wld427 1705 Posted September 17, 2008 Project RACS is building a MLRS type launcher. My question is it possible to make a rcocket travel on a somewhat trajectory path like an arillery shell or a bullet. Also to make it affected by wind as well.... Basically making a Katyusha type launcher with a much shorter range..... Share this post Link to post Share on other sites
nuxil 2 Posted September 17, 2008 i think the answer is yes & no, from my experimenting with my tv guided system. i noticed that the bomb & missiles does not seams to get affected by wind.. But i might be wrong the wind on the missile will always returned on the nose. no sidewind. so the only wind a missile will return if you try to get the wind variable on that obj is on the nose. " you could edit the center of gravety on the missile so it will drop nose down. "like the gbu12" Share this post Link to post Share on other sites
mankyle 420 Posted September 17, 2008 just two words: "mando missiles" Share this post Link to post Share on other sites
wld427 1705 Posted September 17, 2008 I am not a big fan of using script intesnsive methods of handling this. i want it to work using the effects already int he engine. Honestly wind resistance and deflection do not need to apply but i figured they would automatically to the bullet class. really is there a way to handle it in the ammo\weapon config thanks for all the input gents! Share this post Link to post Share on other sites
nuxil 2 Posted September 17, 2008 Quote[/b] ]you could edit the center of gravety on the missile so it will drop nose down. "like the gbu12" no ther is no other way i can think of. f.example sidefriction only affect the turning of the missile. so the only way for you to get the missile to behave like a "bullet" is to add more mass on the nose of the missile, Share this post Link to post Share on other sites
Q1184 0 Posted September 19, 2008 The only way to do it without scripting is to make the rockets inherit from ShellBase or GrenadeBase. Then you will both get the ballistic drop and be able to assign a model to them. Of course you will loose smoke and other rockety things this way. Another problem is the models won't turn either and will always keep the initial angle, which will look very strange. The solution i've found (and implemented for some things in ACE) is to continuously calculate and set proper vectorUp for the rockets, based on their velocity vector. Something like this: (belongs in fired EH function) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {alive _rocket} do { _vel = velocity _rocket; (here you find a vectorUp (_vUp) from velocity vector, choose your preferred method) _rocket setVectorUp _vUp; sleep 0.05; }; This script makes rockets turn into the trajectory and follow the laws of physics instead of flying off in a straight line. Btw, you might want to implement some dispersion for MLRS too, which will also require scripting as RocketBase class doesn't have dispersion in Arma. Share this post Link to post Share on other sites