Question about sam systems in 4.36
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IIRC the default threat rings were changed to max range of the SAM. Some of the SAMs shoot less often at max range.
The EWR tends to search first then handoff targets to the FCR . The radars turn on and off on purpose to make it harder to kill them.
The radars have lobes now too so if it is locking up a threat in the other direction, Your HARM. Will not see the radar.
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This explains a lot then. Thank you
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@didimos said in Question about sam systems in 4.36:
Hello fellow virtual pilots.
I would like to ask something about sam systems and sead missions in hopes of clarifying the way they behave, which is currently puzzling me.
Today I started the KTO campaign " Tiger spirit" and tried a SEAD mission. I noticed that the sams would not come online and engage me, even if I tresspassed their threat rings. I mean, they fired only once in an area with 3 sa2’s and 1 sa3(threat rings overlapping). As you imagine engaging a sam fcr was a pain in the ass, because they would not emit. I tried to apply the same “wild weasel” tactic learned in the “harm” te, but the result was hitting sa2 EWR instead of the Fan song FCR.
I would appreciate any suggestions and advices for sead missions in case I’m doing something wrong, unless this is a bug.
Thanks in advance!
If this is a SEAD, you want the radars to remain silent. You’re good until they start firing at you or your friends. Your HARM are supposed to make them shut. If you hit them, it’s better but it’s not your mission.
It’s SEAD, suppression, not DEAD, Destruction. SEAD want the other flights to escape unscathed.
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I recommend SDBs for pre-planned stationary known sites esp. like SA-2s. The weapon has a big enough punch to take out all the known elements and you and your wingie can pack 16 of them all told so you should be able to have a nice impact on the target site (pun intended :))
Make sure that no mountains / hills obstruct the SDB approach path though or enter the proper attack azimuth.
All the best, Uwe
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@hoover Thanks very much man, appreciate it!
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@hoover hey! Sorry to just as a question on someone else’s thread but, I’m sure it wouldn’t be a problem.
How do you go about making sure in regards to avoiding mountains
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@Kevstosmart said:
How do you go about making sure in regards to avoiding mountains
THIS.
This is the greatest post I have read for months…!
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@Kevstosmart Wooot ??? … you can bloody see them… else the weather is s-h-i-t
…but what he wanted to say… is be above mountains/hills IF they are in your line of fire, or just re-position yourself so they are NOT in your waymaan …
@Aragorn hee hee … i need 5
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@white_fang I meant in 2d map, not sure what’s so funny
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@Kevstosmart Mate… all is fine… … But how can you “miss a mountain” … jokes aside , worst air accidents happened that way… but it was mostly weather/visibility.
In F16 (Bms) … dear “Cara” or even better “TFR” (if carried lantirn-nav pod) will scream (warn) in this case.
F18 have even built-in solution , radar in “TA” (terrain avoidance) mode… scan 10+ nm (or more 15? 20?) in front of plane for terrain.
Ahh. but for 2d map… yeah , map heights are not quite “visible” … so ,
understandable., your concern.But I’ll give you a hint… how to make your own “height-map” …
Open your save with MC (mission commander) and use that button up-right “save map”… there you have few options what you want on that map, heights, roads , towns … etc … on/off.
You can even select color for everything,
Build a map … and voila … terrain with heghts.Cheers… and enjoy.
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@white_fang hahaha sorry I just didn’t catch the joke!
and wow that’s awesome thank you very much! I will get it
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@white_fang Cool! I did not know about that MC feature! Thanks much!
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Alternative, right click on the location of interest on the map.
Select “Create Low Level” and continue from there. -
Good Day, All. I have a somewhat related question for the Mission/TE/campaign builders out there. It seems that in certain Theaters/campaigns SAM’s are very active, some are not. Are there settings beyond Supply and Fatigue that can be adjusted to make them" eat their Wheaties? "
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For as SaveX.cam file, open with MC and go to Advanced Unit Options.
Under Battalions and Brigades you can find a button: “Check SAM Location”. Clicking this button will give you information what it does.It checks if a SAM battalion is on a SAM capable Objective.
If not, this battalion will start looking for a Objective which does have this. And will start to move toward it. Result… not shooting while driving. SA-2/3/5 will only shoot when parked at a correct Objective.Using this feature will check and move the SAM battalions to a good Objective from the start. And it will set the flag Ordered and Emitting to make sure its active and ready to go.
Risk… If the builder of the campaign had a meaning to place a SAM battalion at a specific location, this could be changed.
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@Falcas Sry mate… but SA-2/3/5 site … shouldn’t be movable at all? - in some reasonable timeframe ,…
Well, definitly, in the matters of hours at least - lots of hours
Need mobile cranes, trucks , trailers … whole menagerie.
… don’t think that F4/BMS support that kind of action , since day1.Maybe is better to leave those static, there are already other “good ones” which really are mobile., overnight.
Just my 2kopeyke
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Thanks, Guys. It sounds like a good place to start
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Not the complete site, but the SAM battalions.
SA-2 and SA-3 can move out pretty quickly (say 30min-hour or so)
During the Vietnam war this was one of the issues for finding the SA-2s after shooting they would pack up and move somewhere else to hide and not being bombed.Depending on the type of SA-3 there are versions where the launchers are on tracks even.
For BMS, don’t believe we a have a timer for the battalions starting to move. But SA-2 and 3 as well as Hawk will move to other locations if the code thinks this is good.
As these can’t shoot on the move this could be a reason. Each battalion has a flag to check moving or not. -
@Falcas said in Question about sam systems in 4.36:
Not the complete site, but the SAM battalions.
SA-2 and SA-3 can move out pretty quickly (say 30min-hour or so)
During the Vietnam war this was one of the issues for finding the SA-2s after shooting they would pack up and move somewhere else to hide and not being bombed.Depending on the type of SA-3 there are versions where the launchers are on tracks even.
For BMS, don’t believe we a have a timer for the battalions starting to move. But SA-2 and 3 as well as Hawk will move to other locations if the code thinks this is good.
As these can’t shoot on the move this could be a reason. Each battalion has a flag to check moving or not.Then units with “Static” setting in the DB will still move if the code wants them too, interesting. I’ve never seen any of them move when a human judges it’s the worse situation possible for them, but Skynet has its ways.
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Well that is a good point if you are talking about SA-2 and 3.
But Hawk is not set to “Static” so you see those move away from a Objective if needed.But one thing to keep in mind, if the SA-2 and 3 are not on a suitable Objective, there is a very good chance they will not fire.
Plenty of code change on this subject throughout the years.