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RKSL Chaff and Flares System

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Uploaded by on Dec 19, 2008

HIGH RES Version:

http://www.rkslstudios.info/news/advent-calendar/74-december-19th.html


With the new commands in Arma, we wanted to try updating the old OFP flare system. The main difference being, we can now alter the pitch and bank of objects, which leads to improved missile deflection. Once we could guide a missile onto a specific point in 3D space. The natural conclusion was to represent the flares as actual objects, relative to the missile and target. So even if a missile manages to lock onto a flare, its still up to the pilot to place as much distance between himself and the incoming missile as possible. Proximity detonation can still damage your vehicle.

Flares as objects also have the advantage of being able to emit an IR signature. So spamming the environment with IR flares during an approach, means you can deny both players and the AI an easy target.

Most of the basic parameters can be easily configured by the mission maker, using stringtables. With the more advanced options done via script commands. We will be adding more features and options in the future, much depends on the sort of feedback we get. So those worried about performance, can choose from a variety of options.

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Gaming

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Uploader Comments (Rockofsl)

  • is this arma2?

  • @Rettungsliegerfan its available for both ArmA1 and ArmA2 - check armaholic

  • this always confuse the misil or sometimes it doesnt?

  • @Foxtrop13 It has a random factor that decides a) if it deflects. And b) by how much.

    You may not get a direct hit but there is always a change you get cought in the secondary damage sphere of the missile.

  • french puma

  • British Actually. Westland.

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All Comments (12)

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  • ok sorry

    im french

  • effective

  • affective or for show?

  • Very nice

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