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#16 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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AI torpedoes have actually worked for some time. Check out Serg's site (see his signature
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OK, how do rockets work? Do they have a smoke trail?
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#17 |
Stowaway
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As much as I like what Serg does (when he finaly posts screen shots that is) I never get excited any more since its now seems to be a trend of his to tease the hell out of ppl then leave em hanging - forever.
Case in point: Originally Posted by sergbuto Some day. Another 1 in the same boat is Ibecomelife, simply out standing work, nice screen shots, never see a damn thing (well not very much). So I have to ask, why bother posting screen shots if you never intend to release what the screen shots about, of if its your intent to release it near on a year later. At least the bigger mods only post screen shots an bits when a release is close. Constantly waving a red flag under a bulls nose is parmount to suicide. |
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#19 | |
Pacific Aces Dev Team
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![]() The problem with using rockets is finding the way to tell the game engine that the loadout with rockets should not be used in the beginning of the war. In the EQP and CFG files defining the loadouts the date definitions are not used. That forces to create another copy of the aircraft with different EQP file and later entering date in the game. Last edited by sergbuto; 10-31-06 at 11:17 AM. |
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#20 |
Pacific Aces Dev Team
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Yes, it does. A stock swordfish attacks and bombs with diving. I have set it up as a level bomber. Then at low heights this fairly looks as a torpedo bomber run. The question is how to make these planes always get spawned and do the attack approach at low heights.
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#21 | ||
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
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#22 |
Rear Admiral
![]() Join Date: Apr 2006
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Well I guess if you add them to one type of airbase only - say the small one
C:\Program Files\Ubisoft\SilentHunterIII\data\Land LAB_SmallAirBaseGB [Unit] ClassName=LargeAirBaseCa UnitType=406 MaxSpeed=0.000000 MinSpeed=0.000000 Length=1 Width=1 [AirGroup 1] StartDate=19380101 EndDate=19401225 Squadron1Class=FBHurricaneMk1 <--------Replace with the Swordfish Squadron1No=2 Then make sure those airbases are the ones close to coastal areas As for the height not sure if you can adjust that in the .sim file in the aircrafts folder |
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#23 |
Pacific Aces Dev Team
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I specifically meant spawning at low heights. SIM file defines only the lowest height for the aircraft. Probably, it will be necessary to script squadrons at low heights in the RND layer using convoy waypoints to simulate torpedo bomber waves from a carrier as well as along the coast to hunt outgoing and returning U-boats along with their escorts.
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#25 |
The Old Man
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![]() ![]() ![]() ![]() ![]() ![]() After a few munits... WOW!!!!! Your making a Beufighter too?! ![]() ![]()
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#26 | |
Pacific Aces Dev Team
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#28 | |
Pacific Aces Dev Team
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Last edited by sergbuto; 11-01-06 at 03:41 PM. |
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#29 | |
Pacific Aces Dev Team
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As to torpedoes, they are presumably electric or acoustic so that it is impossible to see them coming. The aircraft is much faster than a torpedo so it is expected to surpass the U-boat significantly before the torpedo hits it. Therefore, the use of AirTorpedo from the Bombs.dat is not applicable for such a purpose. Last edited by sergbuto; 11-01-06 at 04:07 PM. |
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#30 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
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The rocket trail is awesome.
At this rate, I won't need Silent Hunter 4.
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