Thread: [REL] Rockets mod
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Old 01-09-17, 12:55 PM   #45
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by Kendras View Post
Unfortunately, it seems impossible to set the historical speed to the rockets, because with 217 meters per second, they systematically miss the target. I have to set at least 500 meters per second to have some accurate shootings.
What rocket is the 217 m/s figure relative to? Rocket's accuracy was an issue even in real WWII warfare. From Wikipedia:

Quote:
...as it [the RP-3 rocket] was unguided aiming was a matter of judgment and experience. Approach to the target needed to be precise, with no sideslip or yaw, which could throw the RP off line. Aircraft speed had to be precise at the moment of launch, and the angle of attack required precision. Trajectory drop was also a problem, especially at longer ranges.
Increasing rockets' speed in game might be a good compromise anyway. The maximum speeds reported by many sources include the lettering "+ aircarft speed", but I don't know if velocity inherited from the launching aircraft is simulatred in game for gun shells. An easy way to test it would be giving the rocket launcher a ridiculously low speed, and see if the rocket falls down almost vertically rather than following a parabolic trajectory. We should also take in account that, being self-propelled, real rockets have a steedier horizontal speed and their trajectory is flatter compared to a normal gun shell, but this can't be simulated in game.

On an unrelated note, long ago I had an idea for making rockets to disappear from their racks after launch, but never had time to test it:

- attach a rocket model to each launcher as a separate mesh, near the (virtual) gun muzzle;
- make it destroyable, and create a new zone for it with a very low AP value (so that it can take damage from an explosive charge with low penetration properties) and a very high HP value (so that even if damaged by normal ordnance, it wont be easily detsroyed as long as its parent projector is not destroyed);
- create a new muzzle flash effect for the virtual rocket gun, and make it to spawn an explosive charge (similar to TDW's fire effects)
- set this explosion with a low AP value and a small blast radius (so that no other object but the rockets under aircraft wings will take damage from it), and an HP value high enough that the rocket in the rail gets detsroyed at once when a rocket is fired.

The same could be done for virtual torpedoes and other ordnance which should disappear from the launching unit once fired. Might it work?
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