zzzspace Posted July 29, 2012 Posted July 29, 2012 On the plus side apparently TORs can lockon and kill incoming HARMS. Have you noticed the Russian CIWS on capital ships can kill ASMs, but the same system on Tunguska can't kill ARMs? I presume that would be to do with the Ship's radar and thermo-optic cuing the missile to a better vector, but is it really so? In FC2.1 I've seen Tunguska (and Buk) also try to engage ARMs, but not in DCS World. Is that the way it's supposed to be? Sorry if this has already been discussed elsewhere. ||| Romanes eunt domus ||| zzzspace V2.0 REAL SOUND for DCS World - and all Modules |||
Tasmanian Posted August 23, 2012 Posted August 23, 2012 Is there a way to automate AI switch off the radar if they locate missle firung at them?
RagnarDa Posted August 23, 2012 Author Posted August 23, 2012 I've just bought CA and have spent the evening experimenting with the BUK SAM and this is what I found. 1. I can confirm it DOES shoot down ARMs fired at it :thumbup: 2. I does search for airplanes while on the move (maybe not realistic) but when it has spotted one, it stops. First the Search Radar stops and tracks the aircraft, then the CC-vehicle, and lastly when the aircraft is within engagement zone the launchers stop and engages the aircraft. :thumbup: 3. I can confirm that the ARMs go to the last broadcasted position of the targeted radar. So if you turn of the radar and move it while the missile is in the air, the ARM will hit the ground where the radar just was. Well that's about 90% of what I wanted so :thumbup: for that too... Now I'd like to know about reloading the vehicles. Do they have to be empty? Do some type of vehicles need to be near or in the same group? How long does it take? Back to experimenting some more with my SAM-ambush tactics... (BTW. I love CA! Noticed how the T-72 accelerates like a tractor and the M1A2 is a drag racer?) DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
RagnarDa Posted August 24, 2012 Author Posted August 24, 2012 Now I'd like to know about reloading the vehicles. Do they have to be empty? Do some type of vehicles need to be near or in the same group? How long does it take? BUMP bump bump bump :music_whistling: DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
Grimes Posted August 24, 2012 Posted August 24, 2012 Re-arming is currently based on pre-defined settings. Generally unit has X amount of ammunition type, Y amount in reserve. When the unit runs out of X ammunition it will switch to its reserves. When reserves run out it will take about an hour, for most units, to refill the reserve. Its not perfect, and I agree it would be cool to have specific units speed up re-arming by proximity. 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
RagnarDa Posted August 24, 2012 Author Posted August 24, 2012 Is there a way to automate AI switch off the radar if they locate missle firung at them? This is the best I could do. 1. I can't get the Search Radar to turn off, only run away. 2. Reacts to all shots fired, not only ARMs. You can fire your gun in the other direction and the SAM will flee.Surviving SAM Test.miz DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is.
marcos Posted August 24, 2012 Posted August 24, 2012 Some ARMs have INS and a terminal IR seeker but I can't speak for the Kh-58. There's even plans for millimetric wave radar as terminal guidance, which basically means you're screwed unless you never turn on your radar and hide in a bush. http://en.wikipedia.org/wiki/Kh-58 Like other Soviet missiles of the time, the Kh-58 could be fitted with a range of seeker heads designed to target specific air defence radars such as MIM-14 Nike-Hercules or MIM-104 Patriot.
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