The problem in FA is that in real life the SAM radar is destroyed. This in turn, makes the entire SAM site inoperable. Well why not make a SAM radar in FA. It won't affect any SAM unit in the game but it'll increase realism and be more fun. Here is how you do it:
Step 1: Making the Radar
Gun
What is a radar gun you might ask. Well in order for the radar to
be able to lock onto you, it needs a mock weapon to fire at you. So go
and open the SA-2 weapon file. Rename it all as Radar Gun and save it
as RDGN.JT. Now set the weight to 0, set
the shape as STARS.sh, set the type to Air-to-air
and the guidance to active radar and open the missile
info. Set every parameter to 0. Save
and open the targeting. Here is where it gets tricky. In RWS set
the minimum range to 0
and the maximum range to whatever you want, lets
go with 50 for an example. In TWS set the
ranges to 0. The radar will never begin to
track you so it won't ever be able to fire at you. For both RWS and TWS
set the minimum altitude to 0.1
that'll give the weapon a minimum altitude of 528 ft. If you are below
it the radar won't lock onto you. Though it may not be a realistic altitude
for all cases, it is still the lowest (except for 0.) For maximum
altitude give it 25 (which means it has
a maximum altitude of 132,000 ft. That way if you are above 528 ft. you
will be tracked. You'll want all FOV Pitch
and Heading values set to 180.
Now open firing info, set the first slot to 1,
all else to 0 and
the last slot to 255.
Open damage next and set all the text boxes to
0 and the explosion types
to undefined. Set everything
in movement to 0 except
the maximum altitude and minimum
altitude. For ours it'll be 528 for minimum
and 132000 for maximum. Open ordinance parameters
and select Guided Project and Can
Damage Aircraft. Then open Ordinance Hit
Parameters and make everything 0.
Save you gun and it's ready.
Step 2: Making the Radar
Radar
Open up the Seeker and select A10.SEE. Now here you'll save it as
RDGNR.SEE. Open additional and select the parameters you want. Match
the RWS with those of the weapon and make the TWS exactly the same. Fill
in any other appropriate data.
Step 3: Making the Radar
Open up the ZSU-23 NT file and rename it as Radar Gun, etc. Set the
date to 1956, select the damage parameters and speed, etc. that you want.
Set the shape to whichever radar you want. Open the hardpoint data and
delete everything. Then add the radar (*.SEE file) and 1000 (in quantity)
of the weapon (*.JT file) and make sure they are both set as required
parameters. Then save and you're radar is made. Open the new NT
file in a texture editor and scroll down to line:
[brent's_relocatable_format]
;---------------- START OF OBJ_TYPE ----------------
;---------------- general info ----------------
byte 3
word 234
word 179
ptr ot_names
dword $821
word $ <---- THIS LINE (SET TO 200)
Step 4: Game Instructions
Start the game, make your mission and insert the radar in, it should show
up as a vehicle. Fly your mission and use anti-radiation missiles because
the radar will show up on your HARM sensor. Destroy it and you are done.