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Old 08-28-17, 11:15 AM   #1
Kendras
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I've found how to avoid this problem, by limiting the max speed of aircrafts to 350 kts (even if the real max speed of P51 was 380 ...)
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Old 08-28-17, 03:20 PM   #2
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I've found how to avoid this problem, by limiting the max speed of aircrafts to 350 kts (even if the real max speed of P51 was 380 ...)
Maybe the plane is ricochetting on the sea surface? Try resetting its max speed to 380 kts and reduce the rebound coefficient (in CollisionableObject controller) instead
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Old 08-28-17, 07:19 PM   #3
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so instead of skipping stones on the water, Kendras is skipping planes... - now to just do that with some bombs...
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Old 08-29-17, 04:00 AM   #4
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so instead of skipping stones on the water, Kendras is skipping planes... - now to just do that with some bombs...
That's not a joke lol: airborne depth charges, air torpedoes and ASW bombs ricochetting on the sea surface was a factor that the Allies had to deal with. There are even records of bombs jumping back and exploding against the low-altitude patrol craft that had dropped them. For minimizing/avoiding that risk, pilots were instructed to drop their explosives only at certain speeds/altitudes/angles of attack, and in the course of WWII air ordnance was fitted with a variety of weird-looking appendices whose function was to increase water penetration

I think that could be mimicked in game by making air bombs collisionable and by playing with their rebound coeffcients, but a lot of testing and fine-tunig would be required if we wanted to simulate the different water penetrations of the many bomb marks/mods used during the war
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Old 08-29-17, 04:35 AM   #5
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Maybe the plane is ricochetting on the sea surface? Try resetting its max speed to 380 kts and reduce the rebound coefficient (in CollisionableObject controller) instead
It looks like ricochetting, but it's not : the airplane crashes, sinks a few meters below the surface, and rise again to the surface without loosing speed. But I will try to change this setting (rebound coefficient), thanks for the advise. I saw it too, but it's only 0,05, so I decided to not try to change it. But, we never know with this strange hardcode ...

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That's not a joke lol: airborne depth charges, air torpedoes and ASW bombs ricochetting on the sea surface was a factor that the Allies had to deal with. There are even records of bombs jumping back and exploding against the low-altitude patrol craft that had dropped them. For minimizing/avoiding that risk, pilots were instructed to drop their explosives only at certain speeds/altitudes/angles of attack, and in the course of WWII air ordnance was fitted with a variety of weird-looking appendices whose function was to increase water penetration
Exactly ! I was watching an allied training film dealing with that problem a few months ago.

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so instead of skipping stones on the water, Kendras is skipping planes... - now to just do that with some bombs...
The Allies destroyed a German dam at the end of the war, with a special ricochetting bomb.

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I think that could be mimicked in game by making air bombs collisionable and by playing with their rebound coeffcients, but a lot of testing and fine-tunig would be required if we wanted to simulate the different water penetrations of the many bomb marks/mods used during the war
Now, I'm more looking towards air dropped torpedoes ...

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Old 08-29-17, 05:48 AM   #6
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It looks like ricochetting, but it's not : the airplane crashes, sinks a few meters below the surface, and rise again to the surface without loosing speed.
That might explain why devs made destroyed planes to always explode in the air in SH5. That limitation was removed by TheDarkWraith with one of his hardcoded patches, but I wonder if anyone has ever made extensive tests on aircraft sinking dynamics since the release of that patch

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But I will try to change this setting (rebound coefficient), thanks for the advise. I saw it too, but it's only 0,05, so I decided to not try to change it. But, we never know with this strange hardcode ...


Try both to reduce and increase it please, and see if it makes any difference.

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Exactly ! I was watching an allied training film dealing with that problem a few months ago.
If you are talking about a wartime US training film on air torpedoes, then we have probably watched the same video

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The Allies destroyed a German dam at the end of the war, with a special ricochetting bomb.
You must be talking about bouncing bombs

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Now, I'm more looking towards air dropped torpedoes ...
Air torpedoes were subject to the same problem. I don't think they could bounce back against their dropper, but IIRC their tendency to ricochet once they touched the sea surface, affected negatively their depth control system.

[/QUOTE]

Nice screenie, but I think that Swordfish has missed the right timing to release his fish
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Old 08-29-17, 07:12 AM   #7
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You must be talking about bouncing bombs
Yes, that's their name.

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Nice screenie, but I think that Swordfish has missed the right timing to release his fish
Yes, indeed, the torpedo can't be launched, it's just an eye candy addition (for now ... ;-)). I was just testing several things at the same time : swordfish flying very low above sea, with new smoke effect for engine failure, and new texture (camo and marks).

I'm interested in loonking closer how to create a working air torpedo attack, but I have not enough time right now (even if already several ideas ). I know that someone (I think it was Rubini) has already created something like that for SH3 but with serious limitations.
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Old 08-30-17, 01:07 PM   #8
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so instead of skipping stones on the water, Kendras is skipping planes...
And it's even more funny with a rocket propelled aircraft, flying at 600 m/s !
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Old 09-03-17, 11:01 AM   #9
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Default RP-3 Rockets

I've added the british RP-3 rocket to the rockets library.

Testing them on Hawker Hurricanes, which have a new texture (Sea Hurricane texture) :



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Old 09-03-17, 11:45 AM   #10
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I've added the british RP-3 rocket to the rockets library.

Testing them on Hawker Hurricanes, which have a new texture (Sea Hurricane texture) :
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Old 09-04-17, 01:22 PM   #11
Kendras
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Default p51 - new texture ...

8 hours of work, and still not finished ...

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