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Old 01-05-2017, 10:55 PM   #31
gap
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Well done Kendras
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Old 01-06-2017, 01:24 PM   #32
Kendras
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Hey, I've found a new airplane : the Douglas SBD Dauntless. It was an american dive-bomber which could be fitted with rockets ! I've found it in Wolf Ocean Mod V3 (by Chinese U-47), I don't know original author .... Starting improvments, the loadout file is a total mess ....

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Old 01-06-2017, 03:22 PM   #33
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Default Verifying the bombs' nodes' placements ....

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Old 01-07-2017, 02:31 AM   #34
A6Intruder
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ImO its not a need that every Plane has to be fitted with Rockets. The Dautless was widley used to begin of WWII and was nearly allways used as a Dive Bomber as on your Picture shown.
Best regards
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Old 01-07-2017, 04:56 AM   #35
Kendras
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Quote:
Originally Posted by A6Intruder View Post
ImO its not a need that every Plane has to be fitted with Rockets. The Dautless was widley used to begin of WWII and was nearly allways used as a Dive Bomber as on your Picture shown.
Best regards
Indeed, I won't add rockets to all the planes, only to those which were possibly fitted with rockets . That reminds me that I have to add the Swordfish to my list. About the Dauntless, I will add rockets as optional loadout. Loadout parameters will be :

- basic = two 100 kg bombs
- option 1 = one 500 kg
- option 2 = one 500 kg + two 100 kg
- option 3 = two 100 kg + 2x4 rockets

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Old 01-07-2017, 08:53 AM   #36
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Dauntless with brand new 5 inch rockets racks that I've just created !

Else, I've added new sounds for the rockets, created with the video of my previous post. Also tweaked the sh3.sdl to hear the sound from far away !

Last edited by Kendras; 01-07-2017 at 04:34 PM.
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Old 01-07-2017, 04:28 PM   #37
Kendras
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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.

Quote:
Originally Posted by Kendras View Post
5 inch rockets racks that I've just created !

I have no precise plans, so the 5 inch rockets may be at the wrong scale. For me, it seems that they are a bit too big ...
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Old 01-07-2017, 11:15 PM   #38
Kendras
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I need someone to remap the marks of this beautiful model of Grumman Avenger (Author is Rubini, or he just converted this unit from another game, I don't know). Here are the parts of the texture to use :



PM me if you want to help !

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Old 01-08-2017, 05:02 AM   #39
Anvar1061
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Quote:
Originally Posted by Kendras View Post

PM me if you want to help !

https://yadi.sk/d/F9fbYjsy37kYqw

PM

Last edited by Anvar1061; 01-08-2017 at 05:27 AM.
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Old 01-08-2017, 08:26 AM   #40
Kendras
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Quote:
Originally Posted by Anvar1061 View Post
Thank you very much Anvar1061 !

That was what I needed ! It's the same plane as me, but with the american marks directly painted on the texture.

Else, I didn't know that it was Testpilot's airplane. In Wreford Brown's mod, the readme says that it is Rubini.
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Old 01-08-2017, 09:01 AM   #41
Kendras
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And last but not least, the High Velocity 5 Inch Aircraft Rockets (HVAR) !





I have the same problem as for the Wildcat, the surfaces don't look smooth ...
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Old 01-08-2017, 08:53 PM   #42
Kendras
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cool

Finished work on the Swordfish !

* .dat file : changed all bombs nodes, resized the helix and changed its texture and speed of rotation, modified a bit the 3D model (wheels' position, motor and glasses), improved slightly the texture of the airplane, changed the pilot's 3D models (P01) using the library file provided with the Dauntless airplane.
* .cfg and .eqp files : changed all the loadout definitions
* .zon file : reworked all the collision and types zones
* .sim file : still have to check MG nodes, but another day.



What you can sea on the pic is the basic loadout in end of 1944 - 1945.

 
Code:
; basic loadout (3 depth bombs)

[Equipment 1]
NodeName=B01
LinkName=NULL

[Equipment 2]
NodeName=B02
LinkName=NULL

[Equipment 3]
NodeName=B03
LinkName=NULL
StartDate=19380101
EndDate=19430901

[Equipment 4]
NodeName=B03
LinkName=3.5''AR_gun
StartDate=19430902
EndDate=19440601

[Equipment 5]
NodeName=B03
LinkName=5''AR_gun
StartDate=19440602
EndDate=19451231

[Equipment 6]
NodeName=B04
LinkName=AirDepthCharge
StartDate=19380101
EndDate=19440601

[Equipment 7]
NodeName=B04
LinkName=NULL
StartDate=19440602
EndDate=19451231

[Equipment 8]
NodeName=B05
LinkName=AirDepthCharge

[Equipment 9]
NodeName=T01
LinkName=3.5''AR_rack
StartDate=19430902
EndDate=19440601

[Equipment 10]
NodeName=T01
LinkName=5''AR_rack
StartDate=19440602
EndDate=19451231

[Equipment 11]
NodeName=P01
LinkName=Pilot_Plane_Kendras


; 6x100Kg Bombs

[Equipment 12]
NodeName=B01
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 13]
NodeName=B02
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 14]
NodeName=B03
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 15]
NodeName=B04
LinkName=NULL
Loadout=6x100Kg Bombs

[Equipment 16]
NodeName=B05
LinkName=NULL
Loadout=6x100Kg Bombs

[Equipment 17]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=6x100Kg Bombs


; 1x500Kg Bomb

[Equipment 18]
NodeName=B01
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 19]
NodeName=B02
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 20]
NodeName=B03
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 21]
NodeName=B04
LinkName=Bomb500Kg
Loadout=1x500Kg Bomb

[Equipment 22]
NodeName=B05
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 23]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=1x500Kg Bomb


; 2x100Kg Bombs + 2x4 Rockets

[Equipment 24]
NodeName=B01
LinkName=Bomb100Kg
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 25]
NodeName=B02
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430901
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 26]
NodeName=B02
LinkName=NULL
StartDate=19430902
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 27]
NodeName=B03
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430901
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 28]
NodeName=B03
LinkName=3.5''AR_gun
StartDate=19430902
EndDate=19440601
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 29]
NodeName=B03
LinkName=5''AR_gun
StartDate=19440602
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 30]
NodeName=B04
LinkName=NULL
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 31]
NodeName=B05
LinkName=NULL
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 32]
NodeName=T01
LinkName=3.5''AR_rack
StartDate=19430902
EndDate=19440601
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 33]
NodeName=T01
LinkName=5''AR_rack
StartDate=19440602
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 34]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=2x100Kg Bombs + 2x4 Rockets


During a test with three Me262 attacking together with salvos of R4M rockets :

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Old 01-09-2017, 11:10 AM   #43
gap
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Hi Kebdras,

I have finally found my model of the RP-3 rocket, used by the RAF and RN:



It includes: a launching rail, the 60 lb HP warhead and the 25 lb AP warhead.

Note that this is a different weapon from the 2.75 inch FFAR, the 3.5-Inch FFAR, the 5-inch FFAR and the HVAR used by the American, and the Soviets had their own airborne unguided rockets too that can be simulated in game

While looking for the British rocket on my HD, I have discovered that I had modelled a FFAR rocket as well, I think the 5-in one, but it is not textured yet. If you send me the library files where you have stored the rocket launchers and projectiles, I will update them with the models I have ready so far
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Old 01-09-2017, 11:35 AM   #44
Anvar1061
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Excellent cooperation and mutual!
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Old 01-09-2017, 11:55 AM   #45
gap
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Quote:
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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