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-   -   [REL] Pilots ejecting from destroyed airplanes (https://www.subsim.com/radioroom/showthread.php?t=182028)

TheDarkWraith 03-31-11 08:54 PM

[REL] Pilots ejecting from destroyed airplanes
 
Another mod I made for SH5 that I ported over to SH3. When an airplane is destroyed (explodes in air) the pilot(s) will now eject and parachute to the water. Due to ejecting in the explosion the pilots suffered severe injuries and thus died from the explosion. When they impact the water they will float face down.

Unzip straight to MODS folder and enable via JSGME.

NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one.

SH3's Flak gun training mission is a great mission to see this in action.

The stock SH3 Zones.cfg file was used as base for this mod. To update other mod's Zones.cfg file you need to add the following entries to them (highlighted in yellow):

[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None

[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0

[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0


Here you can see pilot ejected:
http://www.subsim.com/radioroom/pict...pictureid=3957


And here he is floating down to the water:
http://www.subsim.com/radioroom/pict...pictureid=3958

And here he is after impacting the water:
http://www.subsim.com/radioroom/pict...pictureid=3955

Contributors:
- Testpilot: new parachute and pilot for parachute

v1.0: initial release
v2.0: added new parachute and pilot for parachute by Testpilot.
adjusted fall speed of parachute to allow more 'hang-time'
adjusted how much pilot and parachute has to submerge before showing dead, floating pilot

Current version available here: http://www.gamefront.com/files/20179...ts_v2_0_SH3_7z

:|\\

brett25 03-31-11 09:14 PM

haha nice one mate. That pilot hit the drink pretty hard:woot:

dont know if I could use your your cool mod as I have never shot down an aircraft, nor do I ever try, for me its always ALAAAAAARM!

Victor Schutze 03-31-11 09:20 PM

Quote:

Originally Posted by brett25 (Post 1632714)
haha nice one mate. That pilot hit the drink pretty hard:woot:

dont know if I could use your your cool mod as I have never shot down an aircraft, nor do I ever try, for me its always ALAAAAAARM!

same here. Never tried to shoot down any airplane. Always crash dive. Nice addition to this sim though. :up:

Fish In The Water 03-31-11 11:40 PM

Quote:

Originally Posted by TheDarkWraith (Post 1632702)

And here he is after impacting the water:
http://www.subsim.com/radioroom/pict...pictureid=3955

Best looking Allied pilot I've seen in a long time...

Stellar effort, thanks very much for the mod! :yeah:

Magic1111 04-01-11 01:46 AM

Hi TDW !

WOW :o, looks awesome !!! :yeah:

Wonderful new MOD for SH3 ! :up:

But one question please: What for a zones.cfg did you have taken as base for the MOD, from Stock-SH3 or GWX or another Super-MOD ?

Best regards,
Magic:salute:

SquareSteelBar 04-01-11 02:01 AM

Quote:

Originally Posted by TheDarkWraith (Post 1632702)
...NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one....

Thanks for that, mate. :up:

It was useful to provide the additional entries in a readme file...

Magic1111 04-01-11 02:06 AM

Quote:

Originally Posted by SquareSteelBar (Post 1632880)

It was useful to provide the additional entries in a readme file...

Yes, agree, or post the additional entries in post #1 of this Thread ! :03:

SquareSteelBar 04-01-11 02:43 AM

Just compared TDW's Zones.cfg to the stock file - only four entries:


[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
...

[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0
...

[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
...

[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0

Fish In The Water 04-01-11 02:54 AM

Quote:

Originally Posted by SquareSteelBar (Post 1632894)
Just compared TDW's Zones.cfg to the stock file - only four entries:

Very good, thanks for the breakdown... :DL

Magic1111 04-01-11 03:23 AM

Quote:

Originally Posted by SquareSteelBar (Post 1632894)
Just compared TDW's Zones.cfg to the stock file - only four entries:

Many thanks SSB for clearify this !!!!!!! :yeah:

Best regards,
Magic:salute:

java`s revenge 04-01-11 04:50 AM

And another great mod...:yeah:

Testpilot 04-01-11 06:48 AM

Hi DarkWraith


How about this Parachute...????


http://www.fotos-hochladen.net/uploa...nj3sy12vri.jpg

http://www.fotos-hochladen.net/uploa...onm28ribd5.jpg

Testpilot

Aces 04-01-11 06:58 AM

S! Testpilot,

Hope you are well.

Best Regards

Aces

TheDarkWraith 04-01-11 07:18 AM

Quote:

Originally Posted by Testpilot (Post 1633019)

You can use Pack3D version 3 to extract the pilot (Extract All) out of the .dat file (TheDarkWraith_Pilot_Ejection_Materials.dat) in the mod to .obj format for import into Wings3D (the .obj file will be called AirplanePilot_01.obj). There you can see how the parachute's size is in relation to the pilot. It will also allow you to place the parachute in correct place in relation to pilot. Once set and scaled correctly then you can send me the .obj for the parachute and I'll update the mod :up:

TheDarkWraith 04-01-11 07:20 AM

Quote:

Originally Posted by SquareSteelBar (Post 1632894)
Just compared TDW's Zones.cfg to the stock file - only four entries:

yes, that's correct. I added new effect entries to all the plane's engines. I used the stock SH3 zones.cfg file as base. I've updated post #1 with the required entries to be made in other mod's Zones.cfg files to add this effect to them.


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