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Author Topic: Surface To Air Mod *NEW BETA RELEASE*  (Read 2740 times)

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BT~wasted

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Surface To Air Mod *NEW BETA RELEASE*
« on: January 10, 2019, 01:21:57 PM »



Here is a beta version of a new SAM units with next features:

- completely remodeled missile behavior according to latest updates of Engine Mod.
- new MANPAD units that are acting like any other artillery unit in game with working properties of time and radius.
- new moving SAM units that are acting like any other artillery unit in game with working properties of time and radius that can be used in car columns or as individual moving or stationary object.
- new large SAM site units with completely new logic like radar dependence of the launch pad and missile itself.
- all missiles are prone to countermeasures
- AI will try to dodge SAM missile launches depending on its skill by maneuvering and countermeasure (if has).
- expandable to any other models. I just need the 3d models.


NOTE:

S-75M Dvina SAM complex now should always be used with two objects of SNR-75 radar and S-75 launch pad that should be situated near each other in range of 1500 meters. If the radar is destroyed no missiles would be launched anymore.

NEW BETA 17.01.2019:

-New AI evasive code: now all planes that will spot the incoming missile will take evasive maneuvers (except bombers) and launch flares and chaff.
-New V-755 much more realistic characteristics. Two stage engine is modeled now properly (no 3d effect).
-V-755 warhead parameters were adjusted according to real data of the weight and radius, but with changed power type so it looks much more realistically now.
-New proximity fuse for V-755.
-Updated guidance logic for SNR-75 radar. Now you can dodge it with high G maneuvers.
-SNR-75 radar is now much more prone to chaffs.

All in all to me it looks much better now. For example F-18 is now almost invulnerable to S-75, because it has lots of chaffs and it will take evasive maneuvers much earlier due to the proper RWR AI code written in the plane itself. Same goes to B-52H late, which has ALOT of chaffs.

But older jets and especially bombers that do not have a proper RWR coded will react to missile if it is visually spotted and only the will take some evasive maneuvers with deploying chaffs and flares.

So just try it yourself.   

DOWNLOAD 17.01.2019:
https://www.mediafire.com/file/228t6k4b754eb5l/Surface_To_Air_Weapons_Mod_BETA_17.01.19.zip/file

Satationary.ini

Code: [Select]
[SAM]
S_75M             vehicles.stationary.StationarySAM$S_75M       1
SNR_75M           vehicles.stationary.StationarySAM$SNR_75M       1
Strela_1M         vehicles.artillery.ArtillerySAM$Strela_1M  1
Strela_2M         vehicles.artillery.ArtillerySAM$Strela_2M  1


Chief.ini
Code: [Select]
[Armor]
 1-Strela_1M      ai.ground.ChiefGround 1 icons/tank.mat

[Armor.1-Strela_1M]
 com.maddox.il2.objects.vehicles.tanks.TankSAM$Strela_1M

[Vehicles.SovietModernCarsColumnB]
 com.maddox.il2.objects.vehicles.cars.Car$GAZ67
 com.maddox.il2.objects.vehicles.tanks.TankWtd$BRDM2
 com.maddox.il2.objects.vehicles.tanks.TankWtd$URAL4320_ZU_23
 com.maddox.il2.objects.vehicles.tanks.TankWtd$URAL4320_ZU_23
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320_0911
 com.maddox.il2.objects.vehicles.cars.CarWtd$URAL4320_0911
 com.maddox.il2.objects.vehicles.cars.CarWtd$ATZ6_5_4320
 com.maddox.il2.objects.vehicles.cars.CarWtd$ATZ6_5_4320
 com.maddox.il2.objects.vehicles.cars.WesG661Car$GAZ66_watertank
 com.maddox.il2.objects.vehicles.tanks.TankWtd$URAL4320_ZU_23
 com.maddox.il2.objects.vehicles.tanks.TankSAM$Strela_1M
 com.maddox.il2.objects.vehicles.cars.Car$GAZ67

Technics.ini
Code: [Select]
[Strela_2M]
Description  Infantry Test Unit
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/Infantry/Strela_2M/Summer/live.him
MeshSummerDamage   3do/Infantry/Strela_2M/Summer/dead.sim

// Panzer
PanzerType  Artillery
PanzerSubtype       0
PanzerBodyFront  0.001
Explode     Infantry

// Weapon
Gun                GunMissile9M32M
NumShells          3
AttackMaxDistance     4200.0
AttackMaxRadius       4200.0
AttackMaxHeight       1500
HeadYawHalfRange      180.0
GunMinPitch           1.0      // ??
GunStdPitch           20.0
GunMaxPitch           +70.0      // ??
HeadMaxYawSpeed        90.5      // ??
GunMaxPitchSpeed       90.0      // ??
DelayAfterShoot         90.0
ChainfireTime           0.0
FastTargetsAngleError   14.0

SoundMove      models.Infantry
StayWhenFire   1
SpeedAverage    8.0
SpeedMax        16.0
SpeedBack        8.0
RotSpeedMax     90.0             // ??
RotInvisAng     36.0
BestSpace          12.0
AfterCollisionDist  5.1
CommandInterval     1.6
StayInterval        1.5

[S_75M]
Description  S-75M SAM Complex Launcher
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/SAM/S-75/hier1.him
MeshSummerDamage   3do/SAM/S-75/hier3.him

// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.005

[SNR_75M]
Description    S-75 SAM Complex Radar.
Icon           Car

// Models
MeshSummer           3do/SAM/SNR-75/NORM/hier.him
MeshSummerDamage     3do/SAM/SNR-75/DAMAGED/hier.him
// FIXME: need a winter camouflage

// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.005

[Strela_1M]
Description  BRDM mounted SAM.
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/Tanks/Strela_1/Summer/hier.him
MeshDesert   3do/Tanks/Strela_1/Desert/hier.him


// Panzer
PanzerSubtype    1
PanzerBodyFront      0.009
PanzerBodyBack       0.006
PanzerBodySide       0.009
PanzerBodyTop        0.008

Gun                GunMissile9M31M
NumShells          4
AttackMaxDistance    4200.0
AttackMaxRadius      4200.0
AttackMaxHeight      3500.0
HeadYawHalfRange      180.0
GunMinPitch             2.0
GunStdPitch             0.0
GunMaxPitch           +80.0
HeadMaxYawSpeed        70.0   // ??
GunMaxPitchSpeed       60.0   // ??
DelayAfterShoot         30.0
ChainfireTime           0.0
FastTargetsAngleError   0.0
FireFastTargets           1

// Moving
SoundMove      models.Tank
StayWhenFire   0
SpeedAverage    19.0
SpeedMax        43.0
SpeedBack        5.0
RotSpeedMax     60.0             // ??
RotInvisAng     70.0
BestSpace          13.0
AfterCollisionDist  6.1
CommandInterval     1.6
StayInterval        1.5
Soldiers      2
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BT~wasted

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Re: Surface To Air Mod
« Reply #1 on: January 10, 2019, 01:24:00 PM »

Sorry for double posting

Tested on latest B.A.T. version.

Also feedback is highly appreciated  :)
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SAS~vampire_pilot

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Re: Surface To Air Mod
« Reply #2 on: January 10, 2019, 01:35:26 PM »

Now THIS is awesome shite.
and already BAT tested, that's a very nice thing to do. This looks great, I'll give it a try as soon as I can, many thanks!
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enry711

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Re: Surface To Air Mod
« Reply #3 on: January 10, 2019, 02:04:21 PM »

THAT. IS. AMAZING!!! Thank you so much Wasted!!! I can't wait to try the new SAMS and new AAA vehicles
Also i'm really looking forward to countermeasures and AI with this mod. Great job!!! :) :) :)
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BT~wasted

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Re: Surface To Air Mod
« Reply #4 on: January 10, 2019, 02:07:17 PM »

Lots of jets has flares and chaffs in their loadouds, I have just put it to some use.

Please test all missiles. I need the feed back about their effectiveness. Now it seems to me that Dvina SAM is too effective.
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western0221

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Re: Surface To Air Mod
« Reply #5 on: January 10, 2019, 06:01:10 PM »

ah......

Radar System VS. SEAD simulation dream is broken again  :(

S-75 system is not working only with launcher + 3d radar.
- Power generator trailer ---- (3d model ready in 1946)
- Power distributor trailer ---- (3d model ready in 1946)
- Command Post van ---- (3d model ready in 1946)
- 2d radar (Spoon Rest or Knife Rest) ---- not ready


For SEAD side, succeeding to break Power generator trailer or Command Post van in bombing ---- it means the SAM site stops to work at least some hours in real war.
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western0221

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Re: Surface To Air Mod
« Reply #6 on: January 10, 2019, 06:18:00 PM »

By the way,

I've re-modeled Strela_1 3d model with better fps LOD models and textures in Feb. 2015.
+ 9P148 ATGM carrier 3d model in Jun. 2015.
Even they are never published because of integrated vehicle missile utility is not made.

Each missile class have each missile guidance code is waste of resources and bug + debug nightmare.
Integrated utility --- containing ship base also --- is necessary.
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BT~wasted

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Re: Surface To Air Mod
« Reply #7 on: January 11, 2019, 02:38:00 AM »

I have poor 3D and java knowledge, so I am making thing in these limits.

So regarding your notes:

Missiles code is optimized now in the way as aircraft missiles are made with Missile.class as superclass.

Sam site dependency on other other objects is easy to make. I will look deeper into it.

I am planning to make SEAD possible with adding a specific TgtRadar interface. I know it is very simple way, but it is what I can do.

If anyone has something to offer for this project any help is much appreciated.

Now I need feedback about current beta in game
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danperin

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Re: Surface To Air Mod
« Reply #8 on: January 11, 2019, 05:39:07 AM »

Wow! Amazing!  :)
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AlfreS

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Re: Surface To Air Mod
« Reply #9 on: January 11, 2019, 08:45:21 AM »

Cool! Something expected for a long time! Thank you!
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xxxautoxxx

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Re: Surface To Air Mod
« Reply #10 on: January 11, 2019, 10:45:16 AM »

SO..................VERY..........................AWESOME!!!!

thakns !!
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Koty

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Re: Surface To Air Mod
« Reply #11 on: January 12, 2019, 11:24:14 AM »

Looking at the .ini lines, both the SNR-75 and S-75 launcher currently do not move, right?
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