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HFXLegion

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  1. Of course it's possible. I want the launch warning to be given a certain amount of time or distance before the target is hit.
  2. Hello, @gorandcs. The vanilla MICA-RF missile does not have sufficient energy to launch from a vertical position. If you want a short-range SAMP/T, you can simply activate the disabled TEL Aster-15. To do this, open the entry.lua file in the mod's root folder and delete the double dash on line 146 so that it looks like this: dofile(current_mod_path..'/Database/Vehicles/SAMPT_MLT.lua')
  3. Yes, I did this at @Tomcatter87's suggestion so that they could be added to a group and then saved as a template. It's strange that ED doesn't allow static objects to be added to groups.
  4. Thanks! I may have missed one of the versions of this mod where they appeared. Please leave a link to that version so I can add them and resolve this compatibility issue.
  5. I discovered a serious problem with ARH guidance in DCS: when the missile rises to a certain angle above the launcher, it periodically loses guidance, which significantly changes the flight path and causes the missile to overshoot the target. For demonstration purposes, I took the Aster-30 missile from my HDS mod fork. In the first case, I deliberately set Head_Type = 6, to make the missile SARH. As you can see, the flight path is normal, with no sudden changes in turn rate. Now, I will demonstrate the same rocket with the same configuration, but Head_Type = 2, That is, I simply changed the guidance type from SARH to ARH. From 15:30:25, it is clear that the missile is losing guidance, causing it to periodically stop aligning its trajectory, which leads to excessive altitude gain and, as a result, overshooting the target. I am almost completely sure that this behavior should not occur. Many modders “fix” this problem with active_radar_lock_dist = 120000.0, -- any value equal or greater than missile's max range , which, of course, is fundamentally wrong and leads to the rocket always seeing the target, although this should not be the case. I am also attaching both tracks for more details ARH.acmi SARH.acmi
  6. Yes, I have combined HighDigitSAMs, SAM Pack, SAM Sites Asset Pack and IDF Asset Pack into one, with additional technical and visual improvements.
  7. Well, in the next version 1.4.2, ME will act as the main command post. I disabled MC because I experimentally discovered that creating a huge brigade of several ME and 30+ PU increases the group's reaction time to 1-2 minutes (!!!). And this applies to any complexes in the game. I noticed that the more intermediaries there are between the detection radar and the TEL, the greater the implicit delay (not `reactionTime`). I assume this is caused by the iterative determination of virtual trackers by radars with the ability to detect and intercept multiple targets simultaneously. Simply put, the more `ws` in the SAM config, the more delay there is. I plan to refactor this part of the mod configuration in version 1.4.2.
  8. I consider this to be an extremely important omission, as I am improving the HighDigitSAMs mod, whose name speaks for itself here What is the point of the S-300PMU-2 with a range of 200 km if the pilot's RWR immediately starts warning about the launch? The same applies to the Patriot PAC-2 from CurrentHill, which, apparently, will sooner or later be added to the game following the current asset pack.
  9. Hi, LetMePickThat. I'm glad to see that the creators of this mod are still interested in its future 1, 2. Do you want me to remove the Aster-15 and Aster-30 Block 2 launchers from the mod? 2) The new model was rotated 90 degrees, causing the radar to look sideways at the target. I have already fixed the problem with 9S32 by replacing the model with an older one by ERO. Still, it would be nice to get the source models for 3DS Max. For example, the SA-22 Pantsir-SM has a problem with the mounting points of the guns, which caused them to rise above the sight and resulted in uncontrollable recoil. I “fixed” it by manually specifying the offset of the sight, guns, and launchers along the XYZ axes relative to the center of the turret. 3) Are you talking about the SAMP/T command and control point (C2)?
  10. Currently, the S-300PS and Patriot air defense systems in the game have an unrealistic missile guidance system. In reality, many systems guide their missiles according to the following principle: during the main flight phase, the missile is guided using command guidance or track-via-missile (TVM), switching to SARH a few seconds before reaching the target. In the game, however, all such air defense systems use SARH (semi-active radar homing) throughout the entire guidance trajectory of the missile. The current implementation of TVM does not involve switching to semi-active radar guidance in the final stage of flight. Sources: - https://en.wikipedia.org/wiki/MIM-104_Patriot - https://en.wikipedia.org/wiki/S-300_missile_system
  11. Please also let me know if I have missed any mods and/or mod versions related to HighDigitSAMs, SAMPack S-300, and 2SAP.
  12. I actually made this Check latest release Also see discussion about the prefixes of these units
  13. Now fixed. Check latest release SAMP/T site requires: 1. ECS (ME) 2. STR: ARABEL or Ground Fire 300 (GF300 requires EPP) 3. Any quantity and type of TELs: Aster-30 Block-1/1NT
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