SeaQueen -> RE: Setting up SAMs / Radars (EMCON status) (11/5/2018 6:30:30 PM)
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The problem is that you don't want them all to turn on and off at the same time. That's why my LUA script iterates over a list of GUIDs and determines their EMCON state at random. It's also nice because you could theoretically easily have multiple sets of tactics going on simultaneously or change tactics just by taking your own GUID off one list and adding it to another. There already exists a "shoot and scoot" SAMs example. I haven't integrated that into my own projects yet. The best possible script would integrate both "blinking" and "shoot and scoot" tactics. It might also have a "shutdown on launch" capability where it'd go EMCON off and relocate when it detected someone shot at it. If the Balkans wars are any indicator, Command tends to over-estimate the effectiveness of ARMs. The reason isn't that the software is bad, it's that without scripting the SAM sites are a little stupid. In order to make them more survivable, they really need clever scripting. quote:
ORIGINAL: Whicker you could also add sams to a mission and control the emcon in the mission, then turn the mission on and off every x minutes. Not as cool as SQs idea but close (pretty sure this is possible, haven't quite tried it). I plan to play around and see about having the sams move while the mission is active (no radar) then when the mission is inactive the radars would be active and the sam not moving. Though ideally the main search radar would not be on at all unless there is no other active radar around to show what is going on. I don't know how realistic it would be to have the sam unit moving and then stop, but I'm just playing with that the game makes available.
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