ArmaFiend 122 Posted December 4, 2015 As a former 14J its good to see Patriots as part of the ADA arsenal. Can't wait for this weekend. Share this post Link to post Share on other sites
nikiforos 450 Posted December 4, 2015 Airspace will be closed this weekend , please prefer another vehicle! Share this post Link to post Share on other sites
ArmaFiend 122 Posted December 5, 2015 Is that an AN-MPQ A1 I see up front in one of the pics? Share this post Link to post Share on other sites
hcpookie 3770 Posted December 6, 2015 I just cleared what appears to be the last error out of the RPT. Now all I must do is one final test fire of each of the SAM's and AAA batteries to ensure no popups when they are used. Then test destruction to ensure no popup errors. THEN we'll be done. :) I am adding a dependency... the camo nets are being used extensively for the sites, and I'll be updating those as well w/ the new nets I made today specifically for the sites. I also need to update the documentation w/ the new unit class names. Is that an AN-MPQ A1 I see up front in one of the pics? I don't know what "AN-MPQ A1" means? Check out the Guide... this is the v3 version, however content will be mostly the same. You'll see there are AN-MPQ-64 and AN-MPQ-53 West radars: https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 The Guide describes all the coolness that this mod features, so everyone should have a good understanding of the features and systems. 3 Share this post Link to post Share on other sites
inlesco 233 Posted December 6, 2015 Fantastic work, man! Can't wait to see these in my community missions! Of course, us, the consumers, would love to see this as fast as possible, but a proper work / life / hobby balance must be kept at all times ;) Share this post Link to post Share on other sites
mdtorch 39 Posted December 6, 2015 Im literally sitting in front of my monitor the whole day waiting :D Share this post Link to post Share on other sites
ArmaFiend 122 Posted December 6, 2015 "incoming = this addEventHandler ["incomingMissile", {_this execVM "\pook_SAM\scripts\incomingGroup.sqf"}];" My god! Working C-RAM? I have a list of USAF mod missiles and ordinance if you would like? Aircraft now have fear. "Engagement Distances: The SAM site crew will engage targets beyond visual range (BVR) out to 20-30km in the game... YES, 20-30km!" "NASAMS utilizes the AN/MPQ-64 radar system. 64 Engagement Radar - pook_ANMPQ64" (AN-MPQ-64-A1 is the new version//Doesn't look much different) I worked with Avengers and C-RAM also. Cup has a nice Avenger model. Share this post Link to post Share on other sites
phantomphan 54 Posted December 6, 2015 No, he's reading from the guide. Share this post Link to post Share on other sites
ArmaFiend 122 Posted December 6, 2015 I am waiting too.. :D don't get jumpy guys. The guide is a great read. Share this post Link to post Share on other sites
teddymosart1 40 Posted December 7, 2015 Hope this will be placeble with Zeus interface too? Much needed there.... Will there be a Command Vehicle ,too? Some sort of a Radar Screen is needed.Magic radar is useless,I think. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 7, 2015 Updated v4 of the guide here: https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265 Just fixed the last site spawn script :D :D :D Share this post Link to post Share on other sites
hcpookie 3770 Posted December 7, 2015 "incoming = this addEventHandler ["incomingMissile", {_this execVM "\pook_SAM\scripts\incomingGroup.sqf"}];" My god! Working C-RAM? I have a list of USAF mod missiles and ordinance if you would like? Yep, and enemy SHORAD assets do their thing same as C-RAM. C-RAM technically doesn't work vs. mortor/rocket/arty as the name implies... only incoming AGM's and likely not any of the A3 stuff. Yet. Much depends on missilebox importation. I also need to make a showcase mission to display all the stuff... will likely do that tomorrow. 1 Share this post Link to post Share on other sites
ArmaFiend 122 Posted December 7, 2015 I would love to look at that CRAM code and see if I can't expand it. Share this post Link to post Share on other sites
teddymosart1 40 Posted February 26, 2016 Any more systems? Like working Russian Ciws? Share this post Link to post Share on other sites
hcpookie 3770 Posted August 3, 2016 Question - how do I add tags to the thread? I can't find how to do that once the thread is started. I realized how difficult it is to track this thread down after the fact... the word "SAM" is a difficult search item :) a progress report and semi-tease... my progress so far... just over halfway through the list of things to fix... FIX: no entry 'config.bin/CfgVehicles.pook_SA10_spawnerW' FIX: no entry 'bin\config.bin/CfgVehicles/pook_SA2_Decoy.side' FIX: MAZ 7910 truck faction entries and cargo scripts FIX: ChDKZ SA-2 SAM site spawn errors FIX: Site cleanup script reliance upon now-deprecated BIS “HeliHEmpty†marker FIX: Syntax error for incomingRWR.sqf documentation FIX: Adding missing components to the geometry LODs of 5P85 (SA-10) launch vehicles FIX: S60 gunner “die†animations FIX: SA-11 / SA-17 missile flame effects FIX: Removed duplicate targeting data from SA-10, SA-20, NASANS, MIM-104 scripts FIX: Corrected ZU-23 magazine capacity to simulate real world values of 40 round belts FIX: Corrected ZSU-23-4 magazine capacity to simulate real world values of 200 rounds (4x 50rnd belts) FIX: Visual errors on generator support unit model FIX: SA-20 SHORAD spawn state (_aaa variable error) FIX: AAA proximity fuses now engage at target’s altitude instead of a fixed height FIX: Correct penetration RVMAT on all surfaces FIX: Indirect damage impact for missiles FIX: 2S6 (SA-19) 3D model errors IMPROVED: Chaged ‘DefaultEventHandlers’ references to ‘EventHandlers’ to address mod cross-compatibility issues IMPROVED: Optimization of missile effects scripts to address potential lag issues IMPROVED: SA22 engagement values to favor cannon at shorter ranges IMPROVED: ZSU-23-4-M4 engagement values to favor cannon at shorter ranges IMPROVED: Shell ejection drop behavior now ejects the spent shells with directional velocity IMPROVED: Shell ejection effects for cannons and AAA artillery IMPROVED: KS-12 and KS-19 recoil effects IMPROVED: Increased brightness on tracer effects IMPROVED: AAA Airburst visual effects, audio effects, and damage values NEW: Reorganized vehicle classes with new “SHORAD†category. SHORAD vehicles possess counter-missile capabilities. NEW: PhysX properties now applied to vehicles: ZSU-23-4 (Shilka) SON-9 PUAZO 6/60 PU-12 SA-22 CRAM NASAMS 2S6 (SA-19) 9K331 (SA-15) 9K332 (SA-15) 76N6 tower 96L6 tower SA3 family SA2 family AAA Artillery NEW: Kh-25MP (AS-12) anti-radiation missile for Soviet-heritage loadouts NEW: New missile exhaust smoke plume effects on static launchers for SA-2, SA-3, MIM-104, SA-10, SA-20, NASAMs static NEW: New missile exhaust smoke effects on mobile launchers for NASAMS mobile, SA-11, SA-17, SA-15, SA-19, SA-22, MEADS NEW: Config changes for Zeus and Arsenal compatibility (I hope) NEW: Muddy reddish-textured ramparts NEW: MIM-23 HAWK SAM system, supporting radar, and control vehicles KNOWN ISSUE: Soldiers yelling "out of ammo" when disembarking vehicles even when they have a full complement of ammo KNOWN ISSUE: Soldiers reporting "out of fuel" on some vehicles due to scripting solutions that were required for the stationary launchers to work properly. These reports can be ignored... just chatty AI. KNOWN ISSUE: ZU-23-4 (Shilka) M4 model doesn't expel smoke rounds. This is intrinsic to the Shilka model and is being researched Share this post Link to post Share on other sites
serjames 357 Posted August 3, 2016 Great to get this Zeus compatible! Sent from my iPhone using Tapatalk Share this post Link to post Share on other sites
R0adki11 3949 Posted August 3, 2016 Question - how do I add tags to the thread? I can't find how to do that once the thread is started. I realized how difficult it is to track this thread down after the fact... the word "SAM" is a difficult search item :) Ive added two for you, but if you would like to add more. Go to your first post of the thread and then use the full editor to edit the post. Share this post Link to post Share on other sites
hcpookie 3770 Posted August 3, 2016 Ah OK "full editor". Didn't try that yet :) Thx Share this post Link to post Share on other sites
Migwar 0 Posted October 8, 2016 All in all it is a great the SAM pack still one of the best and greatest additions to Arma3, my opinion , however still needs lot of improvement as all know also, a great modification would be changing the AAA weapons by giving them more range!!! bullets don't go more than like 200 meters while they are supposed to hit at least helicopters, or reach a certain acceptable "arcade" gaming range....what prevents this? thanks in advance. Share this post Link to post Share on other sites
serjames 357 Posted October 8, 2016 Eh ? We've had new windows cut into our choppers from like 3 km... something isn't right with your testing? Share this post Link to post Share on other sites