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Author Topic: Surface To Air Mod *NEW BETA RELEASE*  (Read 26682 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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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #43 on: July 29, 2020, 03:06:15 AM »

So I've been scratching my head over this ever since. Still haven't figured how to extend the range. Shooting beyond 12 km is still instant failure. Unless I switch from beam riding (simulates command guidance) to homing. In which case it's way too accurate and will delete you from the sky with a direct hit.
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cbradbury

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #44 on: July 29, 2020, 04:41:17 AM »

So I've been scratching my head over this ever since. Still haven't figured how to extend the range. Shooting beyond 12 km is still instant failure. Unless I switch from beam riding (simulates command guidance) to homing. In which case it's way too accurate and will delete you from the sky with a direct hit.

Is that really a problem in game terms, Koty? 12km - 7.5 miles, sounds plenty to me. It may not be completely a real world figure, but in practicee in the game sounds more than enough.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #45 on: July 29, 2020, 08:16:18 AM »

So I've been scratching my head over this ever since. Still haven't figured how to extend the range. Shooting beyond 12 km is still instant failure. Unless I switch from beam riding (simulates command guidance) to homing. In which case it's way too accurate and will delete you from the sky with a direct hit.

Is that really a problem in game terms, Koty? 12km - 7.5 miles, sounds plenty to me. It may not be completely a real world figure, but in practicee in the game sounds more than enough.

With minimum engagement range of 7 km and realistic min. range of 5?


But I've found the issue, praised be log lines. Somehow the missile thinks the target is behind it if its flying into the missile site...

Don't worry though. The AGM-88 is on its way:


 - it has a catch. I cannot really finish one without the other.

EDIT:
So, yeah, in the end it has nothing to do with range... Just the whole default calculation is wrong and does not work for this purpose.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #46 on: August 01, 2020, 08:23:20 AM »

Ahem, redone the correction calculation, set the missile G's to 40 just to see if it corrects right and voila, now it swings left to right and up and down in a more or less correct manner:

Now I just have to fine-tune the sensitivity of the guidance.


Will also have to "kill" the launchers (freeze them), when their guidance radar is dead, now they still follow the target.. but at least they don't launch.
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Koty

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Re: Surface To Air Mod *NEW BETA RELEASE*
« Reply #47 on: August 02, 2020, 11:59:52 AM »

Here we go. Today I got a public release for you.

Keep the other .ini inputs as previously posted by Wasted. You only need to edit the SNR-75 and S-75 related lines!!!

They should read as follows:

stationary.ini
Code: [Select]
[SAM]
S_75M             vehicles.stationary.StationarySAM$S_75M       1
S_75Ma             vehicles.stationary.StationarySAM$S_75Ma       1
S_75Mb             vehicles.stationary.StationarySAM$S_75Mb       1
SNR_75M           vehicles.stationary.StationarySAM$SNR_75M       1

technics.ini
Code: [Select]
[S_75M]
Description  S-75M SAM Complex Launcher (20D)
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/SAM/Dvina/SM-90/Hier90.him                          //3do/SAM/S-75/hier1.him
MeshSummerDamage   3do/SAM/S-75/hier3.him

// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.005

[S_75Ma]
Description  S-75M SAM Complex Launcher (20DS)
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/SAM/Dvina/SM-90/Hier90.him                          //3do/SAM/S-75/hier1.him
MeshSummerDamage   3do/SAM/S-75/hier3.him

// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.005

[S_75Mb]
Description  S-75M SAM Complex Launcher (20DSU)
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer   3do/SAM/Dvina/SM-90/Hier90.him                          //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

#SAS\std\i18n\technics.properties
Code: [Select]
# --- [SAM] ---
S_75M                           S-75M launcher SM-90 (missile: V-755/20D)
S_75Ma                          S-75M launcher SM-90 (missile: V-755U/20DS)
S_75Mb                          S-75M launcher SM-90 (missile: V-755U/20DSU)
SNR_75M                         S-75M radar SNR-75M


the download:
https://www.mediafire.com/file/9k89rhaeqm8tx4h/%2521_%2521_%2521_Surface_To_Air_Weapons_Mod.rar/file






How to set up a missile site:
Start by picking a relatively flat piece of terrain.
Roughly in the centre of the new battery, place the SNR-75 - this is the guidance radar.
Within a 500m radius, place your launchers. Standard battery has 6 launchers, but you can place any number you want. Want no launchers and just a radar? Place just a radar. Want to just test things? Place one launcher. Want to prepare for a dooms day? Place 666 launchers. Radar will go through them in order, but only having maximum of 3 launchers active at any given time.

So what's the difference between each launcher object?
Missile and preparation time.
The first one, with missile 20D, takes 1.5 minutes to prepare since it spots a target. Minimum engagement altitude is 3000 m.
The second one, with missile 20DS, takes still 1.5 minutes to prepare, but minimum engagement altitude drops to 200 m.
The third one, with missile 20DSU, takes 22 seconds to prepare, with minimum altitude of 200m.

Max engagement range is for all around 50 km (target flying into zone). Realistic chance of successful hit within 30 km. Minimum engagement zone 7 km. Max engagement altitude is around 25-30 km.

Missiles use "half-lead method" guidance when shooting at medium-high flying targets. 20DS and 20DSU use 3-point (beam-riding, no lead) method for engaging low altitude targets. All missiles so far are limited to 6.5G manoeuvres, their manoeuvrability is also proportional to their speed.

Correct evasion manoeuvre is rapid changes in aspect, while keeping your velocity high. Effect of chaff or any other type of jamming is not yet modeled.



Known bugs:
The choice of smoke-trail effects is all over the place and different for every missile...
...also keep in mind that because of how IL-2 renders things, I cannot even create an effect that would render from 50 km away.

Have fun
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