Quote:
Originally Posted by kbosak
Concerning WR-40 Langusta,
it is strictly BM-21 launcher withh no reloads on the truck as before,
the difference is in things that are very important but not simulated at all in the game: the use of GPS+INS, full automation, 7.26mm protected cab for the entire
crew and probably ABC secured.
I would just copy-paste BM-21 specs, extrapolate linearly CEP, apply ranges as I have stated, max car speed is now 53mph and it is heavier but otherwise it is
essentially the same system.
The ammunition is 122mm of a new type but compatible with BM-21, yet I think standard BM-21 cars don;t have aiming instrumentation for those new larger pages.
http://www.altair.com.pl/magazines/a...article_id=272
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Thanks! Added:
Arty Bty (BM-21 Grad MLRS Mod [WR-40 Langusta] x 6) -- Poland (Army), 2011
Quote:
Originally Posted by kbosak
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Okay first of all, those missiles are AS-10 not AS-7 as I first assumed, and like you say they are the laser-guided version. Have updated the database accordingly.
Have also added the AS-10 + S-8 80mm rockets (not S-5) + AA-8 loadout, it looks pretty cool hehe. The 57mm S-5 was a horribly inaccurate weapon, while the S-8 which entered service in the mid-1980s was called a 'precision weapon' compared to the S-5.
I think Poland used the TV-guided AS-14 / Kh-29T, the laser version has a very different nose profile:
http://forum.keypublishing.com/showt...117642-Su-17M4
http://en.wikipedia.org/wiki/Kh-29
http://www.google.no/imgres?sa=X&biw...81819152832031
Still no info on AS-9 so removed it from the aircraft.
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Btw Time To Ready dialog box is not having its default focus on OK button so you always have to click with mouse or use tab-enter. Mildly annoying.
>>>We always recommend using the 0/10000 weapon record for ammo dumps.
Not the best solution as it hides logistics problems: if you are doing aviation dispersal, you don,t want to cheat by bringing 300 guided antiradar missiles to some
remote wooden base if there is no storage for it, using ferry flights (for example to keep it all out of SRBM range, but in reality preventing further use).
Therefore I suggest making manually editable min and max count for each ammo.
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Agreed, and in Command you can customize any base (and any ammo bunker on each base) to your needs.
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In attachment: a simple setup, BM-21 and howitzers vs 3000m 'generic airstrip' with its hangars etc. It is best to do a standalone scenario for testing purposes, but
the situtaion is clear: airfield gone in 1h with all tanks, hangars, bunkers and 45 planes evern using 2 BM-21 BTYs.
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Would help a lot if you could upload the actual savegame
Are you using the 'Single-unit' airfields? These are only intended for scenarios/bases that will never be attacked, as they group all runways, taxiway and parking (hangar, tarmacs, revetments) facilities into one single unit with no geographic dispersal. The reason why these exist in the database is simple: to save CPU and speed up gameplay in scenarios where complex air bases aren't needed.
Bases that will come under attack will have to be built on a per-component basis. I.e. you have to add each component individually: runway(s), taixways, runway access points, tarmacs, revetments (every single one of them!), hangars, hardened shelters, ammo dumps (also on a per-bunker/shelter basis!), and fuel facilities.
There are two ways to do this. You can either export map overlays from Google Earth and similar programs and import into Command, or you can make placemarks in Google Earth that you convert to Command facilities and import into the simulator.
I prefer the latter, you can read more about KML-to-INST (Google Earth to Command) tool here:
http://www.matrixgames.com/forums/tm.asp?m=3471768
Also check out the tutorial videos etc.
Sweet, huh?
Please note that building detailed air bases like this will use extra CPU.