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Old 01-12-17, 06:49 AM   #1
Kendras
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cool

I have finally something working .... but the way it works is strange .... further tests needed .... I tell you more this evening .... or later .....
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Old 01-12-17, 05:05 PM   #2
gap
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I have finally something working .... but the way it works is strange .... further tests needed .... I tell you more this evening .... or later .....


Can't wait for your news!
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Old 01-12-17, 07:07 PM   #3
Kendras
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Icon5 RESULTS OF MY TESTS

So, I will explain you how it works.

How did I succeed ? First because I'm obstinate. And second thanks to gap's excellent ideas. Thank you bro !

Now, here are the details :

First, I've removed the collision boxes and zones from the wings to prevent them to be destroyed by the explosion input. Now, I could probably add them again without any problem I think, I didn't test.

I've separated the 3D model of the rockets from the rack and made it child node. Perhaps I could also put the virtual gun as child node to have more simple loadout definitions files.

I've added a "trigger" under each rack placement in the airplane .dat file. For these triggers, I've created a special zone in the Zones.cfg.

To have these triggers destroyed when a rocket is fired, 3 things are necessary :

- a collision sphere, whatever size or location.
- the new type-box, but with an armor level different from -1 (which is odd, because -1 means that the value is the one in the Zones.cfg file which is 90) : if you set 90 instead of -1, it works ! (it's very odd). This type-box is linked to the object of the rockets model in the guns_SB.dat file. Thus, when the trigger is destroyed, the rockets model disappear.
- a 3D model (which can be invisible, but I let it visible for my tests, so I can see it when destroyed).

And finally, I've created an explosion input. For that, I downloaded The Dark Wraith mod about fire destroying the ships. I've understood the process and created a file containing the settings for a single explosion. There is an odd thing here : there must be a very high value (200) to destroy a zone with only 20 hitpoints ...

Anyway. This explosion is linked to the particles.dat file where the effect of rocket launch event is stored. Moreover, the explosion is in a child node which allows to put it UNDER the wings, where I placed the triggers. Thus, the explosion can't destroy the wings !

And that's it.

To better understand what's going on, I've added some visual marks (small light stars) spawned when an event occures. The red stars indicate the location of the explosion impulses. The blue stars indicate the location of each rocket-shell departure and last 5 seconds during which you can see the virtual gun moving on the left or on the right, you will see that the marks are always placed in the rockets models.

So, maybe now you want to see this by yourself ? No problem, here is my experimental airplane with the necessary files for the rockets. And also a single mission to test (called "rockets"). It is JSGME ready.

http://www.mediafire.com/file/kvs7q7...ET_TESTING.zip

But before installing, you have to create a new zone in Zones.cfg (a new number at the end of the list (example : 192=Rocket), and a new paragraph), and report its number in the airplane .zon file (for each trigger, the actual number is 192, but maybe it will be different for you). The zone settings are :

[Rocket]
Multiplier=1.0
Flotability=0.0
HitPoints=20
Destructible=Yes
Armor Level=90
Critic Flotation=0.3
Critical=No
FloodingTime=1
CargoType=None


For testing, there are 40 rockets for each gun, one rocket is launched every second. I've made them inoffensive for your U-Boot.

A strange thing is that sometimes, more than 5 rockets are launched and the rockets model is not destroyed. That's why I made bigger boxes in .zon file but without success. I was on the point to test with a bigger 3D model for one of the trigger. Perhaps by adding more collision spheres ?

You see ? That was a hard work, and it's still not perfect, even if I spent near 25 hours in tests. Thank you very much gap for your excellent advice which helped me to solve the problem. Have fun with tests, and tell me what could be improved, and how ??



Last thing : I didn't manage to fix the crazy forward machine guns of the Avenger, also firing straight forward when the U-Boot is behind ...
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Old 01-13-17, 11:26 AM   #4
Anvar1061
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I get the wrong suspension missiles

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Old 01-13-17, 11:54 AM   #5
Kendras
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Originally Posted by Anvar1061 View Post
I get the wrong suspension missiles

That's normal. What you see are the triggers models. They will be invisible in the final version !

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Originally Posted by Kendras View Post
- a 3D model (which can be invisible, but I let it visible for my tests, so I can see it when destroyed).
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Old 01-13-17, 12:05 PM   #6
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That's normal. What you see are the triggers models. They will be invisible in the final version !
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Old 01-13-17, 03:22 PM   #7
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Kendras your work is amazing . join WAC TEAM
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Old 01-13-17, 04:16 PM   #8
gap
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Originally Posted by Kendras View Post
So, I will explain you how it works...
Brilliant

Quote:
Originally Posted by Kendras View Post
Thank you very much gap for your excellent advice which helped me to solve the problem.
My pleasure mate!

Quote:
Originally Posted by Kendras View Post
Have fun with tests, and tell me what could be improved, and how ??
Believe it or not, I currently don't have SHIII installed, though I have an old installation of it + GWX in the hard disc of an old laptop with I now use as external storage. This is to say that I cannot test your testing mod directly, but I have downloaded it and I had a quick glance into it. I already have some suggestions, but I will wait posting them until I have a closer look into it

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Last thing : I didn't manage to fix the crazy forward machine guns of the Avenger, also firing straight forward when the U-Boot is behind ...
I will have a look into it myself, but a later stage: now I have too many projects pending. By the way: I have the new model of the F4F Wildcat/Martlet almost ready for importing in game. Currently working on the textures; I am doing a major effort to have all the painting schemes which were applied to the plane ad different stages of the war and in different scenarios, represented in game. Tedious but fun work at the same time. Wings Palette is a great resource for this kind of work
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Old 01-14-17, 07:27 AM   #9
Anvar1061
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Rockets do not fly
 
I made the changes, as you said:
http://www.subsim.com/radioroom/show...9&postcount=75



But in a test mission in 1944, I get damage from exposure to the invisible. No missile launches and falling bombs, which are not on the suspension.

Last edited by Anvar1061; 01-14-17 at 08:53 AM.
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Old 01-14-17, 10:50 AM   #10
Kendras
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Originally Posted by Anvar1061 View Post
Rockets do not fly

But in a test mission in 1944, I get damage from exposure to the invisible. No missile launches and falling bombs, which are not on the suspension.
Thank you for input. But what do you mean ? You don't see any rocket beeing fired ? You're taking damage : maybe from the machine guns ?
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Old 01-14-17, 11:20 AM   #11
Kendras
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It appears that the mechanism is not at all reliable. Sometimes, the rockets model disappears as soon as one rocket is fired. Sometimes, 2 or 3 rockets are necessary. And sometimes, the model doesn't disappear at all. And worse, the airplane is sometimes destroyed. Random effects ...

So I won't add this feature to my first version.

Last edited by Kendras; 01-14-17 at 11:28 AM.
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Old 01-14-17, 11:32 AM   #12
Anvar1061
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Thank you for input. But what do you mean ? You don't see any rocket beeing fired ? You're taking damage : maybe from the machine guns ?
I do not have these beautiful rocket launches, and I do not see the falling bombs, and I get fatal damage.
 
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Old 01-14-17, 12:59 PM   #13
Kendras
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I do not have these beautiful rocket launches, and I do not see the falling bombs, and I get fatal damage.
The white smoke is only for the rockets on the Me262. For the other, the smoke is black. About fatal damage, I don't understand ...

Else, I have resized all the rockets with the RL dimensions.

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The devil is in the details!
Indeed :

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