Panavia02 Posted May 1, 2015 Share Posted May 1, 2015 Hello there. I am working with the missioneditor and wondered that after a while the airdefence system like the SA8 does not fire anymore while me beeing in range. So the anti airdefence only has a small ammount of ammo. My question is, if its possible somehow to let these reload automatically when emptied their ammories? Link to comment Share on other sites More sharing options...
mwd2 Posted May 1, 2015 Share Posted May 1, 2015 You need for Western Side an M818 and for Eastern Side a Ural-375 (always in around 100m distance to the unit without ammo). 1 Playing: F-16C Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815 Link to comment Share on other sites More sharing options...
Panavia02 Posted May 2, 2015 Author Share Posted May 2, 2015 Thanks for the reply. I will try it out as soon as possible. Link to comment Share on other sites More sharing options...
FlightControl Posted February 6, 2016 Share Posted February 6, 2016 You need for Western Side an M818 and for Eastern Side a Ural-375 (always in around 100m distance to the unit without ammo). Having a transport near air defenses does not really increase the speed of reloading air defenses. Unfortunately. [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
chromium Posted February 6, 2016 Share Posted February 6, 2016 Having a transport near air defenses does not really increase the speed of reloading air defenses. Unfortunately. Correct, but whitout the transport the SA8 would never reload after it finished its main missile qty (dunno how many). By the way, does someone know if it's sufficient 1 sec of M818 / Ural375 proximity to allow the armed vehicle to reload? or it will have to stay near for some time? Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. Link to comment Share on other sites More sharing options...
Grimes Posted February 6, 2016 Share Posted February 6, 2016 I believe it depends on how the specific weapon might be rearmed. As long as the rearm process is started the truck may not need to be near by. Some weapons are rearmed 1 by 1, others come in packs, and the 3rd method is all at once. Each weapon is different, but generally missiles are rearmed 1 at a time, while a huge MG mag will reload all at once. SA-8 uses the 1 at a time method. Last known data had about 300 seconds per missile with no internal reserves coming out to 1800 seconds for total rearm time when completely empty. Its kind of weird because there can be different behavior with regard to AI vs human control via Combined Arms. Rearming basically locks movement control out for both players and I, but players have a command to cancel a re-arm process if they need to move. Its been a while since I last tested it, but I'm pretty sure the rearm process attempts to rearm the whole payload anyways. What I mean by that is that even though a SA-8 will physically rearm missiles one by one, the timer for it will reflect the total number of missiles to rearm. It won't read out as 300 seconds that display 6 times, rather the 1800 second value for the whole payload. So it has more of an impact on player interaction than it does with AI because the player can re-arm a single missile, cancel the re-arm, and move as needed. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
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