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Old 01-09-17, 12:55 PM   #1
gap
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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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Old 01-09-17, 01:11 PM   #2
Kendras
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What rocket is the 217 m/s figure relative to ?
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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Originally Posted by gap View Post
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.
I think it's not simulate, but that's just my opinion. Tests are needed to check.

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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:
I though about that too. Have to try !

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Originally Posted by gap View Post
- 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)
You mean AL, not AP ? Armor level ?

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- 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)
What is TDW ?
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Old 01-09-17, 01:29 PM   #3
gap
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Quote:
Originally Posted by Kendras View Post
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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Originally Posted by Kendras View Post
I think it's not simulate, but that's just my opinion. Tests are needed to check.
Maybe. If it wasn't, increasing rockets nominal speed by taking aircraft speed into account would be realistical

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I though about that too. Have to try !


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Originally Posted by Kendras View Post
You mean AL, not AP ? Armor level ?
I think in the editors is called AP for "Armor Piercing", but yes, we are talking about the same thing

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What is TDW ?
TheDarkWraith aka RacerBoy

P.S: have you seen post #43 in this thread?
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Old 01-09-17, 01:40 PM   #4
Kendras
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I think in the editors is called AP for "Armor Piercing", but yes, we are talking about the same thing.
No. You have different shells types : AP (armor piercing) and HE (highly explosive). In Zones.cfg, you have Armor Level and HP (hitpoints).

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P.S: have you seen post #43 in this thread?
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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Old 01-09-17, 01:43 PM   #5
Kendras
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Rocket's accuracy was an issue even in real WWII warfare.
Sure, but in-game, the rockets just missed EVERYTIME, they were ALWAYS shot in front of the ships, whatever the distance between airplane and target, kind of wrong computering.
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Old 01-14-17, 04:20 AM   #6
Anvar1061
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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
I did color quickly, without going into details. You can improve it by yourself on your choice. I only showed how.
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Old 01-14-17, 05:12 AM   #7
gap
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I did color quickly, without going into details. You can improve it by yourself on your choice. I only showed how.
Are these drawings your work?
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Old 01-14-17, 05:28 AM   #8
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Are these drawings your work?

http://www.subsim.com/radioroom/show...0&postcount=39
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Old 01-14-17, 06:44 AM   #9
gap
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I see, you have updated Avenger's textures with Fleet Air Arm's markings. I have tried downloading your package, but unfortunately my antivirus blocked it
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