Scud
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Everything posted by Scud
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Gear should be ok - just came in 100m short of Everon airfield across the paddock through the fence then stopped spun round and took off again. Gear was still working. Increased afterburner abit on take off only not mid or high range. I reckon 300 to 800 in roughly 10 seconds is ok. just going to check Aim now - had a lock but maneuvrability may have been abit low. No I won't be.
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Ok will have a lok into sidewinders and see if I can increase wheel arnour without increasing overall armour. ...and if you think its neccessary will turn up the heat on afterburners.
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I just tried and couldn't recreate problem unless not holding down 'E' key whilst afterbeuner is on. Four touch and goes, fine until last when I strayed off tarmac on lifting off again I heard gear come up but it was not animated then on next landing - crashed. I fugure the last landing damaged my gear enough for game to sim broken? Any other suggestions? All variants use same EH Maybe landing speed was too low - say 150 thereabouts.
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Because it was released bout 6 months ago. But once I get a few more things done and out of the way then I will give it a good overhaul.
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As you can see in pic, when AI attack they come in below tree level which for these fella's is really a major health risk. How do I make them keep it up abit higher? Is it something to do with accuracy? Also nother prob is making them use correct weapons like bombs instead of guns? Which is main reason why I want attack bit higher so they dont blow they're ass off.
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Ok thanks all I think bombs are working as good as I can get them. The problem being a combination of a few things one of hich is I am too fussy. Thanx for help.
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Even though it hit the air in the early 60's I don't think the SC-7 was actually used in "Nam" (correct me if wrong) Well only as their Nat Airlines.
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I have got a DHC-4 on the way
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As of thee weeks ago this is model vers; Bomber, Mk77, CBU24 and Aim9b. All with 4x20mm guns. (Probably drop cbu24)? Ai takes of with AB assist - optional player Ai lands with drag chute - optional player Working Speed Brake Now for the last 2 and half weeks I have been trying to get the free fall bombs to work right with no success. Works for AI not player or visa versa. So if anybody would like to help me on this plz let me know. Then we can get this out there. Just like to add that there is another F100 in production by other team. We found out that we were working on same model when both where nearly finished. Niether is copy of the other, any similarity between the two is purely coincidental (atleast the other ones bombs may work better)
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Hopefully I can keep away from separate player/AI models. Anyway put pbo in mail for you to test. Basic working model - no shadow lod added yet. P.S Already have three test pilots so no more needed - thanx
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Ok bombs seem ok now, just had to put a bit of back spin on them. Not pin point every time but thats life.
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I am not happy with the way they work or don't work. As I said before I get them dropping fine for AI but then they don't work for player (and the other way around) more in post here http://www.flashpoint1985.com/cgi-bin....t=40194
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you have a land contact point ? for the best answers on this go to the wrptool forum http://flashpoint.nekromantix.com/wrp.php
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No good have gone back orig cpp that 1 was 90% for AI but bloody shocker for player.
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Ok now we are getting somewhere. Still not what I want but much closer. Big thanx to Footmunch for throwing a few suggestions at me (none of which sounded like hiss cough) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Ammo class F100Bomb : Zuni { model=\csjf100\F100Bomb; cost =2000; hit=700;indirectHit=300;indirectHitRange=3; minRange=50;minRangeProbab=0.20; midRange=200;midRangeProbab=0.20; maxRange=1000;maxRangeProbab=0.05; maxSpeed=200; maneuvrability=0.0; maxControlRange=0; // max range for manual control simulation=shotRocket; simulationStep=0.05; soundFly[]={"\csjf100\bombdrop.wss",db+60,2}; soundHit[]={Explosions\expl1,db40,1}; sideAirFriction = 0.1; soundContinuous=false; irLock=false; laserLock=false; initTime=0; thrustTime=.005; thrust=.005; }; //weapons class F100Bomb :HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Bomb; model= "\csjf100\F100Bomb.p3d"; proxyShape= "\csjf100\F100Bomb.p3d"; displayName="Bombs"; displayNameMagazine="F100Bomb"; shortNameMagazine={"F100Bomb"}; magazine= "F100Bomb"; magazines[]= {"F100Bomb"}; count=8; reloadTime=1; aiRateOfFire=2; // delay between shots at given distance aiRateOfFireDistance=550; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+150,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=50; autoFire = false; };
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at the mo bombs are dropped 500m pre target. Can't get 'em any closer. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class Default {}; class BulletSingle : Default{}; class Bullet7_6: BulletSingle{}; class Bullet12_7: Bullet7_6 {}; class F10020mm: Bullet12_7 { hit=60;indirectHit=20;indirectHitRange=2; minRange=400;minRangeProbab=0.20; midRange=600;midRangeProbab=0.95; maxRange=1000;maxRangeProbab=0.35; cost = 7 }; class AT3: Default {}; class Hellfire : AT3{}; class CarlGustav : AT3{}; class AA : CarlGustav{}; class LaserGuidedBomb : Default{}; class F100Napalm : LaserGuidedBomb { hit=990;indirectHit=300;indirectHitRange=20; model=\csjf100\F100Napalm; sideAirFriction = 0.3; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=100;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+60,2}; }; class F100cbu24 :LaserGuidedBomb { hit=990;indirectHit=300;indirectHitRange=20; model=\csjf100\F100cbu24; sideAirFriction = 0.4; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=150;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+70,2}; }; class F100Bomb : LaserGuidedBomb { hit=900;indirectHit=200;indirectHitRange=20; model=\csjf100\F100Bomb; sideAirFriction = 0.8; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=200;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+80,2}; }; class F100DropTank : LaserGuidedBomb { hit=1;indirectHit=0;indirectHitRange=0; model=\csjf100\F100DropTank; sideAirFriction = 0.7; irLock = false; cost =300; soundContinuous=0; // soundHit[]={Explosions\expl2,db40,1}; minRange=0;minRangeProbab=0; midRange=0;midRangeProbab=0; maxRange=0;maxRangeProbab=0; maxSpeed=150; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=0.0; maxControlRange=500; // max range for manual control }; class F100Aim9B : AA { hit=800;indirectHit=180;indirectHitRange=2.5; minRange=150;minRangeProbab=0.20; midRange=500;midRangeProbab=0.95; maxRange=1000;maxRangeProbab=0.30; model=\csjf100\f100Aim9b; simulation=shotMissile; proxyShape= "\csjf100\F100Aim9B.p3d"; irLock = false; airLock = true; cost=20000; manualControl=false; maxControlRange=1000; maxSpeed=750; thrustTime=3.0; thrust=300; maneuvrability=6.0; soundHit[]={Explosions\explosion_at3,db30,1}; soundFly[]={weapons\rocketflying,db-40,2}; }; }; // ------------------------------------------------------------------------------------------ ----------------- class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class Bullet12_7: MachineGun7_6{}; class F10020mm: Bullet12_7 { //-- displayName = "20mm Guns"; displayNameMagazine = $STR_MN_MG30; shortNameMagazine = $STR_SN_MG30; ammo=Bullet30E; count=800; reloadTime=0.2; initSpeed=1000; sound[]={"\csjf100\f100cannon.wss",db60,1}; flashSize=.5; maxLeadSpeed=450; // max estimated speed km/h optics = true; aiRateOfFireDistance=1000; }; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class ZuniLauncher38: AT3Launcher {}; class F100Napalm : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Napalm; model= "\csjf100\F100Napalm.p3d"; proxyShape= "\csjf100\F100Napalm.p3d"; displayName="Napalm"; displayNameMagazine="F100Napalm"; shortNameMagazine={"F100Napalm"}; magazine= "F100Napalm"; magazines[]= {"F100Napalm"}; count=2; reloadTime=1; aiRateOfFire=5; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+90,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = false; }; class F100CBU24 : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=f100cbu24; model= "\csjf100\F100CBU24.p3d"; proxyShape= "\csjf100\F100CBU24.p3d"; displayName="CBU"; displayNameMagazine="F100CBU24"; shortNameMagazine={"F100CBU24"}; magazine= "F100CBU24"; magazines[]= {"F100CBU24"}; count=2; reloadTime=1; aiRateOfFire=5; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={Weapons\rocket1,db-30,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = true; }; class F100Bomb :HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Bomb; model= "\csjf100\F100Bomb.p3d"; proxyShape= "\csjf100\F100Bomb.p3d"; displayName="Bombs"; displayNameMagazine="F100Bomb"; shortNameMagazine={"F100Bomb"}; magazine= "F100Bomb"; magazines[]= {"F100Bomb"}; count=8; reloadTime=1; aiRateOfFire=2; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+150,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = false; }; class F100DropTank : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100DropTank; model= "\csjf100\F100DropTank.p3d"; proxyShape= "\csjf100\F100DropTank.p3d"; displayName="Jettison Fuel Tanks"; displayNameMagazine="F100DropTank"; shortNameMagazine={"F100DropTank"}; magazine= "F100DropTank"; magazines[]= {"F100DropTank"}; count=2; reloadTime=0; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // 1000 at shorter distance delay goes lineary to zero // sound[]={Weapons\rocket1,db-30,1}; // reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = true; }; class F100Aim9B: MaverickLauncher { ammo=F100Aim9B; displayName="Aim 9b"; displayNameMagazine="F100Aim9B"; shortNameMagazine="f100Aim9b"; count=4; reloadTime=0.5; sound[]={Weapons\Missile,db-60,1}; reloadSound[]={,0,1}; initSpeed=0; }; };
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Ok redoing gun for mod and cant get the empties to spit out have read and tried other post on this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class Default {}; class BulletSingle : Default{}; class Bullet7_6: BulletSingle {}; class Bullet12_7: Bullet7_6 {}; class Vickers303: Bullet12_7 { model=\vickers\303cart; cartridge="\vickers\303cart.p3d"; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class Browning: MachineGun12_7{}; class vickers: Browning { Â ammo=Vickers303; Â displayName="Vickers HMG"; Â displayNameMagazine=".303 200rnd belt"; Â shortNameMagazine=".303 belt"; Â count=200; Â initSpeed=500; Â reloadTime=0.1; Â sound[]={"\vickers\VickersFire.wss",db+130,1}; Â soundContinuous=1; Â maxLeadSpeed=865; aiRateOfFire=0.1; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; }; haven't done guns before so all new to me.
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Bugger it deleted the lot and did all with animations. (much easier) Now bullets feed from ammo box and emptys spit out the side. Shoulda done it in the first place. Thanx for help anyway oyman
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I think you have put me on the right track its just some lil silly thing I have missed
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ok tried that with no joy but now I will add this class FxCartridge: ThingEffect {}: class 303cart: FxCartridge so will see if that works Still no joy Also have checked and rechecked all spelling in mem lod.
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Doh I also added this in weapons cfg (wasn't mentioned in other post) cartridgePos="nabojnicestart"; cartridgeVel="nabojniceend"; will give that ago thanx heaps oyman
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Its mainly the guns that are the problem, when dropping bombs etc the planes don't swoop so low. The script idea is a good one though, maybe just set a min height ?(getpos _plane select 2) <=25 : (getpos _plane select 2) ==25 or something to that effect edited lol I had ": (" Â and it came up as Â
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can u draw us a pic to explain more
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Ok changed all as above A2A still fires Aim's instead of guns (not a major prob) All bombs reload times are quicker then guns changed to hellfire L. no diff Mav L. no diff then AA now atleast bombs are dropped 3 outa 5 passes. but havent changed guns hit yet. Will do It just standard Bullet30E
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My Aim is from AA and bombs are default LGB's I will change and see what happens This is guns but they still buzzing abit close.