Search the Community
Showing results for tags 'scud'.
-
Hi all, I'm pretty sure that if you have a group of scud vehicles that are placed stationary in the ME, that they would stay still and fire their missiles, However i've noticed that when i give them a fire mission (fire at object), they all disperse, causing some not to start their launch sequence. I tried spawning them in late or having them drive along the road to the fire mission waypoint, however, as soon as they reach the waypoint they once again randomly disperse. Is this a bug or normal behaviour. Seems odd. Please see track file Thanks Scud moves.trk
-
Please can Redfor be given more long range threats. I love the scud model but I think we need a much more accurate red missile system in the game. It would drive stories and missions and role play. Also i'd like the Russian & Chinese ships to be given their own cruise missile systems. Loving 2.8 & thanks ED for all your hard work.
-
I'm trying to make a custom surface-to-surface missile right now. So, I renamed and pasted the Scudlauncher.lua file under the DCS world folder into the Saved games folder. I prepared all shapes and textures, but they are not visible in the game. how do i solve it? this is my code GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_wheel_vehicle); set_recursive_metatable(GT.chassis, GT_t.CH_t.MAZ543M); GT.visual.shape = "HY4"; GT.visual.shape_dstr = "HY4_D"; GT.toggle_alarm_state_interval = 3.0;-- AMENDED THIS BUILD GT.animation_arguments.alarm_state = 4; local missileLaunched = {30, 1.0}; -- when the missile is present the 30th argument value is 0.0 -- times local legsFinishTime = 10;-- AMENDED THIS BUILD local mainArmStartTime = legsFinishTime+3; local mainArmFinishTime = mainArmStartTime + 90;-- AMENDED THIS BUILD local rocketLockInterval = 20; local rocketUnlockStartTime = mainArmFinishTime+3; local rocketUnlockFinishTime = rocketUnlockStartTime + rocketLockInterval; local mainArmDownStartTime = rocketUnlockFinishTime + 1; local mainArmDownFinishTime = mainArmDownStartTime + 90;-- AMENDED THIS BUILD local totalDuration = mainArmDownFinishTime; GT.animation_arguments.alarm_state_sequence = { totalDuration = mainArmDownFinishTime, -- support legs {2, {{startTime=0.0, endTime = legsFinishTime}, {startTime=legsFinishTime, endTime = totalDuration, startVal = 1.0, endVal = 1.0}}}, -- rocket pad {4, { {startTime=0.0, endTime = mainArmStartTime, startVal = 0.0, endVal = 0.0}, {startTime=mainArmStartTime, endTime = mainArmFinishTime, startVal = 0.0, endVal = 1.0}, {startTime=mainArmFinishTime, endTime = totalDuration, startVal = 1.0, endVal = 1.0} }}, -- main arm {5, { {startTime=0.0, endTime = mainArmStartTime, startVal = 0.0, endVal=0.0}, {startTime=mainArmStartTime, endTime = mainArmFinishTime, conditions={missileLaunched}}, {startTime=mainArmFinishTime, endTime = rocketUnlockFinishTime, startVal = 1.0, endVal=1.0, conditions={missileLaunched}}, {startTime=mainArmDownStartTime, endTime = mainArmDownFinishTime, startVal = 1.0, endVal=0.0, conditions={missileLaunched}} }}, -- rocket locking arms {6, { {startTime=0.0, endTime = rocketUnlockStartTime, startVal = 0.0, endVal=0.0}, {startTime=rocketUnlockStartTime, endTime = rocketUnlockFinishTime, conditions={missileLaunched}}, {startTime=rocketUnlockFinishTime, endTime = mainArmDownFinishTime-rocketLockInterval, startVal = 1.0, endVal=1.0, conditions={missileLaunched}}, {startTime=mainArmDownFinishTime-rocketLockInterval, endTime = mainArmDownFinishTime, startVal = 1.0, endVal=0.0, conditions={missileLaunched}} }}, } -- Turbine GT.turbine = false; -- Turbine -- Sound GT.sound = {}; -- Engine params GT.sound.engine = {}; GT.sound.engine.idle = "GndTech/BradleyEngineIdle"; GT.sound.engine.max = "GndTech/BradleyEngineMax"; GT.sound.engine.acc_start = "GndTech/BradleyEngineAccStart"; GT.sound.engine.acc_end = "GndTech/BradleyEngineAccEnd"; GT.sound.engine.idle_formula_gain = "0.625 x * 0.875 +"; GT.sound.engine.idle_formula_pitch = "0.55 x * 0.89 +"; GT.sound.engine.max_formula_gain = "0.75 x * 0.25 +"; GT.sound.engine.max_formula_pitch = "0.7025 x * 0.4195 +"; -- Engine params -- Move params GT.sound.move = {}; GT.sound.move.sound = "GndTech/TankMove"; GT.sound.move.pitch = {{0.0, 0.6}, {10.0, 1.2}}; GT.sound.move.gain = {{0.0, 0.01}, {0.5, 0.5}, {12.0, 1.0}}; GT.sound.move.start_move = "GndTech/TStartMove"; GT.sound.move.end_move = "GndTech/TEndMove"; -- Move params GT.sound.noise = {}; GT.sound.noise.sound = "Damage/VehHit"; -- Sound -- chassis GT.swing_on_run = false; GT.sensor = {}; set_recursive_metatable(GT.sensor, GT_t.SN_visual); GT.sensor.height = 2.617; --Burning after hit GT.visual.fire_size = 0.8; --relative burning size GT.visual.fire_pos[1] = 1.575; -- center of burn at long axis shift(meters) GT.visual.fire_pos[2] = 0; -- center of burn shift at vertical shift(meters) GT.visual.fire_pos[3] = 0; -- center of burn at transverse axis shift(meters) GT.visual.fire_time = 1000; --burning time (seconds) local HY4m = { category = CAT_MISSILES, name = "HY4m", wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_SS_Missile,WSTYPE_PLACEHOLDER}; Escort = 0, Head_Type = 5, sigma = {10, 10, 10},-- AMENDED THIS BUILD M = 2000.0,-- AMENDED THIS BUILD H_max = 230000.0,-- AMENDED THIS BUILD H_min = -1, Diam = 880.0,-- AMENDED THIS BUILD Cx_pil = 1, D_max = 595470.0,-- AMENDED THIS BUILD D_min = 12000.0,-- AMENDED THIS BUILD Head_Form = 1, Life_Time = 9200.0,-- AMENDED THIS BUILD Nr_max = 6.0,-- AMENDED THIS BUILD v_min = 370.0,-- AMENDED THIS BUILD v_mid = 1900.0,-- AMENDED THIS BUILD Mach_max = 5.00,-- AMENDED THIS BUILD t_b = 0.0, t_acc = 9.0,-- AMENDED THIS BUILD t_marsh = 172.0,-- AMENDED THIS BUILD Range_max = 595470.0,-- AMENDED THIS BUILD H_min_t = 0.0, Fi_start = 3.14152, Fi_rak = 3.14152, Fi_excort = 3.14152, Fi_search = 99.9, OmViz_max = 99.9, warhead = { mass = 985;-- AMENDED THIS BUILD expl_mass = 975;-- AMENDED THIS BUILD other_factors = {1, 1, 1}; obj_factors = {1, 1}; concrete_factors = {1, 1, 1}; cumulative_factor = 0; concrete_obj_factor = 0.5; cumulative_thickness = 0.6; piercing_mass = 987.0; caliber = 880, }, exhaust = {1,1,1,1}, X_back = -5.5, Y_back = 0.0, Z_back = 0.0, Reflection = 0.3967, KillDistance = 0.0, shape_table_data = { { name = "HY4m"; file = "HY4m"; life = 1; fire = { 0, 1}; username = "HY4m"; index = WSTYPE_PLACEHOLDER; }, } }; declare_weapon(HY4m) -- weapon systems GT.WS = {}; GT.WS.fire_on_march = false; GT.WS.maxTargetDetectionRange = 595470.0;-- AMENDED THIS BUILD local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].pos = {-6.0, 1.0, 0.0} GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-90), math.rad(90)}, }; GT.WS[ws].reference_angle_Z = math.rad(90) GT.WS[ws].moveable = false GT.WS[ws].LN = {} GT.WS[ws].LN[1] = {} GT.WS[ws].LN[1].type = 8 GT.WS[ws].LN[1].distanceMin = 12000-- AMENDED THIS BUILD GT.WS[ws].LN[1].distanceMax = 595470-- AMENDED THIS BUILD GT.WS[ws].LN[1].reactionTime = 3-- AMENDED THIS BUILD GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].external_tracking_awacs = true GT.WS[ws].LN[1].sensor = {} set_recursive_metatable(GT.WS[ws].LN[1].sensor, GT_t.WSN_t[0]) GT.WS[ws].LN[1].PL = {} GT.WS[ws].LN[1].PL[1] = {} GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].PL[1].type_ammunition = HY4m.wsTypeOfWeapon; GT.WS[ws].LN[1].PL[1].name_ammunition = HY4m.shape_table_data.username GT.WS[ws].LN[1].PL[1].reload_time = 1000000; -- never during the mission GT.WS[ws].LN[1].PL[1].shot_delay = 3-- AMENDED THIS BUILD GT.WS[ws].LN[1].max_number_of_missiles_channels = 1; GT.WS[ws].LN[1].BR = { {connector_name = 'POINT_ROCKET', drawArgument = 30}, } GT.Name = "HY4"; GT.DisplayName = _("HY4"); GT.Rate = 20; GT.DetectionRange = 0; GT.ThreatRangeMin = GT.WS[1].LN[1].distanceMin; GT.ThreatRange = 595470.0; GT.mapclasskey = "P0091000208"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Miss,wsType_GenericMLRS, "SS_missile", "Artillery", "Datalink", }; GT.category = "MissilesSS"; GT.Countries = {"Egypt", "Iran", "Kazakhstan", "North Korea", "Libya", "Oman", "Syria", "Vietnam", "Yemen", "Belarus", "Bulgaria", "Czech Republic", "Hungary", "Iraq", "Poland", "Romania", "Yemen", "Ukraine", "United Arab Emirates", "Yugoslavia", "USSR"} This is my file https://drive.google.com/file/d/19Ry9NiJHwUdrEk9e0romoGmtdTiJMmVJ/view?usp=sharing
-
Issues with SCUD-B & Silkworm launching. Hello. I am quite new to the missiles such as the Silkworm and the SCUD-B. I can't figure out how to launch the Silkworm and the SCUD-B. I select the fire at point for the SCUD-B and attack group (ship) options, but they do not seem to fire. Would mean a lot for me to get help and educate myself on how to use these missile launchers in-game with AI. Best regards, polak_3