Jump to content

Recommended Posts

Posted
1 minute ago, dark_wood said:

All three versions working perfect, no need for any control vehicle - just place the targets between minimum and maximum range circles, like @currenthill pointed.

Question: all artillery in DCS don't shoot instantly, first they aim (2-3 minutes) - shouldn't be same story here?

Anyway, thanks for all your work!

 

Thanks! And you are correct. I will implement a reasonable delay. 

  • Like 1
  • Thanks 1
Posted

It is logical, we have to adapt the right distance for it to work ATACM. between 40 and 160nm from the target and there is no need for another support vehicle. 😉

  • Like 1
Posted (edited)
6 hours ago, currenthill said:

Thanks! 

I actually wanted to put some sort of anti air on the Iranian FAC, but wouldn't find any reliable source of this being a thing. Do you have any links?

And I'll put the idea of having the HMG as a separate unit on my list. 👍🏻

I was referring to just placing the infantry type MANPAD on the back deck. I would assume on a real patrol craft that's something they'd just take with them and stow until needed and is not a mounted weapon system. Because of the limitations of placing units over water in DCS I figured adding the MANPAD unit to the 3D model would be the best way. I do have an article that references a missiles being fired at a drone from a small Iranian Patrol vessel. https://www.cnn.com/2019/06/14/politics/us-drone-tracked-iranian-boats/index.html
 

Here's an opinion piece that lists the MANPADs carried on Iranian Fast Attack craft as a primary threat to helicopters and a reason to provide them heavier weapons. https://madsciblog.tradoc.army.mil/247-creating-a-convergence-of-technologies-to-defeat-the-deadly-fast-inshore-attack-craft-threat-before-2050/ There's also some evidence the Cobra shot down during Operation Praying Mantis was down by an Iranian Stinger fired from a boghammar, but that's just one theory.


Also, the Pashe class, based on US patrol boats, are known to have ZU-23's mounted on them.

Edited by Lt.Turbo
  • Like 1
Posted
16 minutes ago, Lt.Turbo said:

I was referring to just placing the infantry type MANPAD on the back deck. I would assume on a real patrol craft that's something they'd just take with them and stow until needed and is not a mounted weapon system. Because of the limitations of placing units over water in DCS I figured adding the MANPAD unit to the 3D model would be the best way. I do have an article that references a missiles being fired at a drone from a small Iranian Patrol vessel. https://www.cnn.com/2019/06/14/politics/us-drone-tracked-iranian-boats/index.html
 

Here's an opinion piece that lists the MANPADs carried on Iranian Fast Attack craft as a primary threat to helicopters and a reason to provide them heavier weapons. https://madsciblog.tradoc.army.mil/247-creating-a-convergence-of-technologies-to-defeat-the-deadly-fast-inshore-attack-craft-threat-before-2050/ There's also some evidence the Cobra shot down during Operation Praying Mantis was down by an Iranian Stinger fired from a boghammar, but that's just one theory.


Also, the Pashe class, based on US patrol boats, are known to have ZU-23's mounted on them.

 

Great! Thanks for the links, I'll see what I can do. 👌🏻

  • Like 1
Posted (edited)

Hello great Currenthill! I have noticed that both GMLRS & GLSDB units only reload if you set the ammo capacity to 6 instead of 12 in the script, you have any idea why?

 

I forgot to mention that it's AI setup I'm talking about here my friend

Edited by Ahmadrizik
  • Like 1
Posted (edited)
55 minutes ago, Ahmadrizik said:

Hello great Currenthill! I have noticed that both GMLRS & GLSDB units only reload if you set the ammo capacity to 6 instead of 12 in the script, you have any idea why?

Yeah, as I mentioned earlier in the thread. I'm just done updating the reload sequence for the HIMARS. I will release a version 1.1.0 pretty soon.

The new deployment/reload sequence will work like this:

  • 40 seconds deployment time (to simulate deployment preparations, it will more or less be doing nothing visually during this time)
  • It will delay a couple of seconds between launches
  • After all missiles are launched (1 or 6 depending on loadout) it'll take 300 seconds for the invisible resupply truck to reload (it carries a total of two reloads)
  • After reload (you can visually identify the completion of the reload by the reattached tube covers) it'll continue its configured fire mission

 

Edited by currenthill
Posted

I haven't needed a control vehicle either, all three variants fire standalone. Tested in a pretty dense combat environment. 

  • Like 1

Intel i7 9700k CPU

Nvidia GTX 1080Ti

16GB RAM

Samsung 256GB SSD

Thrustmaster T16000m HOTAS

Posted

Misc Military Assets by Currenthill
M142 HIMARS Version 1.1.0 released - see first post

 

Version 1.1.0

  • Added 40 seconds deployment time
  • Changed time delay between launches
  • Fixed the reload amount (2 reloads) and time (300 seconds)

I felt these issues were annoying enough to quickly release a version 1.1.0. 😄

  • Like 3
  • Thanks 4
Posted

Considering you are doing Ukraine related things currently... Have you thought about the T-64 Bulat?

Had a lot of fun testing the Himars last night too!

  • Like 1
Posted (edited)

The HIMARs are an incredible asset to introduce into the game, it seriously helps this game's environment feel more modern. 

I have notices the GMLRS has a low trajectory, impacting the target at a very shallow angle. It often gets blocked by large buildings or trees. I understand the variety of limitations placed on modders by the DCS framework, but is this something that can be adjusted? 

Edited by bennyboy9800
  • Like 2

Intel i7 9700k CPU

Nvidia GTX 1080Ti

16GB RAM

Samsung 256GB SSD

Thrustmaster T16000m HOTAS

Posted
34 minutes ago, bennyboy9800 said:

The HIMARs are an incredible asset to introduce into the game, it seriously helps this game's environment feel more modern. 

I have notices the GMLRS has a low trajectory, impacting the target at a very shallow angle. It often gets blocked by large buildings or trees. I understand the variety of limitations placed on modders by the DCS framework, but is this something that can be adjusted? 

 

Thanks!

You are most definitely correct. And I'm most aware of the trajectory issue. As you guessed, it's part of the current limitations. If I make the trajectory less shallow it won't be able to hit short range targets. But I continually try to find new ways to implement the weapons, and if I find a better way I will implement it straight away. 

46 minutes ago, Chap2012 said:

Considering you are doing Ukraine related things currently... Have you thought about the T-64 Bulat?

Had a lot of fun testing the Himars last night too!

Thanks for the suggestion, I'll put it on the list for now. 👍🏻

The next release will be the BTR-4E. 

  • Like 3
  • Thanks 1
Posted
1 hour ago, tripod3 said:

What are next two items to be released after BTR-4E?😎

Wouldn't you wanna know... haha. 

Jokes aside, we'll see. I have some maintaining of released assets to release first.

  • Like 4
Posted

You solved the issue covering the wide range and trajectories already brilliantly with your RBS-58. It will throw the weight of the truck way off, but should work. I put an Airburst warhead on you code and have pretty realistic effects simulating the new Alternative Warhead with your GMLRS.  

Once again thank you for another amazing mod.

  • Like 2
Posted

Thank You so much for the HIMARs Mod Currenthill

 

What is the purpose of ATACMs "Sausage Missile"?

  • Thanks 1

[sIGPIC][/sIGPIC]

LUCKY:pilotfly::joystick:

Computer Specs

CPU: AMD Ryzen 5 2600 6-Core 3.4 GHz| GPU: Nvidia GeForce GTX 1660 6Gb | RAM: 32 GB DDR4 @ 3000 MHz | OS: Win 10 64 bit | HD: 500 Gb SSD

Posted (edited)
48 minutes ago, ruddy122 said:

What is the purpose of ATACMs "Sausage Missile"?

Ask the US Army 

Edited by bennyboy9800
  • Like 1

Intel i7 9700k CPU

Nvidia GTX 1080Ti

16GB RAM

Samsung 256GB SSD

Thrustmaster T16000m HOTAS

Posted

Misc Military Assets by Currenthill
M142 HIMARS Version 1.2.0 released - see first post

 

Version 1.2.0

  • Fixed the range and speed of the ATACMS
  • Fixed the range and speed of the GMLRS

Unfortunately I haven't found a better way to implement a less shallow trajectory, but this update changes the range and speed for both the ATACMS and the GMLRS. This should be more in line with the real thing, including the terminal velocity.

  • Like 2
  • Thanks 3
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...