scars 0 Posted May 28, 2008 scars, I sent you message with the more up-to-ArmA 0.9 config... Sorry message was not noticed. It saw now. Share this post Link to post Share on other sites
william1 0 Posted May 28, 2008 thanks Scars , downloading Share this post Link to post Share on other sites
Guest Posted May 28, 2008 Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3239 Share this post Link to post Share on other sites
Stavanger 0 Posted May 28, 2008 Mirror updated from ePrison.de SA-6 Gainful v1.0 by Scars Regards, Stavanger Share this post Link to post Share on other sites
bospor 0 Posted May 28, 2008 Oh, great! Whats the engagement range of this thing now? Share this post Link to post Share on other sites
william1 0 Posted May 28, 2008 quite innefective against planes yet though , i think the config need some tweaking still , but glad to see those damage textures, keep it up Share this post Link to post Share on other sites
m@ster 0 Posted May 28, 2008 Nice model Mirror: 2k12 kub (SA-6 Gainful) (v1.0) www.ofp-arma.cznhl.com Share this post Link to post Share on other sites
Karaya1 0 Posted May 28, 2008 Use this in the config.cpp for the missile value: Quote[/b] ]class 3M9: MissileBase { proxyShape = "\3lb_sa6\3m9_proxy.p3d"; model = "\3lb_sa6\3m9_f.p3d"; hit = 650; indirectHit = 250; indirectHitRange = 12; maneuvrability=16; simulationStep = 0.002; trackOversteer = 5.0; trackLead = 1; airLock= 1; irLock = 1; laserLock = 0; groundLock = 0; cost=10000; maxSpeed=850; maxControlRange=24000; timetolive = 35; sideAirFriction = 0.9; initTime=0.01; thrust = 750 thrustTime = 8; }; Should make the missile much more realistic. As it comes in the package it has only a hit value of slightly over 200, thats close to an ingame Sidewinder and the SA-6 has a manifold of the 'Winders explosive content! Even if the missile doesnt register a direct hit but explodes nearby, it should deal out plenty of damage, which is what the above values reflect! Another issue is that the maneuvrability is WAY too high. It comes with a turn rate of 55G which is considerably more than the most modern close in IR missiles can get up to (~44G for the AA-11 Archer, 40G for the AIM-9X and ASRAAM). I dont have exact values for the SA-6 but it shouldnt be able to turn more than 16Gs given its size, etc. Then again I've also tweaked the rocket motor settings which should give it more realistic acceleration values. Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 28, 2008 I've sent another message best regards! Karaya's right about the missile, but I'm afraid that these hit values are much overpowered as the missile is big enough and thus can easier hit the target... most of damage should come from indirectHit - it's russian weapon Share this post Link to post Share on other sites
william1 0 Posted May 28, 2008 thanks Karaya1 , what about the detection range and the turn maniobrability of the main turret , it seems it takes a long time to aim the missiles and fire Share this post Link to post Share on other sites
Daniel 0 Posted May 28, 2008 It seems to perform much worse at night too, didn't think they'd be targetting visually... Love the progress though - it's nice to have a more "guaranteed" counter to air units in missions. Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 28, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> irScanRangeMin = 0; irScanRangeMax = 0; That's the "night & range problem"... It can be solved via disabling these lines in the config and taking cfgVehicles\ZSU as a base class instead of Tank EDIT: or drop the powerful group of Shilka and Kub launcher - while no real radar script present and IR independent fire and forget missiles that won't be used by AI against AI in ArmA, these are the easiest solutions. Share this post Link to post Share on other sites
LordNeuro*Serbia* 0 Posted May 28, 2008 It is a great work. I hope u will have the time too make a radar too. Theat wold bee a fantastic and a kub-m sistem compleat. And just maybe a truck with missile fo rarming the lanser. Keep up the great work Share this post Link to post Share on other sites
wika_woo 182 Posted May 28, 2008 Still a great addon... It still takes two shots to take down a UH-60 black hawk?... A bit innefective i also think too!.. keep up the work! Share this post Link to post Share on other sites
Fo333 0 Posted May 28, 2008 Cool addon! I'm using the first release now, and so far the hit pK is pretty low. That's fine though, the mod kicks-ass overall and I can consider the misses as heavy ECM from aerial targets, non-upgraded, late 70's manufactured rounds, and my overall suckiness. Just an idea, it would be cool if you made the Straight Flush radar system. It'd be cool to build an entire SA-6 site to attack, radar, TELARs, reloaders and all. Or maybe the SA-11 Gadfly? Uses the same chasis, really the biggest change is the addition of an onboard radar. Well, the SA-6 addon is great regardless, good job! Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 28, 2008 Just an idea, it would be cool if you made the Straight Flush radar system. that has to be done by some Skilled Scriptmaker... otherwise disabling default BIS IR scanner is pointless. Share this post Link to post Share on other sites
Jocko Flocko 0 Posted May 28, 2008 The problem with reducing the maneuverability on Ground to Air missiles in ArmA is the fact that the missile will 99% of the time, completely just fly right past the target without detonating if you don't get other values PRECISELY right as in the thrust speed and thrust time. I played with the values for HOURS one night, trying different things. I wanted to keep the "look" of the missile taking off as in actually being able to see it launch and fly towards it's target, at the same time keep it effective. In my previous post the config.cpp entry is what I found to give the best results for that kind of missile system. Share this post Link to post Share on other sites
Daniel 0 Posted May 28, 2008 Just an idea, it would be cool if you made the Straight Flush radar system. that has to be done by some Skilled Scriptmaker... otherwise disabling default BIS IR scanner is pointless. Or just simple mission editing. Immobalise the SA6 if the Radar is destroyed? Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 28, 2008 Heh, just made edit - now I see the point of it's blindness Share this post Link to post Share on other sites
WazZzaaa! 0 Posted May 29, 2008 Main bugs: - Too small detection range of enemy aircrafts. - Too weak missiles. Share this post Link to post Share on other sites
william1 0 Posted May 29, 2008 with the fixes provided by Karaya1 and Zguba it works pretty well Share this post Link to post Share on other sites
Pauldarrington 9 Posted May 29, 2008 i know this sounds quite an impossible idea, is there anyway of making it remote controlled from a distance? btw love the addon ive made some interesting missions with this the main target, Share this post Link to post Share on other sites
FA Dalai Lamar 0 Posted May 29, 2008 I still get the "sections" error as previously posted....For all those that want better tracking....The MaxLeadSpeed needs to be upped to about 2000-2700 to track jets effectively. That should be done int the cfgmagazine btw. Lamar Share this post Link to post Share on other sites
landdon 0 Posted May 29, 2008 I hope Scars will be able to include the Config.ccp changes suggested. Â I myself do not understand how to do the them myself. Â I was able to figure out how to make the changes as suggested by Jocko Flocko. Â But as to the rest I am at a loss. Â Needless to say this does not detrack or lessen the importance and extremely valuable work done by Scars. Â You have such skills I can only dream of doing. Scars and for the rest of the Surface to Air addon makers, I recall that RKSL Studios was making a couple of Surface to Air addons. Â I seem to recall it had some very neat ablilities. Â Such as directing which battery fired at what target ect. Â I am not sure how far they have progressed, but it may be worth the time and effort to talk to Rock. Â Maybe a mutal colaborative effort could be forged. Once again my hat is off to you and everyone else. Â Share this post Link to post Share on other sites
Inkompetent 0 Posted May 30, 2008 Very nice to see some proper AA instead of the stone age Shilkas and VADS! Looks grand! As for it's ability to hit I think the missile will have to be scripted to detonate with its proximity fuze (would take some work, but really making it the half-sluggish medium range missile it is, with it's 56kg payload. Since its terminal guidance is by SARH a Straight Flush radar vehicle would indeed be needed for full realism, but considering the work I think we should be very grateful to get a proper SAM. I can't however see the point of remote controlling a missile system that is (or well, optimally should be) command guided though Share this post Link to post Share on other sites