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PostPosted: Wed Mar 03, 2010 03:16 am 
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Secondary weapon doesnt keep that hard point from firing at will...

I think I am just going to make the engagement radar the optical sight with hard points and the site tracking radar the radar sight with radar weapon hard points, that way you have to knock out both vehicles on the site to really shut it down...

I was wrong on the location of the optical sight on the SA-6 anyway, as its the Straight Flush that has the backup optical sight, not he TELAR Launcher...

So modelling it this way will be realeastic anyway...

Individual vehicles like the SA-8 will have their own optical sights and will launch 1 radar (Or IR if its a IR missile and not a radar missile) missile and 1 optical at you at every engagement, since they are short ranged missiles...

Evidently the Russians do this as general practice now to try to get a better PK on the target...

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PostPosted: Wed Mar 03, 2010 13:34 pm 
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So far I have cut range ont he SA_6 optical guided missle to 10 miles and max 6 mile altitude. That should give a safe passage cooridor for F-15s and F-22s at high altitude doing fighter sweeps...

Attack packages will have SEAD assets going after the launchers anyway, so that will keep the SAM batteries busy and let the strike packages slip through...

I have also implemented the SITE optical sight, with the optical missiles on harpoints,limiting the number of missiles that can be fired at you at one time to 2 missiles...

I am also providing SHORADS at SAM sites to give them close in attack defense, via both guns and missiles...

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PostPosted: Wed Mar 10, 2010 19:39 pm 
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New SA-2 SAM has been completed. I have corrected errors with the site graphics. Now when you kill the site the graphics of the terrain layout of the site do not dissappear. Instead, the radar shows damage...

Also the new SA-2 missile is much deadlier unless you take evasive maneuvers or expend a large amount of chaff and use your jammer...

The SA-2 is defeatable, if you use a high speed dive to get under the missile, and than pull upwards into teh missile as it attempts to follow you down, pullin upward inside its diving turn. You can also defeat the missile if its at your same altitude by a hard G turn into the missle, causing it to overshoot you...

The Site also now has height finding and warning radars as well as the tracking radar...

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PostPosted: Sun Mar 14, 2010 03:11 am 
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Air Defenses in North Korea in FAF Korea Winter...

Image

I have setup a vast network of overlapping SAM and AAA sites in FAF Korea...

SA-2s, SA-3s, SA-4s, SA-6s...

I have not added the SA-5s, SA-10s (China) or SA-12s (Russia) to the map yet...

To survive over North Korea will requre use of jammers, SEAD strikes in support of strike flights, escorts, and a keen awareness of the location and effectiveness of the various threats.

SAMs are both command guidance as well as active radar seekers and infrared, with possible backup visual guidance that gives no warning...

AAA includes both 130mm and 100 mm FLAK sites, where radr controlled guns can track and engage you up to 40,000 ft. I solved the issue of no gun flah, no bullet shapes when using FLAK effects at high altitude...

Gun blast and shell in the air...

Image

FLAK effects at high altitude as the shells explode with another shell on the way up...

Image

The AAA Sites will only be able to hit you at high altitude if the radars at the sites are functional, otherwise they will continue to shoot but will not hit you unless you drop below 13,000 feet because their optical range finders have limited range. They can not locate your altitude so the shells will not explode at your altitude as long as you stay above 13,000 feet...

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