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sgt_savage

The Unsung Vietnam War Mod 2.5 Released

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i was thinking back a way that we would do it like this:

make a new vehicleclass:

class uns_nva_radar: INS_WarfareBUAVterminal

9247599_orig.jpg

then have an EH suite like this

init that spawns 4 advanced SA2 launchers randomly within 200m

killed that execvm's a script that reaches out to the nearest 4 advanced SA2 launchers within 200m and removes their magazines

the advanced SA2 launchers would have something like my longbow has:

irScanToEyeFactor = 4;

irScanRangeMin = 6000;

irScanRangeMax = 10000;

which means they can pick up targets 6 miles away

any thoughts?

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I'm sorry, I couldn't find the old scripts.

They would have been heavily dependent on RHS stuff anyway.

But I mashed together a quick and dirty proof of concept.

It concentrates on the range issue mostly.

I have a loop based on the position of a 'radar vehicle' that checks for air vehicles within the chosen 'radar range'.

If there is one, he starts a seperate loop for one of the SAM launchers:

This loop:

1- reveals the target to the SAM (reveal command)

2- and commands the gunner to aim at the target (commandTarget command)

3- wait for a reasonable period (so the SAM can actually point at the target) until...

4- you force the SAM to shoot at the target (fireAtTarget command)

This most simple approach works pretty well.

You just have to make sure that the SAMs are not ordered to shoot faster than they can reload.

It's hard to see that it REALLY makes a difference with the Tunguska, but the KRUG usually kills targets 25+ km (!) away.

The radar loop stops once the radar is destroyed.

If that happens, you can either remove the SAMs' magazines as eggbeast proposed.

Or you can have a seperate loop that checks if fired rockets still have a lock.

If not, replace the rockets with a new one on the same spot where they are at the moment. They replacement will spawn without any kind of target info and will just keep flying straight, most probably hitting nothing (EDIT: If I remember correctly, this was connected to an 'IncomingMissile' EH in the original script, to make it a bit easier).

I'd also recommend making the SAM units as 'blind' as possible, making it difficult for them to acquire targets on their own.

Cheers,

D.

Edited by Dimitri_Harkov
type-o!

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Good to see SAM discussions :)

@ Egg - you're thinking exactly along the lines I was thinking... a stationary device using in-game objects makes that a no-brainer. You could even AttachTo the items as long as the baseline item has a Fire GEO LOD to attack/destroy. In other words as long as it can blow up :)

Also, when I researched the 1S91 config, I ran across a thread that indicated the irScanRangeMax value is in METERS. So I set the 1S91 = 2800000. Unsure if this was ever bugged or fixed.

You could spawn the launchers very easily. The group add thing is exactly what I did for my MV22 "door guns" that are static weapons using AttachTo to look like they are on the bird. The group add thing is completely doable.

The launcher will need a "KILLED" EH to fire off a script. The script should have something along the lines of:

(pseudo code)

for each unit in group

{

disableAI ""AUTOTARGET"";

disableAI ""TARGET"";

}

(/pseudo code)

That is what I used for my setup of the 1S91 sample mission. I just revised the mission - you can watch the behavior is instant. There's an incoming flight of 4 helicopters. If you wait for the first salvo of SAM missiles, then destroy the 1S91 radar, observe that the SA6 launchers will no longer shoot, even though they have already targeted the helicopters. Obviously pre-aware destruction has the same effect.

I tested perhaps every iteration of the "setcaptive" and setbehaviormode = BLUE and all sorts of things before I figured out those two disableAI commands do the trick.

Mission here (requires my 1S91 radar *and* the 3LB_SA6 addons...

Mission:

https://skydrive.live.com/?cid=5b54fc51a7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%211829

Addons required (if you don't already have them!):

http://forums.bistudio.com/showthread.php?116809-1S91-Fire-Control-Radar

http://forums.bistudio.com/showthread.php?97963-scar-s-sa6-port-to-ARMA2

@ Dimitri - thanks for that explanation. That sounds like a clever way to make the SAMs work like, well, SAMs :)

Egg, you realize of course that using the "AddEventHandler" command for certain vehicles, GITS EVO could have working SAM sites, even with PRACS launchers. Oh the possibilities! :D A thought - we need to consider a repair function/respawn time that will repair/recreate the radar vehicle after a given time frame. Makes things interesting that way :) Also we should consider some SAM-specific rearm trucks that can rearm the SAMs on a regular basis. Perhaps a simple rearm script on a timer would achieve the correct effect, since reload trucks could get stuck in the jungle.

Edited by hcpookie

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cool stuff guys - this is what sav was asking for - a while back he gave me a bit of a design brief to make something not unlike what is here coming together...

let's see if we can come up with something. I'm almost done on the units, then want to thrash out your plane config/arming etc if that's ok. sam system is high on my final to-do list for the 2.6 update

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Please do - the plane needs fleshing out! :) If I need to do anything else with the model let me know.

I just tweaked what should be the final issue(s) on the AH1G and so I'm looking hard at this SAM stuff too. Don't want to work over each other, so let me know if you want help on it... I suspect SGT Savage has some other busted-ass model he wants me to tweak so hurry LOL

Having some fun escorting a Tu95 out of the DMZ. Makes me want to have a force-on-force scenario but it would really be out of place:

tu95_1.jpg

Edited by hcpookie

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Hmm yeah your right Pookie , I did send a busted-ass model to ya.. :rolleyes:

Geez I'm getting a reputation of being the bearer of bad news / addons :p

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I just want to thank you already for discussing my post regarding radars so seriously. Im just reading several books about this topic (Thud Ridge, When Thunder Rolled, Pak Six....), and they all point out how major strikes against SAMs and Radar statons were.

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No problem mate, glad you dropped in our thread and started an interesting discussion ;)

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a few piccies of potential loadouts on the F105 Thunderchief - experimenting today

ignore the fluffed up tail skins - all fixed now

CAS

F105D_cas_zps58bf5896.jpg

AGM

F105D_agm_zpsb4d8bb6b.jpg

MR

F105D_mr_zpsd909d1ed.jpg

BMB

F105D_bmb_zpsb41aa35d.jpg

CBU

F105D_cbu_zps10f78142.jpg

wild weasel SEAD

F105D_sead_zps535c5240.jpg

and

F105F_sead_zps9de5a1b7.jpg

experimental GBU-8

F105F_gbu_zps419387e2.jpg

heavy bomber

F105F_hbmb_zps83f0c1df.jpg

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Can you please make an imgur album please with larger images pookie

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Ok now for the Navy fleet airwings :)

The E2-A Hawkeye

- Original model by the Operation Frenchpoint mod

- Remodelled to E2-A configuration by HC Pookie

- New textures by BrainBug

tho2.jpg

http://imageshack.us/a/img22/7711/17o7.jpg (110 kB)

http://imageshack.us/a/img546/320/lt4o.jpg (350 kB)

The A7 Corsair II

- Model and textures by Aplion

- Colour corrections by BrainBug

http://imageshack.us/a/img191/1802/w425.jpg (245 kB)

http://imageshack.us/a/img41/5759/pb1y.jpg (316 kB)

Edited by SGT_SAVAGE

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wow those textures on the corsair are sweet

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Not too sure if my eyes deceive me, but is that an A-4 Skyhawk on the extreme left of the last picture with the Cosair's?

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Navy Airwings looking sweet! I hope you guys do release a Skyhawk as part of it too.

Btw, has there been any plans to introducing other BLUFOR factions, especially Australians?

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air conflicts : vietnam is out.

I'm playing it and it really makes me think to Unsung!

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cao bang evolution features an australian flag near the ammo crates

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Hello, what about ACE compability?

Please read the 1st Page of this thread, you will find your answer.

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also coming soon

check out 37 mins for bombing sortie

and 41 mins for the tyre effect on landing - can we make this effect pook?

we have the tyre squeal but not the burst of air to the sides

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Not sure if that can be effected. Presumably would activate the same way the wheel rotation begins. I don't think there a "landed" EH? Possible to use a CBA EH perhaps but I haven't really played with that. Probably script similar to the vapor trail scripts. But I wouldn't even know where to begin with that.

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well the plane auto plays a sound when it thinks youre crashing

soundLandCrash[] = {"\pook_f105\sounds\tires.wss",3,1.2,1200};

i wonder what actual event script causes it to play?

if we could get the same trigger to trigger a script that made two sideways bursts of vapour it would look bang on.

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