Tiny Combat Arena

Tiny Combat Arena

44 lượt đánh giá
Tiny Surface Combatants
2
   
Giải thưởng
Yêu thích
Đã yêu thích
Bỏ thích
Air Defense: Gun, Missile, Stationary
Munitions: SAM
Vehicles: Armor, Mechanized
Nhãn: ATGM
Kích cỡ file
Đã đăng
Đã cập nhật
3.276 MB
24 Thg02 @ 3:20am
1 Thg09 @ 10:19pm
10 ghi chú thay đổi ( xem )

Đăng ký để tải xuống
Tiny Surface Combatants

Mô tả
IMPORTANT: LOAD TSC JUST ABOVE TWS (both at the bottom)


Tiny Surface Combatants
TSC is a mod that primarily updates the base game ground vehicles, adds new ground vehicles, and adds new functionality for surface vehicles, rebalances their stats to be in-line with real performance, adds SAM and AA systems with realistic performance, and includes a couple missions for testing purposes, all with Vanilla+ style.


TSC has a growing repository of ground units, including:
  • M60 variants, every significant US M1 Abrams variant up to the early 90's
  • T-64, T-72, T-80 variants all the way up to the early 90's
  • SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-22 surface to air missile systems, some with nuclear-tipped variants
  • BMP-1, BMP-1P, BMP-2, BMD-3, M2 Bradley IFV systems with functioning missile launchers
  • BRDM variants, with KPVT, SA-9 (with unfurl animation), and 9P122 ATGM carrier (with launch animation)
  • Hercules, HAWK, PATRIOT, ADATS, Chaparral, Mauler and Sgt York air defense systems
  • T-72M, T-72M1 GDR variants
  • Type 90 MBT (with Type 89 IFV in the works)
plus some unique features not found in the base game:
  • comprehensive damage/armor system that includes every weapon type found ingame
  • SAM systems with realistic limitations (and gamified reloads for gameplay's sake)
  • animated radars and weapon deployments for many units
  • multiple test missions including a high-intensity 'SAM Alley' mission with lots of units
  • new factions replacing the base game ones, for quick strike missions
  • integration with TWS on damage, and ARM functionality



TSC is an ongoing project, and much is planned for the future, including but not limited to:
  • Ships (whenever official support is added ingame)
  • Radar systems to go with the SAM systems (whenever this functionality is added ingame)
  • Helicopters (whenever official support is added ingame)
  • Artillery of all types (whenever official support is added ingame)
  • More US/USSR units, such as marine vehicles like AAPV or LAV, T-55 variants and BMD series
  • MTLB series with ATGM and SAM variants
  • More nations in the future, from European and Asian armies
  • More SAM systems, like SA-15 Tor and SA-4 Krug



Frequently Asked Questions
Q: How do i use this mod?
A: It's a vehicle pack, and although it includes new factions that replace the default one for strike missions, the average player wont see any change other than prettier ground vehicles. This mod is primarily geared towards mission makers to have a more diverse set of units to make missions more interesting.

Q: Another mod says this mod is a dependency, what do i do?
A: Simply subscribe to this mod, and enable it in the mod menu ingame.

Q: Will this mod ever add anything that isnt a vehicle or surface weapon system, like aircraft ordnance or aircraft?
A: No, other mods (like my own) will fill that role, TSC is just here to provide a high quality repository of surface units.

Credits:
  • @taktischesgenie for the T-62M
  • Why485 for lovingly crafting TCA as a game and providing us with a beautiful low-poly style that's easy to work off of
  • @nuclearstonk for everything else
26 bình luận
Carbene 1 Thg10 @ 7:04am 
Well, I see... Anyway thanks for your contribution to this game!:steamthumbsup::wt_snail_hype:
Alphascoutx[TCX] 30 Thg09 @ 5:37am 
Not trying to assign blame; very well aware of that
nuclearstonk  [tác giả] 29 Thg09 @ 11:25pm 
dont blame me for mistakes/decisions the game dev made, i didnt make the game
Alphascoutx[TCX] 29 Thg09 @ 10:45pm 
Wait... FLARES? Not chaff? :sob: What the scallop
nuclearstonk  [tác giả] 29 Thg09 @ 9:44pm 
flares actually do temporarily disrupt radar missile guidance (as counterintuitive as it may seem) so using this alongside maneuvers is a surefire way to defeat a radar missile
past that you could also kinematically defeat one, try to stay low and fast and maneuver to increase the slant range the missile has to travel

as i cant impose a hard limit on missile altitude engagements SAMs can just fire at you whenever, even through mountains, or after the launching unit dies, so there's nothing i can do about that
Carbene 29 Thg09 @ 9:10pm 
Is there any effective way to counter radar missiles? I try to keep the missile in my 3 o'clock or 9 o'clock position and drop chaff, but it seems that it can't distract the radar missile. And when I'm in low altitude and low speed (even 0 ground speed), missiles can also lock on me and hit me easily, The only way I find to counter radar missiles is to block the missile's path towards me by terrain or land immediately.
Alphascoutx[TCX] 18 Thg07 @ 5:36am 
>i was simply speaking historically that pK (something that does not exist at all ingame) is not 0 below minimum altitude

Well that I can agree upon
nuclearstonk  [tác giả] 17 Thg07 @ 11:15pm 
ah, well that is out of my hands given how SAMs aren't even officially supported, and there is no further modding support for the game whatsoever
radar minimum altitudes are only a suggestion to the AI, and will routinely attack landed planes through line of sight, despite my best efforts
i was simply speaking historically that pK (something that does not exist at all ingame) is not 0 below minimum altitude
Alphascoutx[TCX] 17 Thg07 @ 10:53pm 
>i should also mention that stated minimum altitude floors for SAM systems are rarely ultimate hard floors in which no interception is possible(The rest removed for brevity because 1k chara limit)

You do realize the SA-2s in Vietnam were fairly early variants right? Yeah, ground clutter and multipathing are the main reasons why missiles get min alt floors, and if the occasional late SA-2 does in fact hit me because of just-so-happened-to-be-slightly-more-optimal-environments, yeah I have no qualms with that.

What I do have qualms with, is getting hit, at 5 fuckin' feet. FIVE. Consistently as well, so the reduced Pk when dipping below min alt argument doesn't even work.
Alphascoutx[TCX] 17 Thg07 @ 10:47pm 
V-759 should also break/lose track if you stay under an altitude of 100 metres.