WIP Day Part 3 - SAMdayAs I explained with the Rapier FSC yesterday all the SAMs we're making are going to rely on the FCSS for their advanced functionality. I was asked yesterday what other SAMs we're making. So today we're going to show you some more SAM systems. Each of our SAMs are modular. Each unit performs a task as it does in the real world: search Radars, FCRs and Launchers. What started with the Rapier FSC expanded to support other addon sets. We've also begun to incorporate "tie-ins" between the FCSS and our aircraft. When we started looking at fire control and missile spamming we didn't really plan to design and build a modular system with addons that interlock together but it seems we have now. I guess you could say we've been guilty of allowing "feature creep" but trust me the creeping has been worth it. At least form my point of view. Anyway I digress, we'll cover the FCSS in more detail in a few days.
| ||||||
SA-6 "GAINFUL"/2K12 "Kub" SystemNext to the FCSS and the Harriers I think theis is probably the most request/asked about addon we have. its also the most inactive. A lot people may complain about that but until recently we've not had the time to make it work how we wanted it to. This may take a bit of explaining so bear with me: As with most SAM system the SA-6 (sorry but I'm more comfortable with NATO designations) requires several radars and supprt vehicles to make it function properly. We're not going to make the full range but we are going to focus on the main three:
The launcher is pretty much complete, the model was finished for OFP it just needs bringing up to ArmA standard with re-mapping and RVMATs etc. The "STRAIGHT FLUSH" is very much WIP. Getting decent reference for it proved very hard but i have enough to make a reasonable simulation. The "LONG TRACK" on the other hand, well I'll be honest i haven't even started it. You see in the real world, technically the SA-6 doesn't need it to operate. The 1S91 radar is actually two radars, both the Search and Fire Control system mounted on the one chassis. the "LONG TRACK" just provides a greater detection range for the battery so its been steadily driven to the end of the work queue. The main reason the SA-6 has been long neglected is that its actually quite hard to make it behave realistically in game. The real SA-6 batteries are sent out to a site and dig in. They cant fire on the move. ArmA's default condition for a vehicle in combat is to move around so we have to resort to some scripted solutions. The "STRAIGHT FLUSH" is another problem in that to get it to move the radar arrays must be folded away and stored. Being a perfectionist sort i wanted to have it all animate away smoothly. its perfectly possiible but obviously this take time to develop and integrate. So while there are simpler setups to use as test beds for the FCSS we shelved the SA-6. I do intend to dust it off and get it in game at some point i just cant say when. For an initial release they may end up as a static objects alot depends on time and what ArmA2 brings. Thats all for today. More tomorrow. |
Comments
I was never noticed before this that such a functional AA system was on development for ArmA.
Looks now that the AAM threat will no more understimated during ArmA combined (air to ground, CAS, airborne assault etc...) operations.
Most part of third world countries has in their inventory such AAM systems...
RSS feed for comments to this post.