 10
Front/Back: -750
Slew Heading: 180
Slew Pitch: 0
Slew Limit Heading: 360
Slew Limit Pitch: 180

Symmetrical loading
Secondary weapon
Auto slewing enabled
Required loadout


SA3SIT.OT = SA-3 Launcher (shape = SA3.SH)


+Just place the site and then add the launchers and you are in like flint...

+Reason I put the second hardpoint at secondary was so that when you passed over it it fired at you from its rear points...

HOWEVER: The site only comes on radar at like 9 nautical miles....how do I fix this????????

ALSO: Should I add a radar (*.see) to the site???

SA-4 & SA-6 SITES SUCCESSFUL!!!!

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PostPosted: Fri Jun 27, 2003 19:18 pm 
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Well, I doubt you need an additional radar, since the original sa 3 launcher didnt need one. The site will be targetable since it carries 'hot' missiles that radiate..

You need to extend the visual range of the site.. will also make it show longer when you fly towards or away from it. Plus you may want to increase the RCS so you can track it better with your ground mapping radar...


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PostPosted: Fri Jun 27, 2003 19:27 pm 
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Okay...what value is the visual range? The RCS one is easy but I don't know of the other.

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PostPosted: Fri Jun 27, 2003 21:43 pm 
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Cent I dont know how quick they load SA-3s but the NVA turned SA-2s pretty darn quick :wink:

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PostPosted: Fri Jun 27, 2003 22:03 pm 
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10 - 15 minutes for an SA-4 site so I adjusted it accordingly with up to 3 reloads.

Check out the tip for this at Centurian's Underworld.
http://takeoff.to/Centurian/

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PostPosted: Sat Jun 28, 2003 19:16 pm 
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Visual range for a ground object is very important. It also controls how far away you can visually see the site and the game uses an exponential formula to determine how far away the object will then appear on radar.

BTW If you create some visually guided SA-3 missiles and load them on the actual launcher vehicles, that you want to only use as scenery items, they will realeastically represent the backup optical guidance launch mode of the SA-3.. It is a very short range guidance method but it really exists to be used in a high ECM or HARM threat environment or if the guidance radar is already down...


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PostPosted: Sat Jun 28, 2003 22:37 pm 
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Quote:
BTW If you create some visually guided SA-3 missiles and load them on the actual launcher vehicles, that you want to only use as scenery items, they will realeastically represent the backup optical guidance launch mode of the SA-3.. It is a very short range guidance method but it really exists to be used in a high ECM or HARM threat environment or if the guidance radar is already down...


that's what I did with mine, gave it an opticle missle as the backup.

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PostPosted: Sun Jun 29, 2003 00:05 am 
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CAG Hotshot wrote:
Visual range for a ground object is very important. It also controls how far away you can visually see the site and the game uses an exponential formula to determine how far away the object will then appear on radar.

BTW If you create some visually guided SA-3 missiles and load them on the actual launcher vehicles, that you want to only use as scenery items, they will realeastically represent the backup optical guidance launch mode of the SA-3.. It is a very short range guidance method but it really exists to be used in a high ECM or HARM threat environment or if the guidance radar is already down...


Got data on it? And also how would you evade them, not ECM, chaff, or flare I suppose?

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PostPosted: Sun Jun 29, 2003 01:12 am 
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From Christian Wolff at Yahoo Group "sam_systems":

Quote:
I often was in Ashouloug (near Kasachstan) on a training area for the russian SAMs. From this time dates my experience, to know what Russian missile guidance radars can do, quite special "Fan Song E" in its last modification. This radar has got a visual Channel with a TV-Camera. I don't know it exactly, but I think, the same type camera can be mounted on "Low Blow" too. In 1986 in a SA 2- unit near the Baltic Sea I have seen, that a seagull was automatically tracked with this TV-Channel in a distance of round about 10 km.


To evade it, move out of visual range or behind some obstructions like clouds or hills.

Zephyr


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PostPosted: Sun Jun 29, 2003 01:42 am 
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RG..hmm interesting.

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