Dow-Host: Red Phoenix Rising is a total conversion of CNC zerohour. The mod aims to deliver a more realistic battlefield experience. Also, this mod will transform Zerohour to a more demanding strategy game while keeping some arcade touches to make the game enjoyable. The following playable factions will be included: USA, Russia, China, EU, and the GLA

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Ma11ory Creator
Ma11ory

Nice work, guy..the FX is vety nice, i like this missile intercept.

Reply Good karma+2 votes
Super-Flanker Author
Super-Flanker

Thanks to the beautiful MLRS designed by your team :), I think I should give the FX a brownish color to look more like dirt instead of smoke

Reply Good karma+1 vote
Ma11ory Creator
Ma11ory

You are wrong, it's our team now, you are one of us. Of cours We will share resources.

Reply Good karma+3 votes
Super-Flanker Author
Super-Flanker

yes of course we are one team. I just wanted to give credit for the designers.

Reply Good karma+1 vote
CommanderDef
CommanderDef

Missiles fired AGAINST aerial targets? I heard things like "it's not possible, engine does not allow,.." Now I see it and want all AA missiles to move like that. Thumbs up.

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Super-Flanker Author
Super-Flanker

Actually, I hope you believe me if I said they can be made better. Next time ill show what happens if you shoot the MLRS missiles at a target to the left or right of the TOR-M1 instead of shooting at a target behind them. The missiles can make spirals in the air while changing their altitude and they look very sexy. They are able to take highly maneuverable, high speed targets. just wait untill the iskander is ready then you can see how they stop the Iskander missiles which fly at mach 7.5 XD.

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CommanderDef
CommanderDef

They should go directly to the impact point. Maybe it is not so sexy as spirals, but it is like it should be.

In game missiles fired on planes first go under the plane, then turn and go to catch it, because they weren't in proper height at first. Which looks dumb and makes you waste missiles...

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Super-Flanker Author
Super-Flanker

yes, they should go directly to the target, I forgot to say that they make only one spiral, actually half a spiral in order to adjust their course to the target and that happens only when the target is at an extreme angle as the "maxthrustangle" is not set on the missile locomotor. this means they will always find a way to adjust their course and hit the target, instead of missing.

The behavior you described can be adjusted. Certain values in the missile locomotor and the missileaiupdate module are known to cause that.

Reply Good karma+1 vote
BossGeneral
BossGeneral

If I can make a recommendation to the American/NATO vehicles please remove the Allied WW2 star:

Img0.etsystatic.com

It simply doesn't belong on modern vehicles and you won't find it in use on the modern battlefield.

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happi
happi

are these final missile trails/smoke for the MLRS?

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Super-Flanker Author
Super-Flanker

The missile flares and exhaust are final. However the mlrs missile currently acts like a dumb projectile. This will be changed, I hope to replicate the trajectory of real MLRS missiles. If you have suggestions regarding the Firefx (Smoke) or regarding anything else, please tell me because they are not final.

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t95blackeagle
t95blackeagle

i like the change of other side its look awesome great job man

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Description

The MGM-168 (MGM-140E) Army Tactical Missile System (ATacMS) being fired by the MLRS has a range of 300 kilometers and carries a warhead of 500lb's. Each MLRS is carrying 6 of them. This will be the primary SRBM for the US forces in the mod.

Also, each tor-m1 is carrying 8 missiles. The TOR-M1/M2 unit and its behavior is still in its first stages of development. Therefore its subject to changes in the future.

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