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[aps]gnat

Myasishchev M-4 ("Bison")

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just thinking gnat, you could possibly set up the contrail script to monitor the aircraft's speed... increasing the number of puffs for higher speed, and reducing them for lower speeds... it could be possible to make the time variable proportional to the speed, so it would constantly adapt to the aircraft speed..

Yep, do-able. Nice idea Mess

@Gedis .... thx smile_o.gif One project at a time (who am I kidding .... Frigates, Destroyers, WaterWorld, Robin, Subs etc etc lol )

@Wolfbite

Actually thats where the original idea came from ..... seen a B52 take off with Water Injection enabled ..... huge contail of black smoke.

Contail changes colour with altitude .... nice and white at high alt.

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cheers... just as im thinking out loud at the moment, what i was thinking is (ignore the horrible scripting, my mind works in simple terms when it comes to scripts, so i'm sure one of the experts could make this 1/10th of the size):

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_aircraft = _this select 0

#checkspeed

_speed == (speed _aircraft)

_timerperiod == (insert some clever code to make the time period inversely proportional to the speed... i.e. when the speed gets higher, the time period gets lower)

#contail

["cl_basic","","Billboard",_timerperiod,8,[0.3,3,-0.4],[0,0,-0.05],6.23076,1.3,1.1,0.2,[0.5,8,10],[[0.9373,0.9373,0.9373,1],

[0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1],[0.9373,0.9373,0.9373,1]],[0,1,0,1],0.692309,0.267691,"","", _aircraft]

goto "checkspeed"

exit

obviously throw in some exit conditions like checking if the aircraft has been shot/changed altitude etc... the inverselt proportional part is beyond my 'off the top of my head' scripting, so I hope either yourself, or one of the more capable scripters fills in the blanks...

smile_o.gif

[edit] - edited the smoke drop to prevent the forum layout being screwed.... on that note, that drop line is something from an old addon, nothing useful to be found in it for you, using it as an example.

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Bombers although outside of the scope of OFP make for great targets etc. As in attack base and stop them taking off. Also fantastic scenery, and tbh they might as well be useable aswell so I think they here to stay.

Nice to see a big bomber..

Great work Gnat

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I have a question. Is it possible in OFP to make high altitude bombers (B-52, M-4, Tu-22M) fly very high? It looks kind of strange when a huge things like that flies at 200 m above you.

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I have a question. Is it possible in OFP to make high altitude bombers (B-52, M-4, Tu-22M) fly very high? It looks kind of strange when a huge things like that flies at 200 m above you.

Yes, the OFP altitude limit is 15,000 Meters. But the only way to hit targets accurately at high atlitude where you cannot see the ground would be with laser guided bombs locked onto a laser target, the radar scan range would have to be upped pretty high so you can lock the laser early and be able to lock it at such high altitudes. The only way I could see unguided bombs work at high altitudes where you cannot see the ground would be by judging by your speed, height and position on the map over a ground target of when you need to release the bombs to hit the target, I'm sure that would take a lot of practice to hit a target at high altitude.

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You can't lock onto any laser targets with your own sensors over 1000m. It's hard coded.

You can, however, have an observer in your group to act as your eyes. This makes your acquisition distance virtually limitless.

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Guest RKSL-Rock
You can't lock onto any laser targets with your own sensors over 1000m. It's hard coded.

Sorry but thats wrong. I have no problems using laser lock at +8000m in the Nimrod. Try increasing your sensitivity (CPP) and View Distance (Vid Settings).

For AI it does appear that lock range is variable on the view distance you have set with a minimum of 1000m for LGB weapons. The Max varies depending on your settings and the height of the plane thats releasing the bombs.

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I was trying to do that with Tu-22M addon. I increased the IR scanner range and also some increase in speed, but now the AI just flies by the target and seems like it is too slow trying to engage it. What do you think is a problem there?

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Guest RKSL-Rock
I was trying to do that with Tu-22M addon. I increased the IR scanner range and also some increase in speed, but now the AI just flies by the target and seems like it is too slow trying to engage it. What do you think is a problem there?

Increase the weapons engagment ranges in CfgAmmo.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> minRange=1000; minRangeProbab=0.2;

midRange=2000; midRangeProbab=0.95;

maxRange=3000; maxRangeProbab=0.7;

Increase The Max & Mid ranges

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> minRange=1000; minRangeProbab=0.2;

midRange=4000; midRangeProbab=0.95;

maxRange=6000; maxRangeProbab=0.7;

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I'll try that. Thanks.

Do you also know why some ground defense systems would engage certain plains only? For example, Spetsnaz Shilka would engage Ikar's F-14, but would not engage the DSF's A-10? Is anything can be done in the config to fix it? (sorry for offtop, but ORCS always lock their threads on this forum ) icon_rolleyes.gif

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Guest RKSL-Rock
I'll try that. Thanks.

Do you also know why some ground defense systems would engage certain plains only? For example, Spetsnaz Shilka would engage Ikar's F-14, but would not engage the DSF's A-10? Is anything can be done in the config to fix it? (sorry for offtop, but ORCS always lock their threads on this forum ) icon_rolleyes.gif

its usually down the the Accuracy and in some cases the lack of an IR signature.

In the CFGVehicles section of the config look for:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">accuracy=.05;

The lower the number the eaiser it is for the AI to recognise.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cost=3000000;

Cost also comes into it I beleive, if anyone else knows different please jump in. Some makers set very high values which means that the AI will be more likely to engage it. Lower ones and the AI may decide not to fire on it.

And specifically SAMs and AAA try adding or increasing:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sensitivity=1

Try using 1 and then increasing the value until you get a reliable detection. This makes the AI more aware of approaching threats and hnece quicker to react.

Hope that helps.

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Another approach for a high altitude bombing script would simply be a map based script where you can select a waypoint that the bomber will fly towards. When it flys over the designated area the script will then have the plane fire continuously its bomb load until its payload is exhausted.

Since most such missions involve the AI flying the bomber, it would be one way to implement the AI doing carpet bombing.

However since I'm not a scripter I only have some vague notions of how this would be done. I've done carpet bombing scripts in missions, however I used a camcreate command to generate the bombs. I also could not figure out how to camcreate the bombs below the plane so I had a problem with the bombs colliding with the plane and blowing the plane up. Nevertheless, when it worked, I was rewarded with a beautiful line of explosions from the dropped bombs.

I am sure some skilled script writer could create some kind of high altitude carpet bombing system that did not require an "lock" on a target.

If anyone can tell me how to make a rapid fire script for the bombs (or make their bombers drop all bombs when you fire them), I would be able to make some excellent carpet bombing missions where you call in bomber strikes from the ground. But... it would be nicer to have such a script built into the bomber itself. That way its easier for novice mission makers to use.

Chris G.

aka-Miles Teg<GD>

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I have seen an excellent bombing script by Colonel Sanders (i think). You select a bombing coordinates on the map and a group of A-10's fly over and drop 5-6 iron bombs on the area. A-10's come from outside of the map, just like you are calling on the airstrike. It worked flawlessly. The script-maker was more then helpfull when I asked for assistance ( i couldn't figure out how it works, stupid me not the script!wink_o.gif He told me that I can use any aircraft, not just A-10's, so I guess this script would be great by substituting M-4 or B-52 and set the "flyinheight" to 300 m. It would look so good if you can call a wing of 6 B-52's or M-4 to fly over and level a city of Petrovich!

Ahh, here is a link to the script discussion:

http://www.flashpoint1985.com/cgi-bin....y867177

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Do you also know why some ground defense systems would engage certain plains only? For example, Spetsnaz Shilka would engage Ikar's F-14, but would not engage the DSF's A-10? Is anything can be done in the config to fix it?

Another factor that determines if a Weapon (and Ammo) considers firing at an armoured target ......

BIS A10: Armour = 50

Ikar F-14: Armour = 50

Backfire: Armour = 60

Eurofighter: Armour = 85

Foots F-15C: Armour = 100

DSL A10: Armour = 120 confused_o.gif

Maybe the 120 is just a little too high for the Shilka.

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