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01-10-17, 02:50 PM | #1 | |
Navy Seal
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Location: CJ8937
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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 | #2 | |
Stowaway
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01-10-17, 04:02 PM | #3 | |
Navy Seal
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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 | #4 | |||
Stowaway
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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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01-10-17, 05:44 PM | #5 |
Stowaway
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Have to fix the crazy machine guns of this plane ...
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01-14-17, 06:39 PM | #6 |
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01-15-17, 12:31 AM | #7 |
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Bombs and rockets loadouts ready for the Wildcat ! By the way, do you know how to hide the edges on the rockets ?
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01-10-17, 06:07 PM | #8 |
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@ Kendras
What is the minimum armor level of the aircraft you are using for your tests (considering CollionableObject's AL of the plane and the AL of its wings/engine)? It is probably something between 0.5 and 2. If so, have you tried setting the AP value of the spawned explosive charge and of the dummy rockets on the racks to 0? To be sure also set the minimum radius of the explosive charge smaller than the maximum radius (let's say 0 and 0.1 for a start) and set Min and MaxEF to the same value (let's say double the hit points required for the dummy rocket to be destroyed). If you followed these instructions and the plane still gets destroyed before the rockets in its racks, then I am afraid there is not alternative but reducing the Min and MaxEF of the explosive and the HP of the dummy rockets to something veeeery low. The plane would still get damaged, but the damage would be so modest that the player won't notice it. The downside is that the rockets would disappear from under the wings even when they are subject to enemy fire, but I think we can live with it |
01-10-17, 06:46 PM | #9 | |||
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unit "Avenger" = 1/300 front wings = 11/110 engine = 14/70 explosive charge spawned : MinEF=1 MaxEF=10 AP=100 MinRadius=0 MaxRadius=0,000000001 Rocket new zone : Multiplier=1 Flotability=0 HitPoints=5 Destructible=Yes Armor Level=90 Critic Flotation=0 Critical=No FloodingTime=1 CargoType=None Crash Depth=10 Effect1=#plane_on_fire, 50 Quote:
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I'm trying another solution. If I fail, I will try a bit more with your/TDW solution. |
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01-10-17, 07:18 PM | #10 |
Navy Seal
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Try with these values:
explosive charge spawned MinEF=1000 MaxEF=1000 AP=0 MinRadius=0 MaxRadius=0.1 Rocket new zone Multiplier=1 Flotability=0 HitPoints=500 Destructible=Yes Armor Level=0 Critic Flotation=0 Critical=No FloodingTime=1 CargoType=None Crash Depth=1000 If the Avenger still explodes, try reducing charge's Min/MaxEF and rocket's HitPoints to 2 and 1 respectively (I am not sure whether decimal numbers are valid HP entires; if they are, something like 0.25 and 0.0625 respectively, would be even better...) If the Avenger finally doesn't explode but the dummy rockets don't disappear, try increasing a bit the max radius of the explosive charge and moving gun's muzzles away from the dummy rocket. It is possible that if an explosion happens within an object, that object can't get damaged (i.e. the explosion must impact its damage box from outside) |
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