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Posted

I'm new to designing my own missions but I think I've got the basics. The one problem I'm having is if I want a SAM system such as the Buk SA-11 or the Kub SA-6, which both employ a separate mobile search radar. I have them placed about 400-500 yards apart. The launcher never erects itself or fires. Do I have to do something special with trigger zones and trigger scripts? Whereas if I use an OSA SA-8, I don't even have to create any scripts or zones. I just set ROE to "Weapons Free", and it'll fire. I just can't get paired radars/launchers to work.

Posted

Do you have them in the same unit group?

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Posted (edited)

Try advanced waypoint' ALARM STATE=RED state Deploy '

 

A little strange, but Search radars don't deploy until enemy enters search area.

 

Edit; Auto Deploy works too, was getting confused by the slow deploy. Probably what EtherealN hinted.

SAM SA-11 test.miz

Edited by Buzpilot

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Posted

Buzz Pilot, could you please re-upload your mission file? Might have been corrupted, DCS hangs when I try to open it.

 

Not finding the alert or deploy actions....will keep looking.

Posted (edited)

You have 1.1.1.1 version?

Slightly edited to make SA-11 missiles launch too.

SAM SA-11 test.miz

SAM SA-11 test.rar

Edited by Buzpilot

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Posted

Did you check what EtherealN said? This is the most common problem people have. You need to make sure your radar and launcher are part of the same group. If they're in separate groups, the radar will be unable to instruct the launchers to engage hostiles.

 

When you have a ground unit selected, you'll see in the properties panel on the right side of the screen "unit <x> of <y>". Click the -> arrow next to the "of <y>" number and it'll add another unit to the group. The unit types can be set independently.

 

Also note that some SAM systems have separate search and tracking radars (SR and TR, respectively), and you'll need a functioning tracking radar within the group for it to be able to launch. Other systems have combined search and tracking radars (usually denoted as STR).

Posted

Thanks guys! I got it to work, it was indeed an error in the grouping fields. I know this is mentioned in the GUI manual, but I must have read it wrong. Tested it with an SA-11 group and it blew me clean out of the sky.

Posted (edited)

Just a question about the Buk and Kub installations. When I flew FC2, the launchers had independent optical guidance systems, so even though the search radar is knocked out, they would still be able to launch, albeit from a shorter range. It appears from some SEAD missions that I've been designing in A-10, once the SR is killed, none of the launchers will engage. I can go guns only and take them out. Is this even modeled in A-10?

 

 

eta: They are all in the same group and were launching prior to SR being killed, and also confirmed that missiles were still on the rails during my gun attack. I'll try to upload my miz file.

 

Thanks

Edited by Tailgate
Posted
Just a question about the Buk and Kub installations. When I flew FC2, the launchers had independent optical guidance systems, so even though the search radar is knocked out, they would still be able to launch, albeit from a shorter range. It appears from some SEAD missions that I've been designing in A-10, once the SR is killed, none of the launchers will engage. I can go guns only and take them out. Is this even modeled in A-10?

 

 

eta: They are all in the same group and were launching prior to SR being killed, and also confirmed that missiles were still on the rails during my gun attack. I'll try to upload my miz file.

 

Thanks

 

There was an extended discussion about this last year in the AI forums. Viper and I participated, as well as a few other folks. In the end, Viper's assertion was something like that it would be just too difficult for an operator to direct his tracking radar at a target without the search radar to guide him.

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Posted

I found the thread you are referring to. Seems like a waste to have 6 launchers go dead because the SR is hit. I'll play around with setting up multiple small groups with different activation ranges and skill level to mimic the effect I'm looking for.

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