ADDON: 9K31 Strela-1 (SA9) SAM Unit

Version : 1.1

Release Date: 10/5/2011



======================
DESCRIPTION :
======================

The 9K31 SAM system is a 4-rack SAM launcher based on the BRDM-2 chassis.  

Original model was created by Franze and is based off of the Arma1 sample models.  Arma2 port by Pook with permission.

Official thread:
http://forums.bistudio.com/showthread.php?t=118277


======================
INSTALLATION :
======================

Dependencies:  None, (This is a standalone mod).  Tested with OA.


Contents:
\@POOK\Addons\fza_sa9.pbo
\@POOK\Addons\fza_sa9.pbo.POOK_v2.bisign

\@POOK\fza_sa9_v1_0readme.txt
\@POOK\pook_v2.bikey
\@POOK\missions\_SA9_Showcase.utes


Installation:  Extract the @POOK folder into your Arma2 folder.  The PBO and Sign files are in the archive.  Edit your startup shortcut to include:

   "-mod=@POOK;"

For more information about addon folders please check BIS Wiki here:

http://community.bistudio.com/wiki/Addons#ArmA_2



==============
CHANGELOG:
==============


v1.1:	10/5/2011

NEW: Deployable camo nets around most vehicles!  Driver controlled.  Net can only be used when vehicle is stopped!  It prevents movement by removing fuel until packed away.  Leaving the vehicle when net is deployed can cause the AI to report "low fuel".  Fuel is returned when the camo net is stowed.  This was the only way to ensure you don't have a "driving net" vehicle.

NEW: Now signed with V2 keys; new "pook_v2.bikey" included.

FIX: Some minor model issues.

FIX: Correct brake light issue.

FIX: Corrected factions!  All BIS factions now represented correctly:

fza_sa9		 // Russian-East
fza_sa9_CDF	 // CDF-West
fza_sa9_CDF_IND	 // CDF-Independent >>> New faction; Independent CDF
fza_sa9_GUE	 // NAPA-Guerilla-Independent
fza_sa9_INS	 // ChDKZ-Insurgent-East
fza_sa9_TAK	 // Tak-East
fza_sa9_TK_GUE	 // TAK-Locals-Independent
fza_sa9_TK_INS	 // TAK-Militia-East
fza_sa9_UNO	 // UNO-Independent




v1.0:	5/6/2011

Port from Franze's original Arma1 SA9 addon


 - Units with texture sets for all sides factions: RU / CDF (BLUFOR) / CDF (IND) / GUE / TAK. The texture sets can be replaced with camo1/camo2/camo3 hidden texture sets.

- Texture sets for clan/clan logo. I used the clan logo texture for the flag insignias, meaning the default TAK, CDF, and RU textures are free of any flag markings on the model. They can be "removed" by using the "clear_empty.paa" texture.

 - Transport Cargo inventory w/ extra AA gear (it is a SAM unit, after all).

 - Thermal map.

 - Shadow LOD.

 - Damage LOD.

 - Crew Turn in / Turn out.

 - Fully animated deployable water fording gear - front surf board, propeller, propeller cover, dashboard lever, and winch. Can also be deployed by driver on demand.

 - Commander periscope.

 - Correct headlight/brake light behavior (original Arma2 BRDM headlights appear on at distance, although they are off).

 - Corrected get in/get out positions.

 - Working, accurate dashboard. All gauges built with online play in mind! Speed, rpm, fuel, compass, low fuel indicator light, turret directional indicator, inclinometer. The incline gauge is there at my discretion, since when in 1st person view it can sometimes be difficult to tell your position. 

 - Engine compartment cover animation as per real BRDM-2 vehicle.

 - Front window covers fixed in open position. No more closed covers if engine is off! Intended for online play enhancement.

 - Turret movement does not turn on engine.

 - Internal cabin light when headlights are on.




==============================
CONTENT/FEATURES:
==============================


- Magazine count is ***2*** magazines of 4 missiles each!  Mission editors should consider inclusion of support vehicles and/or ammo boxes with extra magazines (see below for magazine class).  For example, add this to the resupply vehicle's init line:

	this addmagazine fza_sa9_gaskin_4;


- No bugs were detected while testing in MP.

- Included are the 9K31 SAM units with proper crew members and texture sets for:

   - BLUFOR: fza_sa9_CDF		 // CDF-West

   - OPFOR:  fza_sa9			 // Russian-East
   - OPFOR:  fza_sa9_INS		 // ChDKZ-Insurgent-East
   - OPFOR:  fza_sa9_TAK		 // Tak-East
   - OPFOR:  fza_sa9_TK_INS		 // TAK-Militia-East

   - Independent:  fza_sa9_CDF_IND	 // CDF-Independent >>> New faction; Independent CDF
   - Independent   fza_sa9_GUE		 // NAPA-Guerilla-Independent
   - Independent   fza_sa9_TK_GUE	 // TAK-Locals-Independent
   - Independent   fza_sa9_UNO		 // UNO-Independent


- The units are found under [Faction] > "Armor" > 9K31

- Texture sets for all factions!  Uses "HiddenTextures" feature which includes:

	Texture 0:	camo1 = \fza_sa9\data\sa9_1_RU.paa // main body
	Texture 1:	camo2 =	\fza_sa9\data\sa9_wheel.paa // wheel, undercarriage
	Texture 2:	camo3 = \fza_sa9\data\sa9_3_RU.paa // turret, launchers
	Texture 3:	clan = \fza_sa9\data\logo_rus.paa // clan-flag insignia logo (side)
	Texture 4:	clan_sign = \fza_sa9\data\clear_empty.paa // lower insignia number logo (side bottom)
	Texture 5:	camonet = \fza_sa9\data\camonet\camobignorth_ca.paa // camo net


=============================
Flag / Country / Squad Logos:
=============================

Reskins for different camo patterns can use the following:

	this setObjectTexture [0, "your_camo_texture.paa"];
	this setObjectTexture [1, "your_wheel_texture.paa"];
	this setObjectTexture [2, "your_launcher_texture.paa"];


The original BRDM2 textures contain the country flag.  I altered these to be clear of any flags.  The clan logo now has the flag textures.  If you wish to use no logo/flag at all, simply insert the following in the vehicles init in the editor:

	this setObjectTexture [3, "fza_sa9\data\clear_empty.paa"];


This will use the "empty" texture for the insignia.  If you wish to use a custom logo, new country flag, etc. then use this instead:

	this setObjectTexture [3, "your_custom_logo_name.paa"];


This should allow some flexibility for use by different squads or simulation of different countries (without changing the units).  I am open to releasing additional country units if custom textures are provided!  These are all of the logos for the BIS faction vehicles in the addon:

	this setObjectTexture [3, "\fza_sa9\data\logo\logo_rus.paa" // Russian flag
	this setObjectTexture [3, "\fza_sa9\data\logo\logo_cdf.paa" // CDF flag
	this setObjectTexture [3, "\fza_sa9\data\logo\logo_tak.paa" // Takistan forces flag
	this setObjectTexture [3, "\fza_sa9\data\logo\logo_uno.paa"]; // NATO/UN "ISAF" emblem (International Security Assistance Force)
	this setObjectTexture [3, "\fza_sa9\data\logo\logo_uno1.paa"]; // NATO/UN "STAR" emblem


The lower texture can use number logos, etc. by using the following:

	this setObjectTexture [4, "your_logo_name.paa"];

These are all of the lower banner logo for the BIS faction vehicles included in the addon:

	this setObjectTexture [4, "\fza_sa9\data\logo\banner_CFOR.paa"]; // "CFOR" banner (Chernarus Forces)
	this setObjectTexture [4, "\fza_sa9\data\logo\banner_SFOR.paa"]; // "SFOR" banner (Stabilization Forces - NATO mission in Bosnia)
	this setObjectTexture [4, "\fza_sa9\data\logo\banner_UNO.paa"]; // "ISAF" banner (International Security Assistance Force - NATO mission to Afghanistan)
	this setObjectTexture [4, "\fza_sa9\data\logo\banner_UNO1.paa"]; // "IFOR" banner (Implementation Forces - NATO mission to Bosnia)


"camonet":  Deployable camo net on vehicles and launchers.  Reskins for different camo nets:

	this setObjectTexture [5, "\fza_sa9\data\camonet\camobignorth_ca.paa"]; // RUS, CHDKZ woodland camo net
	this setObjectTexture [5, "\fza_sa9\data\camonet\camonet_east_co.paa"]; // CDF (west), NAPA woodland camo net
	this setObjectTexture [5, "\fza_sa9\data\camonet\camonet_nato_co.paa"]; // UNO, CDF (independent) woodland camo net
	this setObjectTexture [5, "\fza_sa9\data\camonet\camobigsouth_ca.paa"]; // TAK desert camo net
	this setObjectTexture [5, "\fza_sa9\data\camonet\browncamo.paa"]; 	// CDF desert camo net



==============================
KNOWN ISSUES / BUGS:
==============================

- The turn-out position isn't "clean" through the texture due to the model limitations. 

- Sitting in the cargo back seat, the driver and commander animations are broken (they appear standing up). The gunner sees them correctly.

- SA9 missile based on real-world data, but may need to be modified if determined to be too powerful in-game.

- Reload time adjusted to 100 seconds.  Real-world data lists reloads to be 10 minutes which has been deemed too long for in-game play.

- Water fording gear is only a visual enhancement - you can cross even if the ramp/propeller is not deployed.

- In-cabin light is controlled by the headlights and cannot be manually switched off.

- In-cabin light source can be seen outside of the vehicle at long distances.  It is barely noticeable and the lights are on anyway.

- Missile doors are not animated and always open.

- Brake lights have small texture issue in daytime.

- Launcher always "deployed".  It is not animated to stow away into travel position like the real thing.

- Windshield is not transparent so you cannot see in from the outside.

- Bullet proof wheels (no damage logic for them). After doing some research I think this should be correct for "run flat" tires anyway.




======================
CLASSNAMES :
======================

Vehicles:
		fza_sa9
		fza_sa9_CDF
		fza_sa9_CDF_IND
		fza_sa9_GUE
		fza_sa9_INS
		fza_sa9_TAK
		fza_sa9_TK_GUE
		fza_sa9_TK_INS
		fza_sa9_UNO

Weapon:
		fza_sa9_gaskin_4
Magazine: 
		fza_sa9_gaskin_4
Ammo:
		fza_sa9_gaskin





======================
CREDITS AND THANKS :
======================

Original SA9 model by Franze

Port to Arma2 by hcpookie - e-mail: hcpookie@hotmail.com



======================
DISCLAIMER :
======================

This mod uses the Arma1 P3D model created by Franze (BIS forum moderator).  I've included the MLOD in the download as per Franze's request.  Please contact Franze for permission to reuse!

