I started this topic but please see my config and problem in this post:
http://www.flashpoint1985.com/cgi-bin....t=26555
I started this topic but please see my config and problem in this post:
http://www.flashpoint1985.com/cgi-bin....t=26555
I read the other thread, just a few things I can mention that may help you.
In my plane, if I am pilot and AI is gunner, when I tell him to fire the bomb it appears slightly ahead of where it should be but then falls as it should.
If I choose manual fire, all works fine. ?? Not sure why this is.
Another thing I have noticed, DONT make weapons with mass greater the 1000. (ie in the geometry model).
I noticed that you seem to 'colide' with the fired weapon, that propels the bomb ahead and the plane near stops in mid air.
Yes thats exactly what happens and my bombs do have mass about that.Thanx and I will check that too
The bombs are propelling forward.Hard to tell if its the recoil or the bomb,but it often goes thru my plane,destroying it or making it slow down.
Problem solved ,was because of 2000 mass
Thanx alot for helpz
When I had that same mass problem, it had me baffled for quite a while wondering what the hell was going on!
Glad I could help!![]()
BratZ you can refence the bombs from within my addon if you want. They're all textured and weighted correctly.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgammo
{ class Default {};
class AT3: Default {};
class Hellfire: AT3 {};
class CarlGustav: AT3 {};
class Maverick: Hellfire {};
class LaserGuidedBomb: Default {};
class GBU_10E: LaserGuidedBomb
{
hit=5000;indirectHit=3500;indirectHitRange=15;
minRange=50;minRangeProbab=0.50;
midRange=300;midRangeProbab=0.95;
maxRange=1500;maxRangeProbab=0.50;
soundHit[]={\LaserGuided\expl2,db4 0,1};
cost=20000;
model= "\DrF_Intruder\GBU_10";
proxyShape= "\DrF_Intruder\GBU_10p";
irLock=false;
laserLock=true;
maxControlRange=100000; // unlimited control (active weapon)
maneuvrability=16.0;
sideAirFriction=0.1;
simulation=shotMissile;
maxSpeed=100;
initTime=0;
thrustTime=0;
thrust=0;
};
class GBU_12D: GBU_10E
{
hit=1250;indirectHit=875;indirectHitRange=8;
model= "\DrF_Intruder\GBU_12";
proxyShape= "\DrF_Intruder\GBU_12p";
};
class GBU_16B: GBU_10E
{
hit=2500;indirectHit=1750;indirectHitRange=10;
model= "\DrF_Intruder\GBU_16";
proxyShape= "\DrF_Intruder\GBU_16p";
};
class Mk_82: default //500 lbs
{
hit= 1250;
indirectHit= 875;
indirectHitRange= 8;
minRange= 300;
minRangeProbab= 0.50;
midRange= 800;
midRangeProbab= 0.95;
maxRange= 2000;
maxRangeProbab= 0.50;
soundHit[]= {\LaserGuided\expl2,db40,1};
soundFly[]= {"\DrF_Intruder\bmbfall.ogg",db-30,1.5};
cost= 5000;
model= "\DrF_Intruder\mk_82";
proxyShape= "\DrF_Intruder\mk_82";
irLock= 0;
laserLock= 0;
maxControlRange= 20000;
maneuvrability= 0.1;
sideAirFriction= 0.20;
simulation= shotMissile;
maxSpeed= 100;
initTime= 1000;
thrustTime= 0;
thrust= ***0;
};
class MK_81: MK_82
{
hit= 625;
indirectHit= 440;
indirectHitRange= 5;
cost= 3000;
model= "\DrF_Intruder\mk_81";
proxyShape= "\DrF_Intruder\mk_81";
};
class MK_83: MK_82
{
hit= 2500;
indirectHit= 1750;
indirectHitRange= 10;
cost= 7000;
model= "\DrF_Intruder\mk_83";
proxyShape= "\DrF_Intruder\mk_83";
};
class MK_84: MK_82
{
hit= 5000;
indirectHit= 3500;
indirectHitRange= 15;
cost= 14000;
model= "\DrF_Intruder\mk_84";
proxyShape= "\DrF_Intruder\mk_84";
};
};[/QUOTE]<span id='postcolor'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class cfgweapons
{
class Default {};
class LAWLauncher: Default {};
class CarlGustavLauncher: LAWLauncher {};
class AT3Launcher: CarlGustavLauncher {};
class HellfireLauncher: AT3Launcher {};
class MaverickLauncher: HellfireLauncher {};
class Mk_82_2: HellfireLauncher
{
displayName= "Mk82 500LBS";
displayNameMagazine= "Mk82";
shortNameMagazine= "Mk82";
ammo= mk_82;
model= "\DrF_Intruder\mk_82";
proxyShape= "\DrF_Intruder\mk_82";
magazine= "mk82";
magazines[]= {Mk_82_2};
magazineReloadTime= 0.1;
count= 2;
initSpeed= 0;
canLock= 2;
burst= 4;
aiRateOfFire= 8.0;
aiRateOfFireDistance= 3500;
optics= 1;
sound[]= {"\sound\weapons\AK74dry",db-50,1.0};
reloadTime= 0.15;
autoFire = 1;
recoil= empty;
};
class MK_81_2: MK_82_2
{
displayName= "Mk81 250LBS";
displayNameMagazine= "Mk81";
shortNameMagazine= "Mk81";
model= "\DrF_Intruder\mk_81";
ammo= mk_81;
proxyShape= "\DrF_Intruder\mk_81";
magazine= "mk81";
magazines[]= {MK_81_2};
count= 2;
};
class MK_83_2: MK_82_2
{
displayName= "Mk83 1000LBS";
displayNameMagazine= "Mk83";
shortNameMagazine= "Mk83";
model= "\DrF_Intruder\mk_83";
ammo= mk_83;
burst= 2;
proxyShape= "\DrF_Intruder\mk_83";
magazine= "mk83";
magazines[]= {Mk_83_2};
count= 2;
aiRateOfFire= 16.0;
reloadTime= 0.30;
};
class MK_84_1: MK_82_2
{
displayName= "Mk84 2000LBS";
displayNameMagazine= "Mk84";
shortNameMagazine= "Mk84";
model= "\DrF_Intruder\mk_84";
ammo= mk_84;
burst= 1;
proxyShape= "\DrF_Intruder\mk_84";
aiRateOfFire= 32.0;
magazine= "mk84";
magazines[]= {MK_84_1};
count= 1;
reloadTime= 0.45;
};
class LaserGuidedBombLauncher: HellfireLauncher {};
class GBU_10E: LaserGuidedBombLauncher
{
picture= "Hellfire";
ammo= GBU_10E;
displayName= "GBU_10E 2000lb LGB";
displayNameMagazine= "GBU_10E LGB";
shortNameMagazine= "GBU_10";
model= "\DrF_Intruder\GBU_10";
proxyShape= "\DrF_Intruder\GBU_10P";
count= 5;
reloadTime= 0.5;
sound[]= {"\sound\weapons\AK74dry",db-50,1.0};
initSpeed= 0;
aiRateOfFire= 13.0;
aiRateOfFireDistance= 2500;
};
class GBU_12D: GBU_10E
{
displayName= "GBU_12D 500lb LGB";
displayNameMagazine= "GBU_12D LGB";
shortNameMagazine= "GBU_12";
model= "\DrF_Intruder\GBU_12";
proxyShape= "\DrF_Intruder\GBU_12P";
count= 15;
};
class GBU_16B: GBU_10E
{
displayName= "GBU_16B 1000lb LGB";
displayNameMagazine= "GBU_16B LGB";
shortNameMagazine= "GBU_16";
model= "\DrF_Intruder\GBU_16";
proxyShape= "\DrF_Intruder\GBU_16P";
count= 15;
};
}:[/QUOTE]<span id='postcolor'>
Note that the GBU models aren't in the current beta of the A-6E Intruder.
This should save you time.
DragoFire
Just another tragic case of terminal kinetic energy poisoning!
It's hard to please everyone, but easy to upset everyone!
I see now BratZ, i had my bombs with a mass of 200.
Thanx Dragofire,I actually did use an old message when you were config'n proxys to help my problem.Thanx a bunch!
If I used your bombs people would have to have your addon installed too.Unfortunately I am making WW2 addons and they may not use a A6 Intruder
Any chance someone make a package of bombs for us all to use? A Seperate addon? Like that German grenade pack that was just released.Make it like a crate maybe?
I could do it,my specialty isn't making bombs and I am all set for now.I will stick with my current ugly black bomb (havent made a text yet)
Because from pics I see ,these bombs dont look like the MK series (any WW2 payload specialists here?)
From the military stuff I just find they were #1000 or something
I think I may have the proxy config'n about mastered,woot!
Thanx for all the help guys
About the mass,ya,it appears after its so heavy,it uses it like a hellfire or grenade launcher thing,was messing me up!
Recoil and was shooting forward
And they were working OK before I proxy them ,must be because thats the only time the geometry is used is in proxy configuration
The bombs are falling great,and I already coded some AI scripts to make sure the bomb bay is open (any mode but stealth) and AI will use them
Having a blast!!!!
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 12 2003,10:27)</td></tr><tr><td id="QUOTE">Thanx Axe,I actually did use an old message when you were config'n proxys to help my problem.Thanx a bunch!
If I used your bombs people would have to have your addon installed too.Unfortunately I am making WW2 addons and they may not use a A6 Intruder
Any chance someone make a package of bombs for us all to use? A Seperate addon? Like that German grenade pack that was just released.Make it like a crate maybe?
I could do it,my specialty isn't making bombs and I am all set for now.I will stick with my current ugly black bomb (havent made a text yet)
Because from pics I see ,these bombs dont look like the MK series (any WW2 payload specialists here?)
From the military stuff I just find they were #1000 or something
I think I may have the proxy config'n about mastered,woot!
Thanx for all the help guys
About the mass,ya,it appears after its so heavy,it uses it like a hellfire or grenade launcher thing,was messing me up!
Recoil and was shooting forward
And they were working OK before I proxy them ,must be because thats the only time the geometry is used is in proxy configuration
The bombs are falling great,and I already coded some AI scripts to make sure the bomb bay is open (any mode but stealth) and AI will use them
Having a blast!!!![/QUOTE]<span id='postcolor'>
If the bomb has NO trust it drops a the same speed as your plane. Also make sure that the model has the correct mass and is balanced correctly.
One thing I did was to make sure that most of the mass was toward the bombs nose. And also remember that the mass does count against the planes top speed.
I'm going to be doing up a weapon addon pack for planes soon. As posted in my Intruder topic in addons.
DragoFire
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DragoFire @ Feb. 12 2003,15:41)</td></tr><tr><td id="QUOTE">If the bomb has NO thrust it drops a the same speed as your plane. Also make sure that the model has the correct mass and is balanced correctly.[/QUOTE]<span id='postcolor'>
True, but the "sideAirFriction" variable can change this.
The higher the number, the more the bomb will slow down
when it is launched. Also, it makes the bomb "drop" instead
of continuing along the plane's flightpath. So if you want
an ordinary free fall bomb, set it to 0.1 or less, and for
retarded bombs, set it to 0.4 or up. Of course, this is just
a suggestion, you have to try it out to see what works![]()