Marker Rockets LAU-68/131 /WP
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Cool stuff Molni.
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Molni, the big black impact crater, is that a lod too?
Cheerd
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Would be good to remove those crater.
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I cannot disable the impact crater effect.
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Crater is a coded effect. Thoughts were gone on replacing it with a flat PS texture but for now the solution isn’t practical due to some technical rendering problem.
Molni there is some cool info there, I’m OOO for the next 2-3 weeks but when back I will have a look at all this rocket’s stuff, what can be made from code aspect to launch one by one.
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Crater is a coded effect. Thoughts were gone on replacing it with a flat PS texture but for now the solution isn’t practical due to some technical rendering problem.
Molni there is some cool info there, I’m OOO for the next 2-3 weeks but when back I will have a look at all this rocket’s stuff, what can be made from code aspect to launch one by one.
Roger.
Honestly, I have no idea why works the single launch with S-24, it is only stuff in DB which is able to provide. I can use it, likely I can clone it, but I do not understand why it works as way as does it.
Another interesting issue in BMS4 world that two rack file are used. As I see the future is using the bmsrack.dat format instead the very old rack.dat. Only problem as long as somebody does not rework and convert the concent of AC which are using the old format… And why convert anybody something to another format as long as functional?
With using BMS4 rack and some existing stuff maybe some other things can be modeled for helis. TOW rack, the 8 missile rack for Su-25T (Su-39), etc.
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(this is how i think it works by looking at the db, i have not tested it)
The reason why it works with the S-24 is because its set to only have 1 rocket in its rocket pod.
So what you do molni is just adding 6 more rocket pods to that rack.
If you want the other rocket pods to fire single rockets you have to set the quantity of rockets per pod to 1.
Then do what you did with the S-24, make a rack with the number of rockets(rocket pods) you want/should be on that pod.
Set the ac hp to carry that many rocket pods accordingly.Or wait for I-Hawk to code the pods to fire single or multi or however they work
(The sms page didnt have any option to set fire rate when i looked, so its probably set to fire all as default)Cheers
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I-Hawk any thoughts for per weapon launch-explosion effects and for per Airplane?
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So what you do molni is just adding 6 more rocket pods to that rack.
If you want the other rocket pods to fire single rockets you have to set the quantity of rockets per pod to 1.If I understand you well, you are saying S-24 has such a pod which has only one rocket and not many as defult old rocket pods. So I put many pods on a single HP but only one pod is visible. Only question to me now how and where is defined the rocket qty./pod.
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Yes thats correct , the quantity is set in “Rockets” (i guess its the .rkt file) there are 24(or 25 ) different pods, its also there its defined what pod uses what rockets.
Cheers
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You are right.
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But I still do not understand how made JanHas his rocket pod which has 4 rocket. For positioning rocket on a rack I guess rack has to have slots. But If it has slots how can act as a rocket pod? Because value in rkt DB entries means that all rockets are launched in one salvo. What does this mean? Combining with slot equipped rack + my method still many LODs are interferenced but as you increase the pod qty. because of slots as will be filled with rockets. Or not?
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Maybe its just a LOD switch full/empty and not the actual rockets you see?
The lau3 has some front/rear cover that disappear when you launch.
Its very hard to “follow” a weapon in the db to get a picture how it work, but the weapon we launch is the rocket pod and not the individual rockets. And maybe that is the reason why we dont get credit for the kills, we dont fire the rockets, the rocket pod is and the pod get the kills, sort of. -
Hi,
For the little drop the missile does, you can tweak the X/Y/Z eject values in the SimWeapon part.
These values give the weapon a eject value when they are released.
The same thing works pretty good for the AIM-54.Gr Falcas
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The very small drop is visible only in certain situations. The drop for AIM-54 is controlled by thrust, I added delay for building up the thrust. Rocket have the big thrust after 0.025 seconds. I d not know what means the 2000 value for S24. I have never knew about the eject option. I will explore what can provide this feature. It would be great if drop can be modeled without altering the thrust. If really would be modeled the initial velocity vector even in small neg. G can be prevented the interference between AC 3D model and the missile.
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Hi,
All rocket pods have a value of 2000 for the X. This means the rocket is ejected with 2000ft/s from the pod.
Guns use 3000.For the AGM-54, it does work somewhat to eject them downwards. At least you don’t have the missle flying through/over the cockpit during launch.
However, having a booster ignite delay in combination with a little eject would be best.gr Falcas
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This means the rocket is ejected with 2000ft/s from the pod.
If this is true even If I do not set thrust rocket would leve the pod with such a big speed. I will test it.
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If this is true even If I do not set thrust rocket would leve the pod with such a big speed. I will test it.
Yep, give it a try
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I tried with AA-10A. I tried value for different axes from 30 to 3000. All changes had 0 effect on missile behavior.
For bullets also not important these values. I have changed bullet speed by altering the displayed value therefore it would be a surprise if ejects speed has effect on bullet speed. -
Did you try the Z value?
As this clearly worked for me.Could be that for bullets, the X value is not taken into account.
Gr Falcas