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wld427

weapons lock

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Im having an issue with the gunner on one of our SAM units. The radar for the launcehr can see and identify the target as red but it cannot lock the missile until the ircraft is in visual range..... how can i fix this?

irScanRangeMin = 4000;
irScanRangeMax = 10000;
irScanToEyeFactor = 5;
irScanGround = false;

Edited by W0lle
code tags fixed

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what effect does changing irScanToEyeFactor have? Why is the irScanRangeMin set to 4000?

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thise are the values BIKI uses for the ZSU and the engagement envelope is very comperable to the SAM system we are working on....

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Im having an issue with the gunner on one of our SAM units. The radar for the launcehr can see and identify the target as red but it cannot lock the missile until the ircraft is in visual range..... how can i fix this?

irScanRangeMin = 4000;

irScanRangeMax = 10000;

irScanToEyeFactor = 5;

irScanGround = false;

Check the ammunition for the irLock and the magazine for maxLeadSpeed. Also the launcher for the canLock feature.

E.g.:

   class M_Vikhr_AT: MissileBase {
...
       irLock = 1;
   };
...
   class 12Rnd_Vikhr_KA50: VehicleMagazine {
...
       maxLeadSpeed = 200;
...
   class RocketPods: LauncherCore {
...
       canLock = 2;

Some sample-weapons have canLock = 1 other have canLock = 2. It seems that the last may enable auto-lock...

I hope this helps, but I am not 100% sure...

BR,

mike

:edit: I once ran into problems, because the veteran mode disabled the lock on the TOW. So I guess canLock=2 enables veteran mode lock ebabled...

Edited by W0lle
Code tags fixed

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Im still kinda out in the cold ont his one fellas, anyone ahve any ideas?

Weapon cfg

class PRACS_3M9_Launcher : SidewinderLaucher {
       displayName = "3M9 Kub";
       nameSound = "aalauncher";
       magazines[] = {"PRACS_3M9x3"};
       reloadTime = .3;
       magazineReloadTime = 30;
       canLock = 2;
       maxLeadSpeed = 2800;
       shotFromTurret = 1;
       minRange = 10;
       midRange = 3000;
       maxRange = 7500;
       minRangeProbab = 0.5;
       midRangeProbab = 0.9;
       maxRangeProbab = 0.7;
       aiRateOfFire = 5.0;
       aiRateOfFireDistance = 8000;

ammo cfg:

class PRACS_3M9 : MissileBase {
       proxyShape = "\PRACS_SA6\PRACS_3m9_proxy";
       model = "\PRACS_SA6\PRACS_3M9.p3d";
       hit = 245;
       indirectHit = 142;
       indirectHitRange = 10;
       maneuvrability = 195;
       simulationStep = 0.002;
       trackOversteer = 5.0;
       trackLead = 0;
       thrust = 150;
       thrustTime = 80;
       airLock=true;
       irLock = true;
       CanLock = 2;
       cost = 5000;
       maxSpeed = 700;
       maxControlRange = 9000;
       typicalSpeed = 10;
       sideAirFriction = 0;
       initTime = 0;
   };

magazine:

class PRACS_3M9x3 : 5Rnd_AT5_BRDM2 {
       displayName = "3M9 Kub";
       ammo = "PRACS_3M9";
       count = 3;
       initSpeed = 28;
       maxLeadSpeed = 3800;
   };

Edited by W0lle
Code tags fixed

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Try setting irScanRangeMin and irScanRangeMax as identical values - that worked for me when I was trying to increase the range of my Avenger:

       irScanToEyeFactor = 5;
       irScanRangeMin = 5000;
       irScanRangeMax = 5000;

Also, try decreasing the cost of your missiles to 1000.

Edited by W0lle
Code tags fixed

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Weapon cfg

class PRACS_3M9_Launcher : SidewinderLaucher {

displayName = "3M9 Kub";

nameSound = "aalauncher";

magazines[] = {"PRACS_3M9x3"};

reloadTime = .3;

magazineReloadTime = 30;

canLock = 2;

maxLeadSpeed = 2800;

shotFromTurret = 1;

minRange = 10;

midRange = 3000;

maxRange = 7500;

minRangeProbab = 0.5;

midRangeProbab = 0.9;

maxRangeProbab = 0.7;

aiRateOfFire = 5.0;

aiRateOfFireDistance = 8000;

Typo error in SidewinderLauNcher ?

That it ?

[TAO] Kremator

Edited by W0lle

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