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pook_SAM Pack v1.0

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v3.1 update: 10/7/2015 - SAM Guide PDF updated. Guide replaces readme.txt!!!!!! Get it here: http://1drv.ms/1Ca0xTk
Files:

- "pook_SAM_v3.0.rar"

- "v3.1_update.rar"

 

Since v3.1 is a minor update, I have uploaded the 2 affected PBO's.  An all-in-one update will happen in the future, and will include some more toys to play with :)

 

The "BIG" addition in v3.1 is the incoming Missile RWR alarms.  They are present on SOME of the RangeMaster aircraft, and should be present on more in the future.  Specifically EF2000, Mig25 / Mig31 have them... the rest are pending an update from Eggbeast.

 

RWR sounds based on Real Life recordings.  Script-based function, so any aircraft, including default BIS, can have them added.  Please read The Guide for more info.  Guide is up to 57 pages and LOTS of pictures... :D

 

v3.1:  10/7/2015

  • FIX:  C-RAM shadow bug.
  • NEW:  RWR Incoming Missile alerts for some planes.  This feature is WIP and only applies to some planes at present.  Scripting instructions added for addon/mission makers to add this new alert feature to any plane in-game (including BIS planes).

v3.0 updates:

  • FIX:  Missing C-RAM, NASAMS spare tire and fuel can actions.
  • IMPROVED:  Reverted ARM Detect script to original function (no more auto-fire), and moved the detect-then-auto fire feature to a NEW script.  Original 2-action sequence is once again the default.
  • IMPROVED:  NASAMS and CRAM targeting capabilities improved.
  • IMPROVED:  ZSU-23-4 and ZSU site burst fire rates reduced to more realistic levels.
  • IMPROVED:  SAM batteries now equipped with 2x magazines to provide better in-game behavior.  Average 10 minute magazine reload time.  This may be altered in the future if reload vehicle behaviors can be improved, since the AI drive the reload vehicles like retarded monkeys and currently can’t properly navigate terrain to reach the batteries.
  • IMPROVED:  MAZ 7910 CIV factions updated with unique textures and cargo.  This will eliminate confusion vs. military models.
  • NEW:  CRAM airburst now ranges to target height; airburst no longer fixed at 250m altitude.
  • NEW:  Counter-missile battery feature for “point-defense†capable SAM’s:  9K33x SA-15, 96K6 SA-22, MIM-104 Patriot, MEADS, and C-RAM ADS.  Engagement against SCUD’s and other SSBM’s is being researched.

 

Modern SAM IADS systems.

This addon provides modern Integrated Air Defense Systems (IADS) and countermeasures of most of the major real-world IADS systems. Missile performance and behavior based on real-world data and video footage. Real life sounds used where samples are available.

SAM, AAA systems, and Anti-Radiation Missile (ARM) countermeasures are included.

Parts of the addon depend heavily on the RangeMaster addon for parts of the FRL_missilebox, while other parts of the addon do not depend on anything. Some vehicles reside within the RangeMaster addon; therefore use of the RangeMaster mod is implied in this documentation.


Different SAM models included:
- S300 system (SA-10)
- 9K331/9K332 Tor (SA-15)
- 9K37 Buk (SA-11)
- 9K317 Buk (SA-17)
- 96K6 Pantsir (SA-22)
- NASAMS (AIM-120)
- C-RAM (CIWS ADS)

- MEADS ADS
- MIM-104 Patriot system and support vehicles
- S-125 static and mobile launchers (SA3)




==============================
NEW CONTENT/FEATURES:
==============================

NEW: PDF Guide explaining all the SAM's and system behavior. Lots of pictures. READ IT - LOVE IT! :)

Missile performance and behavior based on real-world data and video footage. Real sounds for most missiles taken from video footage!

All BIS factions represented, since it stands to reason that the CDF and Takistani Army would have acquired these in their inventories.

The SAM systems are found under a new class "Air Defense - SAM". The Sites are found under a new class "Air Defense Sites". The AAA units are found under "Air Defense - AAA". The specific class names are listed in the readme.

 

Counter-missile defense
Now incoming A-G Missiles and precision-guided ordnance may not be targeted by the short range "point-defense systems including:  SA-15, SA-22, MEADS, C-RAM, and MIM-104 Patriot.  ARM missiles will not be targeted, and some of the faster-moving A-G missiles cannot be targeted by the systems.  Slower-moving A-G missiles, LGB's, etc. are capable of being targeted.  So if you wonder why your missile blew up before it impacted, this will be why! :D  Single-fire A-G attacks are more likely to be successfully defended against by the point-defense systems.  If you are having problems with the counter-missile defense, you should consider salvo fire or group attacks on the target to overwhelm the point-defense systems' capabilities.  :)

 

 

 

Proximity fuses
Missiles can accurately use proximity fuses to disable aircraft. No longer do they need to "touch" the aircraft. You really need to spoof missiles now and don't simply assume you can "dodge" them.

SA-10 Proximity Fuse kill vs. F-35:
sa10prox1.jpg?psid=1

Anti-Radiation Missiles!

The use of AR missiles for the suppression (and destruction) of enemy air defense (SEAD / DEAD) can finally be realized. Real Life SEAD missions are employed where Integrated Air Defense Systems (IADS) can hamper air action. DEAD missions are specifically tailored to eliminate the IADS threat in an area. These so-called Wild Weasel missions are called when pilots deliberately put themselves into the IADS defense envelope, in the hopes that an engagement will reveal the IADS threat.

The AR missiles are tailored to home in on the enemy radar emitters that control the SAM missiles in order to destroy the emitter and surrounding support equipment.

In-game use:
-------------
ARM functionality is governed by a series of scripts that create action items for correctly equipped aircraft. See the Guide for details. NEW functionality in v2.6 - in order to address the instant loss of target lock due to view distance settings, the ARM missile ELS DETECT action will now automatically fire an ARM if you have it selected as the current weapon. If you select any other type of weapon, the ELS DETECT action can still be used to detect and target any radar threats.

The order of ARM use is simple:
1. Use the "ARM - Activate ELS" action. SHORTCUT: AutoHover
2. IF the ELS locates a target, the next action will be: "ARM - Indirect Fire Mode". SHORTCUT: AutoHoverCancel

It really is that simple. RangeMaster SEAD and DEAD aircraft are pre-equipped with all the necessary code to make this work! Use a RangeMaster SEAD aircraft and enjoy. The Guide explains how to add this to other non-RangeMaster vehicles. :)

ALARM LOITER MODE
--------------------------
NEW in v2.6!

Loiter mode is unique to the British ALARM missile, and is a secondary method to use the missile. LOITER mode is used by selecting ALARM, and selecting the "ARM - Indirect Fire Mode" (SHORTCUT: AutoHoverCancel). This will launch the missile to about 40,000 feet (12km) and the missile will deploy a chute and begin a slow fall to the ground. While descending, the passive seeker will wait for an enemy radar to activate. If it detects it, the missile will discard the chute and fall under gravity toward the target. This is incredibly useful for any radar threats that may not be detectable if the radar is not currently active. Loiter engagement range in Real Life is about 50km. In-game, the range is about 25km.

In-game engagement times for the Loiter mode will be about 1-1.5 minutes total. The aircraft will receive updates from the ALARM missile telemetry, via vehicle chat. The ALARM will also add a marker to the map where the radar threat is detected, so pilots will be aware of the detected site.


The SEAD are equipped with one of the following weapons:

EB_AGM45_Launcher == The AGM-45 Shrike, as used by US forces in the 1960's, and subsequently by other countries since (e.g. Israel, etc).
EB_AGM88_Launcher == The AGM-88 HARM, which has become the "standard" AR missile used by NATO forces and many other countries.
EB_AGM122_Launcher == AGM-122 Sidearm, the helicopter-capable ARM system based on the AIM-9 Sidewinder.
EB_KH25MP_Launcher == Kh-25MP (NATO: AS-12), a standard AR Missile. Modernized version simulated.
EB_KH15P_Launcher == Kh-15 (NATO: AS-16), a high speed shorter-range ARM.
EB_KH31_Launcher == Kh-31 (NATO: AS-17), a long-range ramjet-based ARM.
pook_ALARM_Launcher == ALARM. The BAF "standard" AR Missile up to present day. Only direct-fire mode is available in v2.0 release. "Loiter" mode is planned for a future release.



AR Missile Indirect Fire Mode:
ALARM_fire.jpg?psid=1


CHANGELOG :


v2.6: 7/25/2015
- FIX: “KILLED†cleanup script was not removing gunner units for USMC, US factions.
- FIX: Site radars’ “KILLED†scripts not resetting to allow additional site spawns.
- FIX: PENDING: Some ARM missiles’ flight models are being researched for more realistic performance.
- IMPROVED: ARM missile script detection will now automatically fire the currently selected weapon is an AR missile. This change was implemented to avoid loss of target at longer distances due to game engine view distance limitations.
- IMPROVED: ARM missile scripts will create a target marker at the SAM/AAA site.
- IMPROVED: SON-50 / S60 AAA site employs new height tracking; experimental
- NEW: ALARM loiter mode. Uses the “ARM-Indirect Fire Mode†action to fire loiter mode.

v2.5: 7/14/2015
- FIX: Premature detonation of airburst ammunition at AAA sites.
- IMPROVED: AAA now ranges to target height; airburst no longer fixed at 250m altitude. Currently implemented for ZSU, KS12/19 sites. Implementation for S-60, ZU sites pending.
- NEW: “KILLED†cleanup script for all spawned sites. No more residual ramparts, nets, etc.
- NEW: KS-12 85mm AAA battery
- NEW: KS-19 100mm AAA battery
- NEW: KS-19 / KS-12 AAA Site

v2.4 changes:
- FIX: PU-12 Rampart height.
- FIX: SA-10 Rampart height.
- FIX: Editor Class errors.
- FIX: PRV-11 headlight removed.
- FIX: PRV-11 geometry. Vehicle should no longer slide downhill.
- FIX: Removed various external texture and RVMAT dependencies.
- FIX: Reversed Buk SA11/SA17 turret ‘initTurn’ direction.
- FIX: Corrected the ZSU Commander radar view and motion range (finally!)
- IMPROVED: ZSU-23-4 3D model: Cover plate over guns now animated; random plant clutter; random bumper.
- IMPROVED: SAM and AAA Sites now disable headlights.
- IMPROVED: SAM and AAA sites now spawn faction flags.
- IMPROVED: AAA airburst height adjusts to target altitude. AAA is now much more lethal!
- IMPROVED: PU-12 / ZSU-23-4 AAA Site engagement ranges improved; overall more aggressive.
- IMPROVED: New Buk SA11/SA17 texture sampled from real world photos.
- IMPROVED: Buk SA11/SA17 missile 3D model.
- NEW: Empty Radome objects now available in editor (found in Empty category).
- NEW: Orange tracer for ZSU-23-4 airburst.
- NEW: ZSU-23-4M4 (Shilka) midlife improvement version, featuring 6x Strela launcher and improved targeting.

v2.3: 7/10/2015
- FIX: Rampart spawn issues in site scripts.
- FIX: AAA Site spawner “out of ammo†messages.
- FIX: BUK Family launchers reversed insignia.
- IMPROVED: Editor Class categories renamed for better organization… AAA and SAM units now listed separately.
- IMPROVED: MIM104 proximity fuse increased to 30m.
- IMPROVED: BUK Family interior views no longer empty.
- IMPROVED: 9K317-M3 3D model adjusted.
- NEW: Published SAM Guide v1.0
- NEW: PU-12 ZSU site spawner with 4x ZSU-23-4 primary units. Radar vehicles in RangeMaster pook_BTR60.
- NEW: NASAMS site spawner with 4x NASAMS primary units and CRAM point defense units.

v2.2: 7/4/2015
- FIX: SA10 3D model errors
- IMPROVED: NATO designations added to vehicles (WIP).

v2.1: 6/26/2015
- FIX: Geometry errors causing some SAM gunsights to aim downhill (not seen on flat terrain).
- FIX: Some static SAM launchers incorrectly ejected dead gunners.
- FIX: Missing texture error in pook_SAM.
- FIX: Missing ramparts on MIM104 site.
- IMPROVED: SAM Site names in editor.
- IMPROVED: S-125 (SA3) vehicle fireGEO lods.
- IMPROVED: S-125 (SA3) missile texture.
- IMPROVED: ARM Detection script now checks if plane is flying.
- NEW: PRV-11 "Side Net" height finding radar for SA3 and AAA sites.

v2.01: 6/24/2015
- FIX: C-RAM inheritance problem
- FIX: Missing pook_P12.pbo

v2.0: 6/23/2015
- FIX: SA10 INS vehicles invalid soldier type.
- FIX: 9K37 (SA11)/ and 9K317 (SA17) faction errors.
- FIX: Missing Russian 9K331 (SA-15 tracked).
- FIX: Improved texture sets with less saturated colors.
- FIX: Improved MIM104 Patriot performance
- FIX: All missiles' engagement parameters improved.
- NEW: SAM Engagement Radars now "paint" targets and cause RWR spike.
- NEW: SAM Site Spawners now include more AAA variety (ZU-23, ZPU-4, or S-60).
- NEW: SAM Sites relocated to new editor category "Air Defense Sites".
- NEW: SON-9 AAA Fire Control Radar.
- NEW: SON-50 AAA Fire Control Radar.
- NEW: PUAZO 6/60 AAA Electro-optical Rangefinder.
- NEW: 9S36 mast-mounted engagement radar for SA17/SA11
- NEW: Buk M3 (SA17-M3), the newest missile platform in the 9M317 Buk line.
- NEW: AAA Site Spawners using SON radars and appropriate AAA batteries.
- NEW: ARM Anti-Radiation Missile functionality... more details in readme!
- NEW: SA15 and SA11 proximity fuses.

v1.7: 6/5/2015
- FIX: Russian faction SA10 site now spawning Russian soldier AA crew.
- FIX: SA10 site minimum engagement altitude raised to 150m.
- FIX: SA10 site firing after radar dies... crew now disembarks useless launchers.
- FIX: SA10 site spawning empty SA15 vehicle
- FIX: SA10 site failing to spawn radar vehicle gunner
- FIX: SA10 site behavior tweaked to be slightly less agressive.
- FIX: 30N6E minor texture fixes.
- FIX: 5P85D minor texture and 3D model fixes.
- FIX: SA3 launcher 3D model improved.
- FIX: 76N6 RVMAT fixed; updated textures and added new variations
- FIX: Minor RPT errors.
- NEW: 76N6 ladders now work; added maintenance platforms
- NEW: SA3 booster stage discard (see sample mission)
- NEW: SA3 real life sound clip
- NEW: SA3 performance matched to real world data
- NEW: SA3 smoke trail matched to real world data
- NEW: P12 "spoon rest" Acquisition radar
- NEW: SA3 site spawner with new vehicles and layout.
- NEW: Radar domes / weather covers based on real world data
- NEW: Sites now spawn point defense systems... either AAA or close-range SAMs

v1.6: 5/30/2015
- NEW: SA10 System: Launchers, mobile and static radar, and support units.
- NEW: SA10 "spawner" units for automated SAM site creation. Scripts based on Patriot MP-friendly scripts.
- NEW: Experimental: Zeroing added to C-RAM.

v1.5: 3/10/2015 (private testing release)
- FIX: All configs are "standalone" meaning they no longer inherit from other vehicle configs. This was done to address some inheritance overwrite issues.
- FIX: Added missing CRAM and NASAMS radars
- FIX: Patroit MP multi-spawn fix
- FIX: Updated other scripts for better MP function
- FIX: Pantsir commander light always on.
- FIX: Numerous small config issues (missing some crew getin points, etc).
- FIX: Some 3D model issues (missing crew getin points, exhaust points, etc).
- FIX: SA3 static "wandering" turret (geometry fix).
- NEW: SA3 front gunner position.
- NEW: Display and class names for SA3 tracked updated to standard naming convention (see classname list in readme).
- NEW: Patriot "killed" cleanup script.

v1.4: 1/16/2015
- FIX: Missing CDF Independent units.
- FIX: Wrong texture on desert OE349 antenna units.
- FIX: MIM-104 erratic movement on sloped surfaces.
- FIX: SA3 static and MIM104 popup errors discovered in MP testing.
- NEW: MIM104 sites now spawn a radar and antenna nearby.

v1.3: 1/10/2015
- FIX: CRAM and NASAMS damage textures
- FIX: MIM-104 gun target creep
- FIX: MIM-104 crew config errors
- FIX: SA11 fire geometry missing parts
- NEW: Removed MIM104 reliance on pook_HEMTT
- NEW: MIM-104 launcher placement now includes scripted radar placement
- NEW: SA-3 Mobile and static launchers

v1.2: 1/4/2015
- Fixed numerous small errors.
- Addition of MIM-104 Patriot systems.

v1.1: 12/9/2014
- Fix reported errors, updating small issues.
- Add NASAMS and C-RAM systems.

v1.0: 12/8/2014: INITIAL RELEASE




Dependencies:
Requires the Rangemaster mod for some critical FRL_Missilebox components, and various items too numerous to mention. The Rangemaster mod is located here:

http://forums.bistudio.com/showthread.php?181303

http://www.armaholic.com/page.php?id=26409



======================
CLASSNAMES : Moved to the Guide.
======================

======================
CREDITS AND THANKS :
======================

Thanks to BIS for the Armaverse!

30N6E model and original 30N6E/SA10 textures credit to sa8gecko. Additional textures and RVMAT's derived from his textures by me.

76N6 and 30N6E mast radars based on Arma2 Sample Model pack.

Credit to Gnat for his original missile vertical launch script, as used on SA15 and SA10 launchers.

Credit frl_myke for the SA17 texture in the FRL_missilebox, as well as AIM120 model and other supporting files. Credit to Eggbeast and team for allowing access to the texture via the RangeMaster pack!


NASAMS_showcase.jpgpook_SAMshowcase1.jpg


SA-10 BVR Launch showing correct fire sequence:
https://ecmtrw.bn1304.livefilestore.com/y2pgvdE17ng2PFEDrw7ThuWGK2QxtyY_dZVUhkW4tzbmZZLb2KbfIyTNUcETxFZ_VraSw3_gD55ghIT7V1MIh0fHad-rzzmqhS_T9c7ESn-nYD048NLWkCM7R5nkOzgGAZm_gnKUt7my0vRHsbCyyw4Tje-4JR0yvkVBLZlRaETebc/SA10sequence1.jpg


Patriot vs. Tu95 Bear (the Bear can take several hits!):
patriotBear2.jpg?psid=1

Edited by hcpookie
v2.6 update
  • Like 1

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Cant wait to see some Patriots soonish! Very cool stuff. Keep up the good work! :dancehead:

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v1.0 Released! Updated first post w/ dl link. As this is v1.0 I'm interested in feedback :)

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Nice to see some close-range AA assets, that's what is needed most among air defence stuff in Arma scales. Some two cents from me:

- SA-22 you've made is based on wheeled chassis. It is primarily used for guarding airfields and other important objects and supporting long-range AA systems. How about adding the same thing but on tracked chassis?

https://ru.wikipedia.org/wiki/%D0%9F%D0%B0%D0%BD%D1%86%D0%B8%D1%80%D1%8C-%D0%A11#mediaviewer/File:Pantsir-S1_SAM_at_Engineering_Technologies_2012.jpg

It has the same chassis as Tunguska. And it will have more roles in the game as using unprotected large wheeled one for guarding army columns or against ground targets is not a smart idea:) Tracked vehicle with at least some armor will definitely have more roles.

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Nice to see this released! I love how the missiles curl around the corner and leave a donut shape in the air. Thanks for all the work it is quite a package. I need to test this more thorough but i like what i see. Here are some things i can across:

- Cannot load texture ca\wheeled\data\emblem_takloc.paa. < might be rangemaster / BAF-X related

- horn don’t work in 9K317, 9K37, 9k331 Tor-M1? < to prevent getting a ticket

- no arti computer? < maybe wrong vehicle type for this function?

- 9k332 Tor-M2 sees itself as enemy? < might be due to BLUFOR unit testing this / Arma engine

- aboard some vehicles the driver can see radar & some you can’t? < driver= commander function?

errors:

Type pook_9K331_CDF, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeletonType pook_9K332_CDF_IND, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_CDF_IND, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K332_GUE, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_GUE, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_INS, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_Base, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_TAK, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Warning Message: Cannot load texture ca\wheeled\data\emblem_takloc.paa.

Type pook_9K331_TKGUE, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Warning Message: Cannot load texture ca\wheeled\data\emblem_takloc.paa.

Type pook_9K332_TKGUE, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Type pook_9K331_TKINS, model pook_sa15\pook_9k331.p3d - structure of turrets in config does not match the skeleton

Warning Message: Cannot load texture ca\weapons\data\emblem_rus.paa.

ArmA2OA2014-12-0818-27-24-79_zps88f95f49.png

More pictures <<here>>

Edited by larsiano

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- no arti computer? < maybe wrong vehicle type for this function?

I don't quite understand why AA vehicles would require an Arty computer :P

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Thanks for the feedback! I missed a few things apparently, which is easily resolved. Not sure why 9K332 sees itself as enemy... odd? I will do some more testing as I don't recall seeing that issue before.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thanks for that mirror Foxhound! :)

I've identified those issues reported and will provide an update later in the week.

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Hcpookie, thanks a lot, that's great! Especially "Tor":681: "Buk" is not fully realistic, because this system in reality needs several vehicles to operate and "Pantsir"...ehmm I've encountered the very same problem as with the BIS "Tunguska": AI chooses very strangely the type of weapon (cannon or missile) to fire. It rarely uses missiles and tries to shoot down even fast flying jets with cannon. Thus "Pantsir" is easily destroyed by attacking warplanes, because usually no missiles are fired at them and cannon has serious range limitations and is not very accurate. Instead "Pantsir" and "Tunguska" fire missiles at helis and transport planes which can be easily shot down with cannon. Looks like CfgVehicles Config issue with "cost" string ("cost = 10000000", "cost = 10000"), but as I know, it's impossible to improve.

Will report bugs later.

Edited by Fulcrum_86
  • Like 1

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Thanks for the mirror kecharles! :)

@ Fulcrum - Buk, yes and no. The TELAR that I have modeled (Transporter, Erector, Launcher, and Radar) can autonomously target and guide the missiles. They also have a passive optical controller for use in ECM-rich environments. HOWEVER. The radar system is intended for use with an acquisition radar as well. In fact it is theorized that the Buk system that shot down the MH17 Malaysian jetliner was relying on data only from its engagement radar, and therefore didn't have the acquisition radar's capacity to validate the target, however this is not confirmed. Regardless, the TELAR's themselves CAN work autonomously. I doubt I will model the transporter/loader version any time soon. THAT vehicle does indeed rely upon an external radar. My long-term goal is to produce SAM site groups that can spawn in game with dedicated radar and control vehicles that modify the site's behavior.... making true SEAD missions a reality. I started down this path with the Unsung SA-2 sites, and it is working in single player. Getting the MP fixes in the scripts is underway. So SEAD and dedicated radar vehicles are planned ;)

Pantsir targeting - I inherited all the Tunguska details so it should behave the same way. A change to the Cost is simple enough, however and I will see what I can do for that.

@ Lars... thanks for the feedback! Fixed those broken items.

I'm nearly complete with the NOSAMS and C-RAM models. While the C-RAM is not technically a SAM system, it is an ADS system that will certainly be of use in-game. And yes, I do plan to employ those HEMTT vehicles in an expanded capacity in the near future. I'll probably have the update ready to go this weekend! :)

CRAM_test1.jpg

Edited by hcpookie
updated pic

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how far away are you from incorporating the radar screens and the sam radar arrays for sam-sites?

On a different note ;Could you make some MP-cars for us to escort these assets too,please?:j: Modern,with some lightbars as the Crown Victoria mod for A2.

They would need new collors and "MP" signs.I plan to add them to roadblocks.:bounce3::cool:

https://plus.google.com/112520604661993750465/posts/2uUiT7QkQdu

Can you make a script that works for C-Ram /Playwithsix for us too?

A 2-1 win for us.May be add Paintball ammo that don`t kill the player,so that we may practice manual aiming /Show Case mission.

We need to be able to set the system to Safe.Could you add some Bofors AA-guns too? Stinger ManPads and Giraff Radar system too.;)Russian CIWVS,too?

If you need a pre-made AA system to add stuff to ,to see what works ,try the Swedish LVKV-9030,Swedish Mod (SFP Mod).

Edited by Teddybear1

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how far away are you from incorporating the radar screens and the sam radar arrays for sam-sites?

On a different note ;Could you make some MP-cars for us to escort these assets too,please?:j: Modern,with some lightbars as the Crown Victoria mod for A2.

They would need new collors and "MP" signs.I plan to add them to roadblocks.:bounce3::cool:

https://plus.google.com/112520604661993750465/posts/2uUiT7QkQdu

Can you make a script that works for C-Ram /Playwithsix for us too?

A 2-1 win for us.May be add Paintball ammo that don`t kill the player,so that we may practice manual aiming /Show Case mission.

We need to be able to set the system to Safe.Could you add some Bofors AA-guns too? Stinger ManPads and Giraff Radar system too.;)Russian CIWVS,too?

If you need a pre-made AA system to add stuff to ,to see what works ,try the Swedish LVKV-9030,Swedish Mod (SFP Mod).

Um... WOW. LOL Recommend you post in the addons request topic.

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C-RAM looks sweet...its a shame that the HEMMT never made it into A2 (and LMTVs for that matter...the US trucks are reskinned MRTVs or whatever the Marines use)

Looking forward to the Patriot as well, right now the only current piece of SAM tech the US has in game are Avengers I believe. The US needs more help to shoot down all those pesky aircraft you and eggbeast have added in with the rangemaster mod lol

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Don`t mean to pester you! I have waited for soo long for this! One Q;Could you make this commbatible with @Das? "Drongos Air support"? I like to be able to airlift in a No-Fly Zone to mess up enemies reeinforcements helicopters.

Could you maybe add some script that makes the guns use missiles first and guns as a last resort at user defined places? And make them move and set-up themselves after a set time.Add a button:"TimeONStation" or simillar .

Then they will move somewhere else .

One tip:Make them use the explosive ammo that the Phalinx guy is exerimenting with.

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@ Hcpookie

- Concerning "Buk" and TELAR - I understood, no questions. I just meant that (at least as I know) in Soviet/Russian AD units "Buk" USUALLY is used as a system with all additional radars and vehicles and usually several launchers at a time. Like S-300/S-400. And unlike "Tor" or "Tunguska" which combine all systems in 1 vehicle.

- SEAD and dedicated radar vehicles - it's good, I support:)

- About C-RAM. As I've read, it's designed primarily to destroy incoming mortar and arty shells. How can it be implemented in AA2 or how else can C-RAM be used in AA2?

- And about "Pantsir"/"Tunguska". I flew a lot against them several days ago both in slow airplanes/helis and in fast airplanes. I found out that mainly using (or not) missiles depends on the speed of a plane (not on cost). If speed is below 500 kph, than missiles are fired. If speed is higher, than they only shoot guns (absolutely ineffectively) and become an easy prey to Migs/Su-34/F-35 etc. This is not nice.:confused:

Edited by Fulcrum_86

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V1.1 Update released! See first post. Admins, can we move this to the "Release" forum? Thx

======================

CHANGELOG :

======================

v1.1: 12/9/2014: Fix reported errors, updating small issues. Add NASAMS and C-RAM systems.

nasams_cdf.jpg

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Thats looks absolutely great! Cant wait to try it. Will this mod be added to the Rangemaster mod at any time?

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