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#11 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired) 2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop ) 3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. That´s is it! So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. It´s there just for eye candy. But I can´t figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. ![]() ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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