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Old 07-06-09, 10:17 AM   #9
Fleet Command CC
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Join Date: Sep 2008
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Here is Chapter 4. Part 1: Credit must go to CrazyIvan for doing these tutorials.

Quote:
=========== Chapter 4. Part 1. Launchers (Launchers) =============

In the left pane of the editor DWEdit button with a picture missiles, push it to fall into a menu Launchers.

Launchers - Launchers. (Absolutely everything, from which weapons can be fired - torpedo tubes, launchers of ballistic missiles, mines, ship MANPADS, up to 7.62 mm caliber for helicopter turret)
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Windows' Sound File '- audio playback in the game when you start from the launcher.
Windows' Anim1; Anim2 '- Rotating elements launchers on 3D models (if they provided it).
The window 'Name' - the name of a launcher.
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Box 'Weapon Details' (upper) - racks.
Contains 4 slots. If the launcher supports the launch of different types of weapons (for example a torpedo tubes), it shall appear necessary types of torpedoes and missiles on these racks.

In the same box 'Rounds 1 - Rounds 4' number is on the rack of weapons.
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Box 'Weapon Details' (average).

Window 'Rounds per Minute' - rate, number of pieces of weapons fired in a minute.
Window 'Ammo Swap Time'-time spent on unloading of the apparatus of weapons, and recharging of the other. (The units are not managed raspostranyaetsya, and at the same AI as the procedure of finding weapons in the racks has no role - if allowed to 1-m slot rack rests ASM missiles and missile LAM is in the last 4 th slot. When a ground goal, the boat starts LAM missiles from the 4-th slot, and no extra time to restart it would not. In short - prop.
Window 'Additional Ammo Clips' - the number of additional ammunition load. Applicable to artillery, 76mm, 100mm, the AC-630, Phalanx, etc. launchers.
Window 'Clip Reload Time' - time spent on loading arms to the empty Launcher.
Window 'Maximum Number of Rounds Guidable' - the maximum number of simultaneously beaten goals (also seems props).
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Box 'Weapon Details' (Lower).
Window 'Number of Tubes "- the number of trunks (missile containers, torpedo tubes) in the launcher.
Window 'Columns' - the columns. Number of tubes along the launcher.
Window 'Rows' - ranks. Number of tubes across the launcher.
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Box 'Angles (Degrees)' - positioning a launcher on the ship. (Not its location, but the fact of which side initiated the installation, as part of its Muzzle)
Window "Half of Firing Cone" - the installation of firing angles.
The window 'centered Heading' - turn a launcher on the length of the unit.
Window 'Heading rel. to Platform '- the same as above - there is a number here.
Window "Pitch rel. to Platform "- the inclination of the muzzle launcher on the unit.
90 degrees to the vertical launch vehicles, for TT machines submarine, 0 degrees ie, directly along the hull.
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Box 'Location Details' - positional launcher at yunite. (In meters, as well as the DA model, smasshtabirovannaya in meters)

Window 'Location on Platform' - the main location of the installation -

Axis X: otrits.znachenie - left from the longitudinal axis of the platform. polozh.znachenie - right from the longitudinal axis of the platform.
Axis Y: otrits.znachenie - back from the center. point of the platform. polozh.znachenie - in front of the center. Points platform.
Axis Z: otrits.znachenie - down from the center. point of the platform. polozh.znachenie - up from the center. Points platform.

Window "Top left Corner" - upper left corner of the three-dimensional array. Defined 3-dimensional space occupied launcher.

Window 'Bottom Right Corner' - the lower right corner of the three-dimensional array launcher. The data in this window заносяться steering platforms for more accurate positioning devices - for example, downloaded to bombolyuki P-3 torpedoes. They are located on the 4 pieces. in 2 series. If you delete data from the window to R-3, all of these 8 torpedoes will merge into one, ie they would not detail spozitsionirovany.
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Box 'Attributes "- Attributes launcher. Used only a few.

Window 'Unrotatable' - If the launcher nepovorotnaya, the check box.
Window 'Requires FCR' - If the launcher should use Sighting data from a radar target, put the box.
Window 'Bit 4' - the exact appointment is not known. Mounted for vertical launchers controlled submarines and helicopters upravlyaeyh.
Window 'Bit 6' - For controlled helicopters and airplanes. It removes a large inertia weapons. If the launcher should not use hunting weapons, checking the box.
For example: If the launcher on a plane or helicopter, operated, lift this box, the weapon will shoot at some distance from the unit, rather than simply tip out down under the belly units.
Thank you for doing these tutorials CrazyIvan niceone.
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