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Everything posted by Brit_Radar_Dude
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More scribbles from the notebook to backup what JEFX said and add a little more APC missiles M2 3000m (7 shots) BMD1 3000m (3 shots) BMP1 3000m (6 shots) BMP2 4000m (5 shots) BMP3 4000m (9 shots) AA against ground targets (old data, not sure how rigourously I tested this) Shilka 1800m Gepard 2900m Vulcan 2800m Avenger 1300m Tunguska 1400m A final thing to mention is that whilst artillery will fire whilst on the move, rockets (MLRS,Smersh,Grad) will not. Therefore you can have them drive up to a firing location (ie. an attack waypoint) but once they arrive, they stop there to fire and they won't start moving again.
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Yeah, that's looking real fine :thumbup: Always had a soft spot for VF-41, real helpful folks. Wrote to their Public Affairs Officer a long time ago (1981?) and managed to buy some patches and a VF-41 cap from them. Still got the baseball cap, even though I almost lost it rafting on the Colorado.....
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Dante is correct - certain artillery and rocket launcher units are sensitive to which way they are facing. If they are in range and still not firing then try altering the direction they are facing. Also something to consider is whether you have a number of artillery units in a Group or seperate and whether you have a number of targets in a Group or seperate- Lockon can be a bit odd about whether all units open fire at the first in a Group etc. EXAMPLE I set up a group of three SAU Beregs, targeted at a ship. Only one of them (1 of 3) fires on the ship. If I add a 2nd ship target (a smaller ship so it will sink faster), then 2 Beregs fire, one at each ship. As soon as the smaller ship sinks, the 2nd Bereg (2 of 3) stops firing. Similar with 3 ships. Then I changed it so that the Bereg's were each in their own group (1 of 1), and of course it takes longer using the Mission Editor to target each of these on the single ship target. Now they will all open fire on the ship. With two ship targets, they all fire at the first ship till it sinks, then all swap their fire to the second ship. As for ranges, this is all stuff that I scribbled over the last 3 years in my Lockon notebook, hence some in km, some in Nm, so apologies for that. Smersh, Grad will fire a spill taking 40 secs / 20 secs respectively then will reload (about 15min?) before firing again. Gvozdika - 6 rnds per min Akatsia - 4 rnds per min Msta - 8 rnds per min Bereg - 10 rnds per min Nona - 8 rnds per min Max ranges Artillery/Rockets Smersh 70km Grad 20km MLRS 31km M109 15nm SAU Berg 18.5nm SAU Gvozdika 15nm SAU Akatsia 15nm SAU Msta 15nm SAU Nona 5.5nm Max ranges Naval artillery Ticonderoga 14.5km Perry 14.5km Moscow 20km Neustrashimy 21.5km Rezky 21.5km Albatros 6km Molniya 15km If you want some arty to bombard an area to add colour to a mission, 1) target a co-ord, so arty keep firing. If you target a building, once destroyed then the arty stops firing. 2) if your arty all in one group, then have same number of targets to ensure each arty in the group has a target to fire at. 3) if you mix the arty types (bereg, msta, nona, etc) then they fire at different rates and looks "prettier"
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New member - old ME questions ?
Brit_Radar_Dude replied to HavokFlight's topic in User Created Missions General
Civilian ships are :- Elnya Ivanov Yakushev Zvezdny Just add them in the Mission Editor using the ADD NEW NAVAL GROUP button on the left side of the screen. Civilian traffic option does not affect the ships. Civilian traffic ON/OFF will add in the moving vehicles (cars,trucks) on the roads and moving trains on the railways. It has an FPS hit, depends on your rig whether it will bother you. The moving trains look cool - a guy called Birdy_666th did a timetable so you can find where they are.... http://666th.co.uk/downloads/index.php (near the bottom of the page - file is called LOFC_trains_time-table.xls) The civilian road traffic is very sparse as there are tons of roads in the Lockon map and having a realistic density of traffic would bring any system to its knees, so you won't see many cars out there. -
Yeah, would be nice to see some extra ships including UK ships, but as has been said on the Forums before - Lockon is not a naval Sim.
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There was a time long ago of great Anglo/French co-operation in aviation, and I don't only mean Concorde. Gazelle, Puma and Lynx helo's were developed by British/French and used by both countries and sold well to many others. Ditto the Jaguar - developed for both countries Air Forces. Jaguar sales to other countries were a bit more of a problem though (often it was in direct competition with 100% French Mirages).
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Sorry, but both of you should stop now! We have had this sort of thing before, it only ends in a flame war. There is no place for it here, take it to some other Forum - if you want to discuss Lockon / FC / BS here on the Lockon Forums then do so. If I was the boss of NATO, I'd take the chiefs of the Greek and Turkish Air Forces and knock their heads together until they remember THEY ARE ON THE SAME SIDE.
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Nearest is the Moscow - big funnel, low space behind for the SAM launch area, then helo hangar. Also Moscow has a tall mast nearer the bow, then further aft, a lower mast with a very large radar antenna (NATO name) Top Pair. Middle one is Neustrashimy - small mast nearer the bow with (NATO name) Cross Sword radar for SA-N-9, then larger mast amidships with (NATO name) Top Plate. I'm sure our resident Russian navy expert will jump in here, but I believe the Russians only ever completed one Neustrashimy. Shame really, it's a pretty ship.
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When hogs fly - 2nd mission
Brit_Radar_Dude replied to suntrace1's topic in User Created Missions General
Some folks have a problem with campaigns in v1.02, some folks have fixed it using the following...... http://forums.ubi.com/eve/forums/a/tpc/f/38610606/m/5631079915?r=3341044025#3341044025 If this doesn't fix it for you then the other alternative is to use the Mission editor to declassify the campaign then you can fly any mission in any order you want and thus move on whether or not you have successfully flown the preceding mission. Go into Mission Editor, upper left of screen click on the open button, bottom right TYPE OF FILE select CAMPAIGN, navigate the folder structure to the campaign you want and select it. Bottom right click on MAP. Now you will see the 1st mission of your campaign. Now you can "cheat" and overwrite the campaign password with your own. Use keystrokes rather than the menu to do this cheat. Press "ctrl shift C" then type in a new password of your own choice e.g. suntrace1. Now press "ctrl shift D" and enter your password suntrace1 Now all the missions in the campaign should appear on the right hand side of the screen and you can select the mission you want. -
If you give them an attack waypoint, then artillery should attack enemy units (including ships) if they are in range. If you have problems with your tanks / trucks moving, then remember that there are no amphibious units in Lockon, what I mean is they will not go over rivers unless they are ON-ROAD and use the bridge. Also remember that unless they are ON-ROAD, there are limits to how steep a hill they can climb / descend.
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Now all you have to do is a VF-41 (Black Aces) skin to go with it as 41 and 84 were usually assigned together on the same carrier most of the time.....
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...and if I recall, never seen at any speed on A-10 (The Bill and John II movie had to blue screen it in).
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Just had a look - huge amount of work. Great stuff TekaTeka, treat yourself to a beer!! Rep inbound.....
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Never had a problem with it so far, perhaps I've been lucky and never tried a badly made Mod. Loman/Modman is another example of the excellent Utilities that have come from the French Lockon Community.
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OT - Farewell to the Jaguar!
Brit_Radar_Dude replied to Mizzy's topic in Lock On: Flaming Cliffs 1 & 2
:( Happy memories of hill walking and seeing Jags flying along the valley below me..... -
Happy Birthday to: Pilotasso
Brit_Radar_Dude replied to Ice's topic in Lock On: Flaming Cliffs 1 & 2
"Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here?" "I'm drinking wine and eating cheese, and catching some rays, you know...." . -
I grew up when the schools here in the UK were in the process of a teaching change-over from Imperial to Metric. This meant my generation ended up learning neither system particularly well. It felt like we were the lab rats in an educational experiment ( I'm great in mazes though....;) ). Hence I am in the position that I am more comfortable working in metric if I am measuring a wall when I plan to put up a shelf, yet I've no clue if I'll need a coat when the weathergirl tells me it's gonna be 11 C today. As for how big is a mile? LOL - It depends on your mile, in my line of work I've had to deal with miles (1,760 yds or 5,280ft), Admiralty Nautical miles (6080 ft), International Nautical miles (6076.11549 ft)..... .....and finally used by the RAF - Data miles (6,000 ft).
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Lock on questions
Brit_Radar_Dude replied to Kaptein_Damli's topic in PC Hardware and Related Software
From the most South-East corner of the Caucasus to the Westernmost part of the Crimea is 475 nm. Greatest distance between two airfields is 370 nm (Dranda - Razdolnoe). -
Happy Birthday to: Pilotasso
Brit_Radar_Dude replied to Ice's topic in Lock On: Flaming Cliffs 1 & 2
....and from me! Hope you had fun. -
I'll name that skin in eight...... D'Oh!! My bad, I'm thinking of Name that Tune :music_whistling:
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Unhappy Landings - inc. Tu-22M vs Fuel Truck
Brit_Radar_Dude replied to DPS's topic in Screenshots and Videos
Another ROFL movie from North of the border :) -
[OT] Navy does Hey Ya
Brit_Radar_Dude replied to VMFA117_Poko's topic in Lock On: Flaming Cliffs 1 & 2
Had a cr@ppy day, that really put a smile back on my face. Thanks :) -
Nice! I've tried this myself in the past. A problem I had though is some annoying flickering of the boundary between the clouds and the ground.
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high-bypass turbofans and military aircraft
Brit_Radar_Dude replied to tflash's topic in Lock On: Flaming Cliffs 1 & 2
OK, thanks for that BGP. Incidentally I did some software testing (just a couple of months) of that new engine (BMW/RollsRoyce BR710) when I was at RR Derby in early 1996. First aircraft to be delivered soon you say? I guess they weren't in a rush then..... -
Having very hard time with HARM missles
Brit_Radar_Dude replied to Ramstein's topic in PC Hardware and Related Software
A couple of points that might be relevant. An ARM will only guide in on the radar of a vehicle. So for a typical SAM site, you can only fire ARM's at the radar vehicles, not at every vehicle. eg S-300 site, it has 3 radar vehicles and a number of launcher vehicles. KUB has a radar vehicle (both search and track radars on the one vehicle) and a bunch of launcher vehicles. BUK has a search radar vehicle and a number of tracker/launcher vehicles, that is to say each launcher vehicle has a small tracking radar to guide its missiles once the target location has been passed to it by the search radar. Kill the seach radar and the site is harmless but as there is radar energy radiating from the tracker/launchers you can lock onto them too. Smaller range SAM's like TOR are self-contained ie the vehicle has the radar and the missiles all on the one vehicle. OSA is the same, except that there is often an accompanying vehicle called OSA ld that just carries spare missiles. Of course, you won't be able to lock an ARM onto the reload vehicle. If your AI are firing at some vehicles that you cannot lock onto with an ARM are you 100% sure that the AI are using ARM's themselves? A typical load that a mission designer might put on an AI Su-25 would be a couple of ARM's to deal with the radar vehicles, plus some laser guided missiles to use against the rest of the vehicles.