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Author Topic: Surface To Air Mod *NEW BETA RELEASE*  (Read 6271 times)

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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #36 on: February 13, 2020, 02:08:59 AM »

WOW amazing stuff! Thanks Koty :)

Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #37 on: February 13, 2020, 05:33:54 AM »

Low-mode V-755U (20DS) being tested. I gave it the 3D model I used for the launcher, but it's loading wrong texture, will have to fix materials :-X




Also, if one of our sound artists would like to provide me with a preset for more brutish sounding rocket engine (the swooshy sound we got now does not really fit the image of a 30kN rocket booster :)) ), maybe basing it on the current sound used for F-105's afterburner?



Missile readiness status added. Now after being alerted, the site will prepare maximum of 3 missiles. Preparation time for V-755 and V-755U takes 90 seconds. Missiles are ready for 20 minutes. Every 15 minutes (if still under alert) the site will check if there are still 3 missiles ready and eventually ready more missiles to have 3 ready missiles again. After 20 minutes the missile is deactivated. Later models of the missile could be readied in 22 seconds, however would be deactivated after only 5 minutes.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #38 on: February 15, 2020, 12:15:31 PM »


Placeholder P-12 radar on ZiL-157, just started working on it yesterday. Eventually I'd like to have all the auxiliary equipment for it (and have it as necessary objects to be placed as part of the battery), at least the required bits, including three 100kW 5E96 generators (one as reserve), voltage converter (I'll probably use Western's objects here, if he allows), P-12/18 radar (antenna vehicle and system vehicle on the ZiL chassis), command cart(the brain of the whole battery) and reload vehicles (would be nice to have them actually move to reload the battery, but that is on a whole new level of complexity).

Anyway, priority now is the basic functionality of the system, not the looks. If anyone has suggestions on the battery AI (how to determine number of launches in a sequence per target and the timing between the launch sequences for example, or how to determine priority target), leave them here.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #39 on: March 08, 2020, 11:16:03 AM »

Command guidance to intercept point modelled. I am still unhappy with damage dealt by proximity explosions - fragmentation pattern added, 200 fragments per missile. I tried 1000, but while it was doing what it was supposed to do as far as damage goes - as expected, it completely lags out the game if you're near the explosion. I'll play a bit with the actual cone pattern to have higher potential of actually hitting the target, but so far the lethality of the missiles is (against manoeuvring target - missile explodes some 50m away from target) abysmal. It is somewhat better against nonmanoeuvring target going roughly M<0.8
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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #40 on: March 08, 2020, 11:24:40 AM »

Very interesting. Thank you Koty for the update.
Your mod is beautiful and it's a critical component for JTW ;)

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #41 on: March 29, 2020, 08:58:14 AM »



RWR compatibility added. It needs an update of the RWR classes by Western however.

@Western I'll DM you the details later, but basically, you need to add StationaryGeneric into recordRadarLocked and recordRadarSearched. Also expand the maximum range at which lock warning appears to 50000, it's just 3000 now.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #42 on: April 05, 2020, 10:56:24 AM »

Facing one last teething issue:
The missile works fine when launched within about 12 km.
Anything further and it just steers either straight up or goes on a ballistic curve into the ground.




And yes, the missile actually changes mesh once the booster burns out. Still cannot produce a new actor that would represent the booster falling off. That is... I can... but it just stays where it was created.



EDIT: the pitching up might have been caused by 40% failure rate... put it to 0 for further testing, and it actually works again.

EDIT2: Adding this to collection

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