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01-09-17, 01:11 PM | #46 | |||
Stowaway
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The 5" FFAR. From Wikipedia : Performance was limited because of the increased weight, limiting speed to 780 km/h (= 217 m/s).
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What is TDW ? |
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01-09-17, 01:29 PM | #47 | ||
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I think in the editors is called AP for "Armor Piercing", but yes, we are talking about the same thing TheDarkWraith aka RacerBoy P.S: have you seen post #43 in this thread? |
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01-09-17, 01:40 PM | #48 | |
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Yes. I was on the point to answer you. Well very nice models, that's sad that it's not the rockets that I have worked on ... So we have to think about modelling them, on the base of yours. So here is my idea : I release a first version of my work (kind of beta test) with no highly modelled rockets, and we work for a second versions with improvments. I would like to have something simple : 3 types of rockets : - first as anti-submarine warfare (with no explosive head, just piercing) : 3.5" FFAR - second which is the same with explosive but low speed : 5" FFAR - third with explosive and better speed : 5" HVAR. About R4M rockets on the Me262, it's just for fun, these rockets were against bombers airplanes, and I doubt that they could be used against shipping. |
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01-09-17, 01:43 PM | #49 |
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01-09-17, 02:19 PM | #50 | |
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http://www.mediafire.com/file/u82897...ts_Library.zip |
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01-09-17, 08:03 PM | #51 | ||||
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The rockets should look more or less like this: 3.5" FFAR. Dimentions:8.255 cm motor diameter; 8.89 cm warhead diameter; 139.7 cm total lenght = 114.3 cm motor length + 25.4 cm warhead length. These dimensions are not compatible with the drawing on the right, which is too short, but they are with the picture on the left. The picture below shows the 2.3368 m-long channel-slide launchers. According to wikipedia they were causing eccessive drag and they were replaced with zero-lenght launchers in May '45. 5" FFAR, basically a 3.5" motor with a 5" HE warhead in place of the solid steel warhead of its predecessor (8.255 cm motor diameter; 12.7 warhead diameter; 1.651 m total length) I am not too sure about the warhead in the drawing above though. After having considered several pictures, I think the 5" rocket came in two versions. In one of them, the warhead is fitted with a pointed nose fuze: At first glance the second version looks almost identical, except for the fuze, which looks more blunted: I wonder if .they really are different fuzes, or rather the fuze could be covered with a pointed nose cap absent from some pictures. In any case the aforementioned drawing seems a poor representation of the "smooth-nose" rocket. Last, a close-up picture showing a detail of the fin assembly: Also note the "zero-length" launchers, visible in the three pictures above. The 5" HVAR. Dimensions: 1.7272 m total lenght; 12.7 cm diameter; 39,6875 cm wingspan. Again, pictures available on the web show the rocket either in the pointed or smooth-fuzed wahead configurations: pointed nose smooth nose a detail of the exhaust (replica): Drawings of the zero-length suspension stubs: |
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01-09-17, 09:20 PM | #52 | |||||
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Because I wanted a simple mod with a few rocket types, and I had only bad models. But now, you're here to bring new stuff, and that's good ! Quote:
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01-10-17, 01:23 AM | #53 |
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01-10-17, 01:34 AM | #54 | |||
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Everything about WIngs3D is very simple and intutive: select an edge, and you can read its length on the left of the top bar; select two vertices, and their distance (absolute and on the three axis) is shown in the same spot |
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01-10-17, 01:09 PM | #55 | |
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Great ! |
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01-10-17, 02:03 PM | #56 |
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I've just managed to put an explosive input on the rocket launch event !
So it should be easy now. Just have to tweak some parameters values. |
01-10-17, 02:50 PM | #57 | |
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Note that the approach I suggested, if it works, might require each rail/launcher to be a separate gun. The reason is that the virtual muzzle that the explosive flash effect is spawned from, needs to be really close to the "unarmed" rocket model (the one attached to the rail), for it to be destroyed by the explosion. When a multiple-muzzle gun is elevated/traned, its muzzles move away from gun's pivot point, so it it would be impossible making sure that the muzzles are always close to their respective rocket, unless we make rockets to unrealistically turn together with the virtual barrels. On the contrary, if we have separate launchers for each rocket, the one muzzle and the one roket can be placed on the same coordinates as the pivot point of the virtual gun, and the muzzle will alway "fire" its explosive charge at the center of the corresponding rocket, no matter whan gun's elevation/training is. Some other advantage of having a separate gun for each rocket, is that we could place any number of rails under aircraft wings (2, 4, 5, etc for each wing) , we could have any combination of rocket rails (say for example 2 AP + 2 HE for each wing) and by moving the equipment nodes appropriately we could make each rail to follow more closely wing's profile. The one downside that I can think of, is the time required to create multiple rocket hardpoints on aircraft models, and for setting their equipment files appropriately |
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01-10-17, 03:01 PM | #58 | |
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01-10-17, 04:02 PM | #59 | |
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Another possible advantage of the one rail/one gun approach is this:
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01-10-17, 04:49 PM | #60 | |||
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finally don't agree
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About my tests. I don't manage to make the rockets destroyed when fired. The airplane (wings + engine) is destroyed (even with a min/max radius=0.000001 for the ammo damage). It seems that a very small explosion is impossible. I have tested further with max radius=0 : the wings are no more destroyed but the rockets still don't disappear. And when the airplane falls in the water, only the rockets on the left wing disappear because of the depth. |
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