eggbeast 3685 Posted June 22, 2013 (edited) this is quite useful https://community.bistudio.com/wiki/Detection but doesn't explain what irtarget does - i guess it enables an irlock? then this http://community.bistudio.com/wiki/CfgAmmo_Config_Reference and this https://community.bistudio.com/wiki/OA:Config_Changes#CfgAmmo don't help really, so can anyone explain what the following do and how the values affect missile behaviour? Edited June 25, 2013 by eggbeast Share this post Link to post Share on other sites
eggbeast 3685 Posted June 22, 2013 (edited) - man i'm confused - anyone know how this all works? Edited June 25, 2013 by eggbeast Share this post Link to post Share on other sites
eggbeast 3685 Posted June 25, 2013 (edited) *bump can anyone shed any light at all on missile and bomb locking behaviour? As far as I can see it works like this: WEAPON: weaponLockDelay set the time in seconds that the locking acquisition plays for before the lock (and tone) kicks in canLock 0 = never lock 1 = lock only if autoGuideAT=1 (e.g. in recruit profile) 2 = lock regardless of autoGuideAT profile value AMMO: cmImmunity seems to affect the ability of targets to spoof missile with countermeasures: is 0.8 and 80% chance to hit or to miss? weaponLockSystem seems to affect the lock type? "16 + 2" - AA missile - can lock IR and air? (why is javelin set to this?) "16 + 4" - AT missile - can lock both IR and laser? "16 + 1" - AT missile - can lock only IR irLock enabled with weapon having canlock =1 for recruit profile or canlock =2 for all profiles 0 = never lock IR target 1 = lock only if vehicle is defined with irTarget = true; e.g. tank airLock enabled with weapon having canlock =1 for recruit profile or canlock =2 for all profiles 0 = never lock AIR target 1 = lock only if vehicle is defined with AirTarget = true; e.g. plane LaserLock enabled with weapon having canlock =1 for recruit profile or canlock =2 for all profiles 0 = never lock Lasertarget 1 = lock only if vehicle is defined with laserTarget = true; e.g. a designated LD target or else some kind of practise drone or scripted change in a mission to enable a building to be targeted etc nvLock 1 = allow locking with nightvision on? VEHICLE: laserScanner = 1; Allows vehicle to see laser targets on radar? e.g. on Su34 / ka52 radarType 4 - shows airtargets and irtargets on radar (and enables locks and incomingmissiles to be shown if other settings correct) LockDetectionSystem manages the flashing icon on radar and sound heard when your vehicle is locked by an airlock or IRlock missile what do the values mean? example values: "8 + 4" - e.g. AW159_Lynx_BAF 8 - e.g. C130J 1118208 - e.g. BAF_Merlin_HC3_D 2 - e.g. CH47_base_EP1 IncommingMisslieDetectionSystem manages playing of sound and shows incoming missile on radar 0 - off e.g. UH60 16 - on e.g. AH64_US_EP1 lockingTargetSound[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.000316228, 2}; lockedTargetSound[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.000316228, 6}; the sound combo you get when you're acquiring and holding lock on a target using a qualified weapon i.e. autoGuideAT=1 profile + canlock=1 weapon + IRlock=1 ammo + IRtarget=true vehicle canlock=2 weapon + IRlock=1 ammo + IRtarget=true vehicle canlock=2 weapon + AIRlock=1 ammo + AIRtarget=true vehicle canlock=2 weapon + laserlock=1 ammo + lasertarget=true vehicle soundLocked[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.00031622776,2}; soundIncommingMissile[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.00031622776,4}; the sound combo you get when your vehicle is locked by an enemy weapon and then when an incoming missile is tracking you (e.g. warning you to use countermeasures/ evasive movement) Example config entries: Ammo config: //AA class M_Stinger_AA: MissileBase weaponLockSystem = "16 + 2"; cmImmunity = 0.8; airLock = 1; irLock = 1; class M_9M311_AA: MissileBase airLock = 1; irLock = 1; weaponLockSystem = "16 + 2"; cmImmunity = 0.8; class M_Sidewinder_AA: MissileBase airLock = 1; irLock = 1; weaponLockSystem = "16 + 2"; cmImmunity = 0.8; class M_Strela_AA: MissileBase airLock = 1; irLock = 1; weaponLockSystem = "16 + 2"; cmImmunity = 0.8; class M_R73_AA: MissileBase airLock = 1; irLock = 1; weaponLockSystem = "16 + 2"; cmImmunity = 0.8; //AT class M_Javelin_AT: MissileBase irLock = 1; weaponLockSystem = "16 + 2"; cmImmunity = 0.8; class M_TOW_AT: MissileBase irLock = 1; class M_Hellfire_AT: MissileBase irLock = 1; laserLock = 1; weaponLockSystem = "16 + 4"; cmImmunity = 0.8; class M_Maverick_AT: MissileBase irLock = 1; class M_Ch29_AT: MissileBase irLock = 1; laserLock = 1; class M_Vikhr_AT: MissileBase irLock = 1; airLock = 1; laserLock = 1; weaponLockSystem = "16 + 4"; cmImmunity = 0.8; class M_AT2_AT: MissileBase irLock = 1; weaponLockSystem = "16 + 1"; cmImmunity = 0.8; class M_AT5_AT: MissileBase irLock = 1; class M_AT10_AT: MissileBase irLock = 1; //GBU - laser guided bomb class Bo_GBU12_LGB: LaserBombCore nvLock = 1; laserLock = 1; - assume it must inherit this from laserbombcore Weapon config: class SidewinderLaucher: MissileLauncher type = 65536; weaponLockSystem = 8; cmImmunity = 0.8; weaponLockDelay = 2; class Stinger: Launcher canLock = 2; weaponLockDelay = 3; weaponLockSystem = 1; cmImmunity = 0.8; class 9M311Laucher: MissileLauncher class Strela: Launcher canLock = 2; class R73Launcher: MissileLauncher (from missilecore) type = 65536; //AT - assume it inherits canlock=2 from missilelauncher or higher class? class Javelin: Launcher canLock = 2; weaponLockDelay = 6; class TOWLauncher: MissileLauncher canLock = 1; class HellfireLauncher: MissileLauncher class MaverickLauncher: MissileLauncher class Ch29Launcher: MissileLauncher class VikhrLauncher: MissileLauncher class AT2Launcher: MissileLauncher canLock = 2; class AT5Launcher: MissileLauncher canLock = 1; class AT10LauncherSingle: AT5Launcher //GBU class BombLauncher: RocketPods inherits these from rocketpods: type = 65536; canLock = 2; Vehicle config: class C130J: Plane radarType = 4; LockDetectionSystem = 8; IncommingMisslieDetectionSystem = 16; AH6 LockDetectionSystem = 8; IncommingMisslieDetectionSystem = 0; UH60_Base lockDetectionSystem = "8 + 4"; incommingMisslieDetectionSystem = 0; class AW159_Lynx_BAF: Helicopter LockDetectionSystem = "8 + 4"; IncommingMisslieDetectionSystem = 16; class BAF_Merlin_HC3_D: Helicopter LockDetectionSystem = 1118208; IncommingMisslieDetectionSystem = 16; AH64_US_EP1 radarType = 4; lockDetectionSystem = "8 + 4"; incommingMisslieDetectionSystem = 16; CH47_base_EP1 LockDetectionSystem = 2; IncommingMisslieDetectionSystem = 16; radarType = 4; L159_base radarType = 4; LockDetectionSystem = 8; IncommingMisslieDetectionSystem = 0; laserScanner = 1; ---------- Post added at 09:57 AM ---------- Previous post was at 09:47 AM ---------- can anyone offer any more clarity to this or any corrections? would be good to transpose it to the relevant wikis in due course Edited June 25, 2013 by eggbeast Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2013 Check this: http://community.bistudio.com/wiki/A3_Locking_Review Share this post Link to post Share on other sites
eggbeast 3685 Posted June 25, 2013 that's awesome kju thanks mate do you know what this means? weaponLockSystem = "16 + 4"; Share this post Link to post Share on other sites
.kju 3245 Posted June 25, 2013 Maybe also missile type Share this post Link to post Share on other sites
eggbeast 3685 Posted July 4, 2013 is it remotely possible to add a weapon to a turret? e.g. with a cobra that has ffars in pilot turret (-1) and guns in gunner turret (0) _vec addMagazine "4000Rnd_762x51_M134"; _vec addweapon "uns_M134"; _vec addMagazineTurret ["uns_28Rnd_FFAR",[-1]]; _vec addWeaponTurret ["uns_FFARlauncher",[-1]];-----------------> I made up "addWeaponTurret" as example - it does not exist _vec addMagazine "uns_AIM9Ex4"; _vec addweapon "uns_AIM9ELauncher"; in this example it does work, because: a) i used removeallweapons _vec at the start andit DID NOT remove the uns_ffarlauncher already configged in turret -1. now if i try to change the type of ffarlauncher, we have problems. because adding the weapon to vehicle with addweapon it only goes into the gunner seat. in the case above where the ffar mag is added to the pilot turret, the weapon appears in gunner seat as empty. this is really screwy - how come we have addmagazineturret but no addweaponturret? Share this post Link to post Share on other sites
.kju 3245 Posted July 4, 2013 https://dev-heaven.net/issues/2962 Share this post Link to post Share on other sites