Guest RKSL-Rock Posted October 31, 2004 Ok I've been playing with CoC Torpedoes for my Nimrod.... If i understand how this works correctly it it should be possible to use the core code of CoC's Torpedoes to create Sea Skimming Missiles, (AGM84 Harpoon, Sea Eagle, Penguin etc) From what i can see the Torpedo script drops a 'bomb' from an aircraft and then switches it to a vehicle when it 'hits' the water's surface. Theoretically it should be able to have the missile 'skim' about 3m over the surface simulating an antiship missile... Ok i'm no scripter programmer but from what i've seen in the CoC package it might work. What do you guys think? Is it possible? Share this post Link to post Share on other sites
hardrock 1 Posted October 31, 2004 Of course that is possible, not quite like the CoC torpedoes, but with scripting though. I've made this already, it's the simulation of a Penguin, but not released yet. The only negative point is that you could theoretically lock on anything, since you can't define that weapons can only lock on ships. Share this post Link to post Share on other sites
LizardX 0 Posted October 31, 2004 Or maybe you could use a landcontact point, set it 3 meters below the main LOD (if you want to use a script-created vehicle as missile). Share this post Link to post Share on other sites
Guest RKSL-Rock Posted November 1, 2004 Of course that is possible, not quite like the CoC torpedoes, but with scripting though. I've made this already, it's the simulation of a Penguin, but not released yet.The only negative point is that you could theoretically lock on anything, since you can't define that weapons can only lock on ships. To be honest i'm not sure thats a huge negative. Harpoon and Sea Skua will both apparently lock on to what ever it can. It seems its up to the operator to make sure its a ship so i cant see the problem really. It adds the need for some skill in delivering the weapons. As for the sea skimming stuff i'm going to have a play around and see what my limited programming skills produce. Share this post Link to post Share on other sites
nephilim 0 Posted November 1, 2004 hmm why dont u try to assign the missile as a boat? that heads towards its target? like this first of the fake missile is atatched to the plane or is part of it then its deleted with setobject texture and the boat missile is spawned and dropped towards teh ground /sea here u can put in a velocity with a script u tell the missile (boat) to head to teh target onece teh missile has adistance to th boat boom justa suggestion Share this post Link to post Share on other sites
Footmunch 0 Posted November 1, 2004 Neph - That's roughly how the COC torpedos work, in case you didn't know. The only slight problem with a 'boat' class would be that a wake is _always_ created, which would look a bit odd. Also, the prospect of a 600 km/h boat might cause some problems for the OFP engine. Liz - I don't think weapons 'use' the land-contact LOD - even if they did, it would probably detonate when the land contact points hit the water, rather than skim. Rock - Should be 'fairly' easy. Grab the missile from the fired event handler, and add a small negative number to the z- component of the velocity - you could calculate the z velocity with something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #MainLoop ?(!alive _missile) : exit _vel = velocity _missile _miss_z = (getpos _missile) select 2 _z_vel = -3 ?(_miss_z < 10) : _z_vel = -1.5 ?(_miss_z < 5) : _z_vel = -.5 ?(_miss_z < 3) : _z_vel = 0 _missile setvelocity[ _vel select 0, _vel select 1, _z_vel] ~.3 goto "MainLoop" Also, you could PM sa8gecko - he did the guidance coding for the MCAR project. Share this post Link to post Share on other sites
LizardX 0 Posted November 1, 2004 Aye aye Sire, I didn't understand why Mr RockofSL wanted to create a vehicle instead of a script-guided missile but I think vehicles (NOT missiles!) use the land-contact. It's a little misunderstanding... BTW you may eliminate the vehicles' "dust" or "waves" if you move the "levy/pravy prach" points well below the ground level - or am I making a mistake? Share this post Link to post Share on other sites
Guest RKSL-Rock Posted November 1, 2004 Cheers guys its all food for thought...I'm in the middle of building the cockpit for the Nimrod so i'm not focusing on weapons atm. Thanks Share this post Link to post Share on other sites
havocsquad 0 Posted February 10, 2005 I've also looked over this problem and analyzed the CoC addon as well, while thinking about "conceptively" on how this might be done. The biggest challenge is getting the AI to engage the enemy targets at LONG range. Â It does no good to have an AI aircraft launch an ASM/SSM at 1600 meters from target. Â 2S6 Tunguska could anniliate it before it could even launch, and ship based air defenses are quite effective, though they don't have missiles that fast except maybe for the US Navy ESSM (Evolved Sea Sparrow Missile) Keep me informed when any major updates or breakthroughs come up. Later, Havoc. Share this post Link to post Share on other sites
havocsquad 0 Posted March 10, 2005 Will any of these SSM's you all might make have an invisible target setpos'd near it of the launcher's alliance? Â That way the AI will most definitely try to destroy them to save its own ass. Â It would also be a good idea to dramatically boost the aggressiveness in which the AI will attack it. Â (Higher priority than other aircraft units). Personally I believe it would be just fine to use an aircraft object, then kill the pilot and delete the fuel at a certain range (Give intervals in which the pilot can choose, default is 2000 meters), right after use a guidance script that will move the air unit to target and will detonate warhead when close enough. Â That might make it CoC compatible for static and mobile vehicles to use. Just doing some concept thinking. Later, Havoc. Share this post Link to post Share on other sites