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cinv

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About cinv

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  1. cinv

    Pook ARTY Pack

    So, how enemy AI can use Iskander and Scud?
  2. Are there any anti-missile capabilites in this mod? There are a lot of dangerous thinsk like AS-4, Tochka-U and bombs... What unit is capable to shut them down?
  3. cinv

    Pook ARTY Pack

    1.Does this addon have trigger-requested artillery fire mission for AI units? 2. Can 4K51 'Rubezh' Coastal Missile Artillery and 3K60 'Bal' Coastal Missile Artillery attack ships by long range self-guidance missiles? Now these weapons works like an arty.
  4. cinv

    Pook ARTY Pack

    Hello, hcpookie Big thanks for the mod. Really great. I have some questions, please answer if you have a time. When your are going to update it? And what changes are upcoming? How AI can launch Iskander and SCUD missiles without player's participant? For example, RHS's Tochka-U has commands this dotarget "target1"; this dofire "target1" - and it shoots "target1" via waypoint or trigger. Can you make ballistic and cruise missiles shootable by your SAM units? It will make battles much more exiting!
  5. Dear all, Please explain how to make enemy AI use these units via arty module? Or any another indirect way of guidance for AI?
  6. cinv

    pook_SAM Pack v1.0

    Really. There're a lot of opinions. Can we use unit's skill gradation for ajusting SAM power noticeably? So everybody can use individual sam power in missions. Just as in real life, sam effectivety greatly depends on personnel skill. And about power. In theory sam sites like SA-10, PAC-3 are hardcore objects and can be neutralized only with the help of radioelectronic warfare - jammers, decoys. I think it is possible to make an jammer aircraft. 1st way - jammer spreads in 1.5 - 3 km radius lots of optically invisible targets, but visible on radars, that will cause an extra consumtions of sam missiles. 2nd way - blinding the sam radar by making all aircraft stealthly in 1.5 - 3 km radius of the jammer. Blining script should work discretely, and the jammer itself should be always visible on radars.
  7. cinv

    pook_SAM Pack v1.0

    Sometimes it needs up to 8-10 SAM bursts to shoot down the plane. After first missile hits an F-15-type plane is still flying with weak firetail and it is capable for battle. The hull indicator is green. So even 1 plane can pass sam site air defensed zone unpunished.
  8. cinv

    pook_SAM Pack v1.0

    Nice! Is anyone has these bugs: - SA-10 site deploys launcher's embankbents much more higher than ground level. So they hang over ground at height 1-1,5 meters. - 30N6E mast and 76N6 mast are not represented at Editor anymore. You can deploy them only via "Empty side" or SAM site. But not as separate active unit. Please let User see every SITE units position icons, not one common icon, this will help to horizontate and make more exact placement (fo example this will help players place site at small military base).
  9. cinv

    pook_SAM Pack v1.0

    Extremely nice addon. But I can not place both Sa-10 missile launchers. Game returns "can not open "modelname".p3d". Please help
  10. Can anyone help me with bilogical contaminated zone script? Like Radiation script in Namalsk, but player should suffer even after leaving danger area. Thank you in advance.
  11. cinv

    1.96 problems

    may you help me kamerades? My game .exe file has been damaged, but i have lots of addons so i wont reinstall the whole game. Please give me 1.96 exe game file. Not patch. Thanks from Belarussia!
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