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Author Topic: Surface To Air Mod *NEW BETA RELEASE*  (Read 26699 times)

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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #60 on: November 03, 2020, 12:15:15 PM »

Ok, uploaded the thing:

Keep in mind, Electronic warfare now only works with search radar (P-12)! Once the acquisition/fire control radar acquires you, things work as they did up until now.
https://www.mediafire.com/file/9k89rhaeqm8tx4h/!+!+!+Surface_To_Air_Weapons_Mod.rar/file

Keep in mind, default RCS of targets is set to 16 m^2, so unmodiffied aircraft might be difficult to hide at closer distances.
As to what are the actual effective distances (and they depend on many things), I'll let you figure that out by trial and error ;)

Might be a useful watch:
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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #61 on: November 03, 2020, 02:02:01 PM »

Amazing news Koty!!! I'm super-hyped for this update

Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #62 on: November 03, 2020, 02:07:44 PM »

Oh, let me also upload a RWR utils update, will be in western's engine mod thread.
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xxxautoxxx

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #63 on: November 04, 2020, 10:48:26 AM »

GRRRRRRRRRRRRREAT work again Koty !
oneprob i am having - once installing/ changing the MODS and Ea-6B files as instructed - your new SAM 75 series of SAM's doesnt want to blow stuff up anymore - regardless if ther is an EA6B or not !? ??

I tried removing the EA6B mod files but still no luck?

any suggestions?
thaks and keep up the amaze work my friend !!

xAx
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #64 on: November 04, 2020, 11:50:28 AM »

oh, and I know why... I think I didn't mention how to set up the site properly :D

Refer to the screenshot earlier, you need SNR-75 and launchers around it; then you need command post, transformer unit and 3 generator units - and the P12 radar in close proximity.
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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #65 on: November 11, 2020, 06:44:16 AM »

Hi Koty.
First of all, THANK YOU so much for this incredible mod! All the new SAMs and features included in this mod are outstanding. They are priceless tools for any modern JTW mission and the quality of your work is amazing.
I really appreciate A LOT this work and with it, BAT has reached yet another incredible achievement.  ]wav[
As you said, the AI planes will deploy countermeasures if they see the missile/when RWR detects a radar lock. This feature not only is key for FMB, but also adds a lot of immersion, so thanks also for this!

I wanted to ask you 2 things about RWR that i've been wondering in these days (about our current plane lineup): as you said some planes like the F/A-18, F-16 and B-52 have a proper/more modern RWR code and will dodge SAMs much earlier than, for example, a C-130.
Is it possible (both in time and in-game) to modify the RWR codes of all planes that had a RWR to adapt them to the F-18/F-16 standards? I mean like the F-4, F-104C, F-105?

If not, is it in your future plans the addition of a "mark" to tell the player that he's been Locked up by a SAM?
Now, to determine if a SAM launch has occurred, you need to notice small lag spikes during the mission, or be lucky to spot the missile trails.
I'm asking this question because in the previous SAM that was introduced in BAT (SA-2) there is a cool little feature that enables a yellow * marker when a SA-2 has a Lock On your plane.
This little * somewhat replaced the fact that some planes did not have a proper RWR and also informed the player that, if they don't do something quick, they'll be blasted out of the sky.  ;D

These are just questions, i'm already happy with the current version.  ;)

Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #66 on: November 11, 2020, 06:58:02 AM »

I'd rather not mess with forcing stuff onto the screen. As for upgrading the jets... well... that needs to be done as an upgrade of that mod. I'm currently working on the F-105... well... "working", very slowly. I got some things working. But I still need to make a cockpit, and my 3D skills aren't that good :D
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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #67 on: November 11, 2020, 07:06:13 AM »

Yeah sometimes it can be quite annoying to see stuff constantly on-screen, the solution adopted in the SA-2 though i believe it's actually quite good.
The yellow * lasts for about 10 seconds and then it disappears, and it's not obstructive. Actually, if you don't pay attention to it or the smoke trails, you can realise way too late that a giant missile is coming after you...I learnt it the hard way in my B-52 missions ;D

Thanks for the super-quick reply! Glad to know that the mighty 105 is getting an update!  ]hello2[
Btw (totally out of topic) if, for some reason, someone is interested in the future about the F-104 Cockpit i have a lot of documentation and images of it.

Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #68 on: December 04, 2020, 02:23:41 PM »

Still have to do some texturing, but you'll have all objects to cover all time periods. SA-75 for Vietnam, 6day war or the indo pakistani conflict, all the way to S-75M with 5Ya23 for Yugoslavia. I decided to not include nuclear missiles, but if there is demand for them, I can.


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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #69 on: December 05, 2020, 03:05:42 AM »

Thank you so much Koty! These new and improved SAM positions divided per conflict are amazing.  ]wav[

Please forgive my ignorance but i'm not an expert on SAMs  ;D (i just know the basics of their functioning) the difference between them is in the performance/tracking devices?

Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #70 on: December 05, 2020, 02:02:34 PM »

I finished skins, also finally fixed a bug in the flight model (acceleration was calculated twice! first in the SAM missile flight model and then in original missile flight model... this caused many problems, such as 2x the flight speed :)) )

Thank you so much Koty! These new and improved SAM positions divided per conflict are amazing.  ]wav[

Please forgive my ignorance but i'm not an expert on SAMs  ;D (i just know the basics of their functioning) the difference between them is in the performance/tracking devices?
Hi!

V-750 series:
there is minimum difference between 1D, 11D and 13D - but bigger number is better in this case :))

1D to 11D I could not find physical difference, but range is listed different, so the latter will be launched from bigger distance
13D has even longer range, but still same motors - it is also has much stronger guidance radio datalink (also working on different frequency), so USAF in Vietnam could jam 11D but not 13D. It also works with new radar SNR-75 only, does not work with old RSNA-75 radar.
Ranges are
1D: 22 km (altitude 20 km)
11D: 25 km (22 km)
13D: 27 km (25 km)
Here be careful about matching launcher and radar -
launchers marked as SA-75 are for RSNA-75,
launchers marked as S-75 are for SNR-75

V-755 series:
much improved motors compared to V-750 series. Differences here are much bigger:
20D is base variant, range 40 km, but still minimum altitude 3 km.
20DS can be used at low altitude, down to 200 m.
20DSU has shorter preparation time, down to 22 seconds between alert and ready-to-launch. Previous missiles 1.5 minutes.
Can only be used with with SNR-75M radar.

V-759:
23D, better known as 5Ya23, was special variant for manouvring targets developped in 1970s. It can perform much harder manoeuvres, but is launched at range only up to 30 km.  <- still have to make its own skin, now using one from V-755 which at first glance looks good for early 5Ya23.



Also, have some mood:
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enry711

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #71 on: December 09, 2020, 02:31:15 AM »

Thank you very much for this explaination Koty. Now i get the difference.
Thanks again for all these wonderful works and the dedication to the JTW scenario  ]hello2[

Quick question: for the Vietnam scenario, the correct models to use would be the SA-75 (1D and 11D) and the S-75(13D) i guess, right?

That mood video is actually perfect for studying  ;D
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