
The model looks horrible but its ingame, it works. I rather have poor ingame model now than look compat photography sweet images forever and then the mod dies before any releases can be made

So right now we have the SA-2 Launcher and SA-2 Fan Song Radar. The launcher is what you see in the image and the radar is just a box on wheels and some sticks to represent an antennas basically, I have very little reference pics to it as they all look different, so I just modeled it simple. Whole idea of the radar is to be static object which we can take out and through scripts the launchers would not be able to fire after that.



Now the problems;
The launchers in real life can be reloaded as I've seen many pictures with Ural trucks with flatbeds carrying the missiles. So how long would such reload operation take?
If we configure the the launcher with lets say 5 missiles and reload time to 5minutes or so, the first problem is (if I didn't make any mistakes) at mission start it takes 5 minutes for the launcher to be ready to fire as it "reloads" at that time. However if we bring the reload time to something quicker, then they shoot like crazy when the fighting starts and the whole rearming of the launcher idea goes out of the window.
If we just give the launcher a one single missile and let mission editors reload the launchers manually by script or players ingame by rearm trucks... that would work but would make any SAM sites then to be pretty much 5 missiles and very very long and cumbersome rearming period after that. Of course... as I assume, it would be like this in real life too.
Of course... there is the aiRateOfFire / aiRateOfFireDistance configs, but hmm do those work in our situation?
So post some ideas guys, how do we configure the launchers?
Then the performance, we have few configs which we can use, right now I've set the maximum speed for the missile to 3000km/h as I've read on some web site. Its maneuvrability is 40 which I have no clue what kind of value it is, but seems to me it has difficult time to shoot down close flying A-10 now. The rotation speed of the turrets I've put to 0.3 so they are sluggish to orientate/target, so there is some delay on before they have firing solution, heh I have no clue if they even rotate in real life, maybe they are just oriented outwards from the star shaped SAM site layouts and firing computer feeds them the guidance after they are launched and initiated or something. But dunno how that would work in ArmA engine though, at least the launchers wont fire at all if they cant rotate properly.
Also there is the stupid viewdistance and technical capability of this weapon, like it has real life range of freaking 200km or something like that, and in ArmA anything beyond 2000 meters is not really working at least on my computer. Its strange, I'll crank up setViewdistance to 10000; and still cant see at much anything. Perhaps we can reveal the enemy planes to the fan song which would be group leader of the launchers... which would fire then... I have no idea, most likely not. So at the moment it all comes to this; helo or jet flies to viewdistance "oh no SA-2!" and then the missile comes and bang you're dead

It would be very cool if we could script some simulated long viewdistance radar thing, that the missiles would track you out to 15km or so and if there is no obstacles between you and the launcher, its open season on your butt. But again, I'm fraid its not possible (at least beyond my scripting abilities), hmm maybe this Mandoble guy has some missile scripts for this?
Anyways, now its feedback time guys.