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Old 06-16-2012, 03:37 AM   #1
[R-DEV]Rhino
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Arrow [Comm Modelling Task] Rapier SAM

Here is a Modelling Task that is up for grabs by the community that is required by both normal PR:BF2 and for PR:BF2 Falklands, but mainly right now for the Falklands mini-mod/map.

To start off with, this is a very hard modelling task to undertake as there are many components and versions to this, so you need to understand how the weapon system works somewhat and you need to understand how it will work in BF2. As well as more importantly, being able to and preferably have experience in modelling in high poly, then baking down the normals from the high poly model to a low poly model, that is fit for use in PR:BF2 as this model has a lot of tiny details that can only really be archived though high poly modelling.

This will be used as a Stationary Heavy Anti-Aircraft for the British Forces and possibly for the MEC too, being able to lock targets at long ranges, engage them at extreme speeds and pack quite a punch.


Basic History of the Weapon

The Rapier SAM has been in service with the British Armed Forces since 1971 and was first used in combat in 1982, in the Falklands War, where it was the main ground based air defence system covering the landing beaches.

The weapon has been in service ever since with the British Forces, constantly receiving upgrades along the way, making it now hardly recognizable from its orignal version, with it expected to server until at least 2020, most likely beyond with the British Armed Forces.
Recently the missile has been used on an exercise to protect the London 2012 Olympic Games, being stationed at three points in London.

The old version of this weapon system was also been exported to quite a few countries, mainly to Iran who still use it today, making it a possible addition to the MEC Forces Ingame. There is also a export version of the modern version called "Jernas" that has been exported to Malaysia (not relevant to PR but knowing this can help with refs/info for the Rapier 2000).


Rapier Versions


Rapier FSA / FSB
Rapier Field Standard A (FSA) and Field Standard B (FSB) are pretty much the same version, with the FSB being a slight upgrade of the FSA (Original Version), with the FSB adding a number of basic upgrades. Additionally, the search radar was upgraded to be easily shut down in case of an anti-radiation missile attack. We have so far found no major visual differences between these two versions, and are not entirely sure which of these two versions was actually used during the Falklands war, but it was either or. This version also always for some reason we are not quite sure, had its wheels removed when deployed for combat.
This version can hold up to 4 missiles at a time, with the main search radar being part of the Launcher Unit (big round dome on the top, centre). The operator would sit a few meters away from the launcher, looking though the optical unit which is linked up to the launcher by a long cable, and the operator looks though this optical unit, with his view being from just above it, and tracks the missile to the target using this optical unit.
A radar operator would also be sitting next to the optics tracker operator, with a box called the Selector Engagement Zone (SEZ), which is a box containing 32 orange lamps arranged in a circle, which tells the radar operator what direction the radar has picked up a target in, and then the optics tracker operator would then need to locate the target vertically on that baring.
The main launcher also had to rely on getting its power from a small, separate generator that would normally sit a little bit away from the launcher, and a long cable would connect them, and possibly the optics unit as well, giving them power. It could also be hitched up to the launcher for transport. These are normally field by a few Jerry Cans sitting next to it, normally connected directly though its lid as the fuel tank.

This version did also come with the optional, orignal "Blindfire Radar", which is a separate radar guidance unit to improve the missiles all weather capabilities, to help track and target the missile, helping the optics operator more accurately guide the missile to the target.
The Blindfire Radar wasn't really used during the Falklands, it only became operational very late into the war and was mostly used after the war to Protect the Falklands from further Argentine attack, but was sold to Iran which still use it today. This radar also carried its own generator unit, so it didn't need to rely on a separate one like the Launcher did. Also like the Launcher, this trailer also had its wheels removed when deployed for combat.
The missiles between the diffrent versions look pretty much the same, but this is the missile used on the FSA/FSB, the main thing is it has yellow stripes on it, which means its a live missile. Any blue stripes on the missile or the missile being totally blue means its a drill missile, the more modern versions actually have "DRILL" Written on the missile too.
The missiles came in very long and square ammo boxes like these which where sometimes used to crate a little hide for the crew: http://www.naval-history.net/FxDB10-Rapier.JPG


Tracked Rapier
This is a version of the Rapier mounted on a modified M113, not required for PR but dose supply a few useful refs for the other systems.


Rapier FSB2, aka Rapier 90, aka Rapier Darkfire
Rapier Field Standard B2 (FSB2) aka, Rapier 90, aka Rapier Darkfire is an upgraded version of the FSB2, that started in 1985 which included a new tracker that replaced the original optical system with a new IR thermal imager system to improve its abilities, especially at night. Cooling for the imager was provided by bottles of compressed gas.
FSB2 also introduced a number of improvements that greatly improved Rapier capabilities. First and foremost was the Tactical Control Console that allowed four Rapier launchers to be controlled from a central location. The launchers themselves were upgraded to carry six missiles instead of four (simplest way of visually identifying it), improving battery capacity. Finally, the search radar was updated to use a new planar array antenna, although its capabilities remained generally the same as the earlier model.


Rapier FSC, aka Rapier 2000, aka Jernas FSC
Rapier Field Standard C (FSC), aka Rapier 2000, aka Jernas Field Standard C (FSC - Export version) is the most modern version of the Rapier which is in use today. This version is massively different from the old in many ways. For starters, it has been split into three main trailer units, the Launcher unit with optics, the updated Blindfire radar and the new Dagger search radar.All of these are based on the same trailer, each with there own generator built in to each unit to provide power for each unit. The generator apears to get its fuel from a Jerry can attached to the back of the trailer. The launcher unit can work on its own without the other units, but they do help significantly with its targeting capabilities.
The main launcher no longer has a radar, instead a much more modern optics unit is now part of the Launcher, situated in at the very top in the centre of the launcher with full IR capabilities. This optics unit is what the operator see though, remotely. The new optics tracker uses a Stirling-cycle cooler instead of compressed gas bottles. This version is also equipped with 8 missiles, up from 6 from the FSB2 and up from 4 from the FSA/FSB.
The new Blindfire radar is pretty much the same as the old one, dose the same job and looks pretty much the same but is now sitting on the new trailer and slightly different surrounding to it.
The Dagger 3D Pulse-Doppler Search Radar, replaces the old radar that was part of the original Rapier Launcher. This radar unit constantly searches out possible threats and tells the radar operator about them, so the optics tracking operator can then have an early warning of the target and find it. It uses the same trailer as the modern launcher and blindfire radar.
The Optics and Radar Operators are still detached from the launcher, controlling it from a remote location like in the old versions, but now the optics are not part off there work station, as they are not part of the launcher, so these can be situated in a bunker, out of view from targets and the launchers. There are two positions, the Optics operator, and the radar operator, although the radar operator has had a significant upgrade from before, getting his own little work station, and char
These are linked to the launchers with a cable and the the Optics operator sees the view though the optics on the launcher when he looks into his screen.
Missiles look the same as the old ones, only been changed internally quite a lot since the old version. Note this ref one is a drill version with a blue stripe.
Ammo Boxes are pretty much the same as the old ones, best to use the same model/textures for both.



Project Reality Requirements
First of all the main version PR needs is the FSA/FSB for The Falklands mini-mod/map, as the Argentinians are getting the Tiger Cat SAM being made and its the best kind of map for this type of AA system right now in PR. Also this version can be potentially used for the MEC.
After that then its the Rapier FSC, aka Rapier 2000, for normal PR to be used as the Heavy AA for the Brits.
Layout of each unit and cabling between the units will be done in the export stage, just make sure there are plugs fro the cabling to go into etc.


Generic Items
Priority: High
Factions: British Armed Forces (1982 & Modern), MEC (desert skin required)
Missile
Priority: High
Factions: British Armed Forces (1982 & Modern), MEC
Ref: http://i.imgur.com/2n8AG.jpg
Low Poly Tri Count: ~300tris
Textures: Textures need to be on its own sheet
Notes: Yellow stripe for live round, not blue which is a drill round and same model/textures used for both old and new.

Missile Box
Priority: Low
Factions: British Armed Forces (1982 & Modern), MEC
Ref: http://i.imgur.com/TYyHu.jpg
Low Poly Tri Count: ~200tris for a guess, smallest possible while still looking good.
Textures: Textures need to be on its own sheet
Notes: Same model/textures used for both old and new.

Rapier FSA/FSB
Priority: High
Factions: British Armed Forces (1982 - Falklands), MEC (desert skin required)
Ref: http://www.naval-history.net/FxDB10-Rapier.JPG
Low Poly Tri Count: Around 6k to 8k tris for the lot ideally, lower if possible.
Textures: Launcher, Optical Tacker Unit, SEZ box and Generator needs to all be together on one sheet, missile on its own, small sheet and blindfire radar on its own sheet. Main sheet will probably be 1024x1024, but worth skinning/baking in 4096x4096 for future proofing. This keep in mind is subject to change at any point, will need to review before UVs are done.
FSA/FSB Launcher
Priority: High
Factions: British Armed Forces (1982), MEC (desert skin required)
Ref: http://i.imgur.com/3atiq.jpg
Notes: The missiles and funny dish on the front need to move together so will need to be separate objects and the wheels need to be removed as they are not ever on when deployed for combat.

FSA/FSB Optical Tracker Unit & Selector Engagement Zone Box
Priority: High
Factions: British Armed Forces (1982), MEC (desert skin required)
Ref: http://i.imgur.com/69oWm.jpg
Notes: The top part needs to be able to rotate, so needs to be a separate object.

FSA/FSB Generator
Priority: Medium
Factions: British Armed Forces (1982), MEC (desert skin required)
Ref: http://i.imgur.com/7qzKL.jpg

FSA/FSB Blindfire Radar
Priority: Low
Factions: MEC (desert skin required)
Ref: http://i.imgur.com/kuCRp.jpg
Notes: Top radar bit needs to rotate horizontally and vertically.

Rapier FSC aka, Rapier 2000
Priority: Medium
Factions: British Armed Forces (Modern)
Ref: http://i.imgur.com/y7v9N.jpg
Low Poly Tri Count: Around 6k to 8k tris for the lot ideally, lower if possible.
Textures: Launcher, Trailer, Operator Station, Blindfire radar and Dagger all on the same sheet. Main sheet will probably be around 2048x1024 maximum, but worth skinning/baking in around 8192x4096 for future proofing. This keep in mind is subject to change at any point, will need to review before UVs are done.
FSC Launcher
Priority: Medium
Factions: British Armed Forces (Modern)
Ref: http://i.imgur.com/TzmG2.jpg
Notes: The missiles and funny box on the front and the optical unit all need to move together, expect the optical unit, possibly the box too are there own objects.

Tracker & Radar Operator Unit
Priority: Medium
Factions: British Armed Forces (Modern)
Ref: http://i.imgur.com/XDbwD.jpg
Notes: Both potions need to be made for future proofing, although common components between them.

FSC Blindfire Radar
Priority: Low
Factions: British Armed Forces (Modern)
Ref: http://i.imgur.com/VaVbd.jpg
Notes: Top radar bit needs to rotate horizontally and vertically.

FSC Dagger Search Radar
Priority: Low
Factions: British Armed Forces (Modern)
Ref: http://i.imgur.com/wfhbi.jpg



Resources

Full Reference Download: http://realitymodfiles.com/rhino/ref...s_15-06-12.rar (258mb)



If anyone is up for this, please post below or PM me


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Old 06-16-2012, 08:56 PM   #2
Stealthgato

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Default Re: [Comm Modelling Task] Rapier SAM

How are they gonna work in PR? With them not being enterable - you need a remote station for it, so as deployable AA it doesn't really work I guess - has to be put in the map by the mapper?


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Old 06-16-2012, 09:47 PM   #3
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Default Re: [Comm Modelling Task] Rapier SAM

Also, is it going to be like the wasp defense where both parts are together, or are we gonna some how link them together (launcher and remote guidance)?


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Old 06-16-2012, 10:47 PM   #4
[R-DEV]Rhino
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Default Re: [Comm Modelling Task] Rapier SAM

Quote:
Originally Posted by Stealthgato View Post
How are they gonna work in PR? With them not being enterable - you need a remote station for it, so as deployable AA it doesn't really work I guess - has to be put in the map by the mapper?
These are mainly planned to be mapper placeable but deployable isn't totally ruled out, but would require quite a bit of space.

Quote:
Originally Posted by CTRifle View Post
Also, is it going to be like the wasp defense where both parts are together, or are we gonna some how link them together (launcher and remote guidance)?
Yes, will be somewhat like the vbf2 carrier defences.


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Old 06-19-2012, 07:37 AM   #5
samogon100500

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Default Re: [Comm Modelling Task] Rapier SAM

Actually I don't see any sense both from aviation(jets) and airdefence system.
I think Helicopters and Stinger/Igla systems will be enough for PR combat system.Just increase range for AA and quantity countermeasures for current choppers.Ain't awesome shooting down choppers via TOW or HAT,also not realistic.(But it's also one of useful ways to destroy a helicopter cuz AA works sux)


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Old 06-19-2012, 08:06 AM   #6
lucky.BOY
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Default Re: [Comm Modelling Task] Rapier SAM

Erm Samogon, did you play any of those Falkands tests? With view distance of 3km, its really useful to have something more than MANPADs.

Anyway, this thread is not here to discuss if its needed, its already on the design plan


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Old 06-19-2012, 10:11 AM   #7
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Default Re: [Comm Modelling Task] Rapier SAM

Quote:
Originally Posted by lucky.BOY View Post
Erm Samogon, did you play any of those Falkands tests? With view distance of 3km, its really useful to have something more than MANPADs.

Anyway, this thread is not here to discuss if its needed, its already on the design plan
Well,even with this - this beast shoots on 3km easily.Max rang for they - 8km AFAIK.
Just an model,nothing more.


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Old 06-19-2012, 02:29 PM   #8
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Default Re: [Comm Modelling Task] Rapier SAM

samogon, I couldn't give two flying f*cks what you think after all the crap you've spewed out over the past few years.

This type of asset dose fill a big gap in the AA defence capabilities, especially in terms of the Falklands, where the land bases are very much attackable from the air, and this kind of defence is the only thing which make pilots having to weight up is it worth attacking them, with a good chance of getting shot down.

It is in no way essential yes, hence why its not on the list of items for PRF v0.1, but it is something that will certainly add to the gameplay and the immersion and it certainly isn't pointless, especially if we go for optically guided missiles for PRF which we may do at some point in the future, which was all they really had back then for ground to air weapons.


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Old 06-19-2012, 03:48 PM   #9
CTRifle

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Default Re: [Comm Modelling Task] Rapier SAM

maybe he would rather shoot with sticks since we can make that shoot bullets? Its all about quality and dedication. To improve the mod by adding more content and quality such as a awesome new AA such as the rapier ect.


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Old 06-22-2012, 12:24 AM   #10
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Default Re: [Comm Modelling Task] Rapier SAM

hmmm this looks very interesting, it would be even cooler if you could make it deployable.
Idk if its possible but would be awesome to set up the Launcher, then you needed to set up the "control station" and generator within a certin distance. Then you could set up the radar for better performance or maybe have the BFv UAV radar but only showing air craft?????? dont know if thats possible but would be damned cool, would have so much fun setting up the best looking FOB.


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