edc 0 Posted August 28, 2003 Quote[/b] ]i love CoC's MLRS!! I'd hate to go offtopic, but I didn't think that's been released? Or are you just a beta tester? Share this post Link to post Share on other sites
Antichrist 0 Posted August 29, 2003 Quote[/b] ]i love CoC's MLRS!! I'd hate to go offtopic, but I didn't think that's been released? Â Or are you just a beta tester? Must be a beta tester Share this post Link to post Share on other sites
The Frenchman 0 Posted August 29, 2003 Has anyone else noticed that it doesnt seem to explode when destroyed- it just crumples instead, with no explosion, just black smoke I noticed that the vechile makes a very loud alarm when close to explosion. I can hear it in a helicopter! Share this post Link to post Share on other sites
DracoPaladore 0 Posted August 29, 2003 Has anyone else noticed that it doesnt seem to explode when destroyed- it just crumples instead, with no explosion, just black smoke It dosn't explode probobly because all of it's ammunition is gone. Share this post Link to post Share on other sites
kikill 0 Posted August 29, 2003 euh... sorry no, i'm not a beta tester, in fact i meant that i like CoC mlrs' missiles smoke... sorry for the confusion... of course there are too much smoke for a sa-11 missile Share this post Link to post Share on other sites
Shashman 0 Posted August 29, 2003 No there's not too much smoke.That looks about right  Add some flames and you got yourselves a pretty good looking launch sequence Share this post Link to post Share on other sites
cam0flage 0 Posted August 29, 2003 I agree with Shashman on this one. A solid trail of smoke would be fun, if it does not lag the game too much ... one thing I like about Strike Fighters: Project 1 are the smoke trails of SA-2 missiles. You can actually see from where the missile was launched because of the trail and dust being kicked up by the missile. It would be good to see this addon develop further. How about adding the radar dome? If you don't know what I am referring to, check out the previous page and my 2nd post. Share this post Link to post Share on other sites
kikill 0 Posted August 29, 2003 just to be clear (again! Â Â ) Â hum... in the pic i posted it's a CoC's MLRS... [edit] so - to stay in topic - it is to illustrate how missiles firing sequence should be [/edit] Share this post Link to post Share on other sites
Gollum1 0 Posted August 29, 2003 one thing I like about Strike Fighters: Project 1 are the smoke trails of SA-2 missiles. You  can actually see from where the missile was launched because of the trail and dust being kicked up by the missile.. And in FDF mod When that helicopter/fighter pilot turns around to see who dares fire a missile at him, he sees a smoke trail pinpointing the EXACT position of the puny soldier     And yes, the missiles would look much better if they were green and white, plus the old BIS Shilka textures are starting to look a little dated (they should be from 1999/2000) Share this post Link to post Share on other sites
Milkman 1 Posted August 29, 2003 Yes, I saw that earlier, it looks pretty nice. Make a nice CTI addon, but it has no west equal. Maybe DKM's ADATS addon? The Tungusta is the ADATS Equivalent. Share this post Link to post Share on other sites
ran 0 Posted August 30, 2003 maybe one could make a roland or a chaparral , but well , these don't compete on the same ring as the gadfly ..... Share this post Link to post Share on other sites
waffendennis 0 Posted August 30, 2003 And maybe we can use Version 1.1 of it V1.1 Download: V1.1 Here Info: Some bugs are fixed, better radar whith longer range... but Rocket texture are still the same Share this post Link to post Share on other sites
lee_h._oswald 0 Posted August 30, 2003 Fast bugfix, nice. Some little(bad) retexture work. Befor someone asks, i changed it for personal use only. MfG Lee Share this post Link to post Share on other sites
343rdBadger 0 Posted August 30, 2003 Now that looks a hell of a lot better...any chance of getting it from you ? Share this post Link to post Share on other sites
Grizzlie 0 Posted August 30, 2003 I think that US replacement was HAWK, but i'm not sure if it is in service yet. But in 1985 was for sure. And i have a question about minimum altitude - can it be set in OFP? If i remember minimal altitude for those missiles was 100 m, than 30. So NOE flying chopper should have big chances to avoid fire. Share this post Link to post Share on other sites
Viriato 0 Posted September 4, 2003 I got a problem!! After the 1.1 fix, this baby won´t engage enemy aircraft by it self!! I have tested with several planes and the AI just let them crush him. Otherthing : I had made a small modification by my self, and implemented the Hudson proximity fuze to this missiles. ¡¡¡¡¡NOW NO ONE ESCAPES!!!!! Even Hudson´s planes with the jammer on are destroyed, because of the powerfull blast! this had to be tweaked, but works like wonder. If the Addonmaker gaves the aproval i will send him the version i had modified. Share this post Link to post Share on other sites
Dark Knight 0 Posted September 4, 2003 id like that modified one hope he accepts Share this post Link to post Share on other sites
cam0flage 0 Posted September 4, 2003 I got a problem!!After the 1.1 fix, this baby won´t engage enemy aircraft by it self!! I have tested with several planes and the AI just let them crush him. Otherthing : I had made a small modification by my self, and implemented the Hudson proximity fuze to this missiles. ¡¡¡¡¡NOW NO ONE ESCAPES!!!!! Even Hudson´s planes with the jammer on are destroyed, because of the powerfull blast! this had to be tweaked, but works like wonder. If the Addonmaker gaves the aproval i will send him the version i had modified. I think this proximity fuze sounds very good. In real life the warhead detonates itself when it's 30 meters away from the target. If anybody is interested, I think there is a BUK-M1 video at rusarm.ru. I wish the author or someone else would further develop the model. Adding the radar dome would make it look less "Shilka". Share this post Link to post Share on other sites
Viriato 0 Posted September 4, 2003 Did anybody knows the line to be modified in the CCP. to make the A.I. engage by itself the enemy planes? Now you can engage planes up to 5Km. , but the AI wont fire to any plane, don´t know why. Regards. Share this post Link to post Share on other sites
EiZei 0 Posted September 4, 2003 Aren't those missiles supposed to be more green than white? Share this post Link to post Share on other sites
Milkman 1 Posted September 4, 2003 I fixed the sound problem. A friend and I un-pboed the addon and found what causes the thing to be so damn loud. These lines out of Config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Audible=8 soundEnviron[]={"m1treads.ogg",1,1}; soundEngine[]={"Vehicles\ModernIdle1",db+2500,1}; soundCrash[]={"Vehicles\crash_small2",db+250,1}; soundGear[]={"Vehicles\Gear_Trans1",db+250,1}; soundDammage[]={"Objects\alarm_loop1",db+250,1} 8 is FAR too high of a setting. 1-1.5 is the sound most armor make. The decible level of the sounds are far too high, I made them this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundEnviron[]={"m1treads.ogg",1,1}; soundEngine[]={"Vehicles\ModernIdle1",db-10,1}; soundCrash[]={"Vehicles\crash_small2",db+20,1}; soundGear[]={"Vehicles\Gear_Trans1",db+1,1}; soundDammage[]={"Objects\alarm_loop1",db+-2,1} These levels sound like a normal armored unit. I will submit this to the creator, hopfully in his upcoming version he will correct it. Share this post Link to post Share on other sites
Viriato 0 Posted September 4, 2003 Milkman, you look like a experienced man with the CPP coding. Could you take a look at wy the AI is not egaging incoming aircrafts at long ranges? I have also submitted to the creator the modified version with the proximity fuze. Share this post Link to post Share on other sites
Milkman 1 Posted September 4, 2003 Milkman, you look like a experienced man with the CPP coding.Could you take a look at wy the AI is not egaging incoming aircrafts at long ranges? I have also submitted to the creator the modified version with the proximity fuze. What version are you using? The beta 1.1 engages far more rapidly than original release. I also found different types of aircraft were targeted and fired apon more quickly than others (A10 was almost instantly, Piper Chieftan took like 2 minutes) This line, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">irscanrange=25000 I believe tells how far the radar on the SA-11 can scan. In this case, it is 25 kilometers (?) The AI targeted and launched SAMs at my B-52 when I was 3000 meters away from the site. I believe that is adequate range. But I will keep looking at this file. I am not an expert, but I can usually deduct what a line of code does. Share this post Link to post Share on other sites
bonko the sane 2 Posted September 10, 2003 Just an update: BKM Mod have released their Sa-11 Final version  They have released final version of Sa-11. Many bugs fixed, new rocket texture added. It includes 1 Combat version + 1 Parade version Mirrors: OFPBase.com and BKM Share this post Link to post Share on other sites
@cero 0 Posted September 10, 2003 That's a great news. I'm redownloading now. Share this post Link to post Share on other sites