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Thread: 2S6M1 Tunguska

  1. #1

    2S6M1 Tunguska

    URThis addon puts the teeth back into the Tunguska. This re-worked Tunguska models the 2S6M1 and the 9M311-M1 SAM. I based the AI gun burst modes and missile engagement ranges on published data. The 2S6M1 will engage any enemy air target within 10km given LOS.

    Features:

    Re-worked AI gun range/mode and missile ranges
    18km detection radius
    Missile range: 2.4 - 10km
    Gun range: 0 - 4km
    Gun: Increased hit and dispersion to better simulate 2 x 30mm cannons
    AI will engage any air target within 10km if it has line of sight (LOS)

    http://64.237.124.3/pub/2S6M1_Tunguska_v1_1.zip
    Last edited by Solomani; Nov 6 2009 at 23:17. Reason: URL update

  2. #2
    Staff Sergeant
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    good one, PMed leopard

  3. #3
    Release frontpaged at the Armaholic homepage.


  4. #4
    Master Sergeant Simon C's Avatar
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    Nice, always wanted something to make them a little more threatening. Thanks for this man.

  5. #5
    Man, now I have to be careful when flying an A10 when one of these guys are present. Thanks man! Downloading now.

    A2: US Marines v1.2 | Force Recon v1.2
    I keep having people ask me if I'm going to 'port' my work from A2 to A3. I'm not going to 'port' anything. Will I be making new original work? Possibly.

  6. #6
    Yep, great "fix" man.

    Together with Myke's F16 with warning and flares it gets pretty awesome. Remember - those flares cant be counted on TOO hard.

    Thanks.

    Alex


  7. #7
    Master Gunnery Sergeant dale0404's Avatar
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    Frontpage and Mirror at SWDepot:

    2S6M1 Tunguska

  8. #8
    Lance Corporal
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    Solomani,
    Thank you for the AddOn fix for it will undoubtedly put the spotlight on who knows how to conduct SEAD from the air and who does not, because there's a method to the madness of being a successful "Wild Weasel" pilot. It's a fact, that stock ArmA 2, in the interest of game balance, does not provide us with the benefit of true modern day real-time satellite imagery, or a JSTARS aircraft, explained here at http://www.airforce-technology.com/projects/jstars/ , nor does it give us the E-3 AWACS for air-to-air targeting. So, we have to utilize the primary role of ArmA 2 to its fullest to defeat threats like the Tunguska.

    So, those who love to fly in ArmA 2 have to "improvise, adapt, and overcome" to complete the suppression [of] enemy air defense (SEAD) missions by supporting the ground war, for it's the eyes and ears of those on the ground relaying to their air-support counterparts the locations of SEAD objectives, and the troops on the ground can, even without air support, complete the SEAD mission by destroying them with shoulder-launched AT, armor, a surreptitiously [sneaky/stealthily] placed mine or C-4, or by using the laser designator and a coordinated laser guided bomb run.

    So, many thanks again for AddOn boost which will not only put teeth back into the Tunguska, but that it's bite will tear the wings off any pilot who blatantly tries to prove that they can win the SEAD mission without the help of the warriors on the ground, for that's why teamwork is so important in our cooperative missions. HOOAAH!
    Sniper121

  9. #9
    Here is an improved config mate:
    http://pastebin.jonasscholz.de/266

    I would advise you to drop the script for multiple reasons:
    * if at all, you need to use XEH or you break addon compatibility
    * no sleep in the loop => bad performance impact
    * no exit condition for the loop
    * does not handle savegame load, vehicle dead and respawning
    * _vehpos = _this select 0; - if the vehicle moves, this is no longer true


    So again I suggest you to drop the script or release it separately
    to let mission makers use it wisely if needed.

    Take care.

  10. #10
    Private First Class
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    Author of the Thread
    Okie doke. I will look into integrating this with CBA/XEH. I will also update the script to address the issues that Kju noticed. When I have it all sorted, I will release both a pre-loaded and a standalone 2S6M1. This way mission makers can either call the script or use the ready-to-go editor icon.
    Last edited by Solomani; Nov 3 2009 at 05:10.

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