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Found 7 results

  1. Pretty simple question...is it possible for submunitions to retain the lock / tracking of their parent? Example: a beam-riding missile splits into a number of clusters which continue to be guided by the launcher? I've set up my test submunitions using the same settings as the parent but it doesn't look like they are being affected by the operator's movements at present. If it can't be done with this method...anybody got experience with alternative solutions? Cheers, Law
  2. Hi. Anyone can help me to add any sensors for locked missiles in these 2 helis? The idea is to use in a Wasteland PBO. Thanks in advance,
  3. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  4. Hi! I'm currently working on a few mod. Most of the planes within the mod has a radar, and I got that shit working just fine. My only problem is the fact that I can't figure out a way to set the zoom on the radar panel. The radar is set to a range of 15 km, but the display can't zoom further than 4km. Does anyone know how to fix this?
  5. Is there a way to disable the active radar on vehicles while leaving the other passive sensors working?
  6. Hi all guys! First of all, I hope to be writing in the right place. Secondly, I must say that I'm totally new to writing a config on my own, I looked for tutorials and guides and I mostly "studied", let's say, on configs of other mods. Now, my intention is to create a new black wasp II very similar to the jets dlc's one, same model, textures etc. but with the anti radiation sensors of the wipeout, just to give sead capabilities to 2035 US Navy. I've succsessfully written the config for the vehicle. Now when i try it out, all works perfectly, i can detect enemy AA on the radar of the plane and I can also lock them on and shoot them. Nevertheless, while for example with firewill f-16 squares appear on the detected targets when looking through the targeting camera, this doesn't happen with vanilla planes and with my black wasp SEAD as far as i checked. Does anyone have any idea on what the solution could be? NOTE: I'm using SEAD missiles by VTI on vanilla planes and on my plane.
  7. wallside2

    Tigris / Cheetah

    Hey, I just played around with the new sensors in 1.70 RC and noticed that Tigris/Cheetah pose zero threat to attack helicopters (did not test planes). Since the AA platforms rely on active radar, enemy aircraft can locate them using passive radar from very far away and then simply snipe them with a missile from above their maximum weapons range (which seems to be below 4 km). In result they seem just worse than manpads. So I wanted to ask: Are they still being worked on or is the situation supposed to stay like this for the final 1.70/Jets DLC?
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