Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 9 [10]
 91 
 on: May 09, 2024, 12:25:03 PM 
Started by SAS - Last post by Piotrek1
Eugene, all the best on this special day, lots of health and may your dreams come true. ]birthday[

 ]cheers[

Best Regards,
Piotrek

 92 
 on: May 09, 2024, 12:07:40 PM 
Started by SAS - Last post by SAS~Storebror
Happy birthday Eugene aka SAS~Malone  ]wav[ ]birthday[

 93 
 on: May 09, 2024, 11:47:44 AM 
Started by wolf44 - Last post by buckdanny
Thank you all very much for your hints.wolf44 gaves me the right hint. I moved the plane a little bit in FMB and now all is right. It's a great campaign!!!!!
Once again, thank you all. Regards.

 94 
 on: May 09, 2024, 11:33:10 AM 
Started by Jolly Green - Last post by Jolly Green





Hello


I’m trying to track down this skin for the Droop Snoot version of the p-38 lightning

Thanks Jolly Green

 95 
 on: May 09, 2024, 11:18:15 AM 
Started by WxTech - Last post by WxTech
To illustrate my refined treatment of napalm/phosphorous/incendiary ordnance, here's the relevant part of Explosions.generate(). From the weapon class, property powerType=2 applies here, which is variable i. Note the numerous new methods I've created with which to generate the dedicated new effects.

Code: [Select]
if (i == 2)  //if "NAPALM" (all incendiary, including phosphorous and other fire starting ordnance)
{
if (f == 0.0F && f1 == 0.0F)  //0, 0 for small incendiary bomblets ONLY...
{
generateIncendiaryBomblet(actor, point3d);  //for individual bomblets in a cluster munition
return;  //this keeps land/water effects from being reached below...
}
if (f1 > 0.0F && f1 < 3.0F)  //if f1 powerRadius < 3.0, phosphorous
{
if (f < 1.0F)  //f = power
{
generateWPBurstSmall(actor, point3d);  //WP rockets
f = 4.0F;  //to use Explode10Kg effects, below...
}
else  //if (f >= 1.0F)
{
generateWPBurstLarge(actor, point3d);  //WP bombs
f = 15.0F;  //to use RS82 effects, below...
}
}
if (f1 >= 3.0F && f1 < 50F)  //if f1 powerRadius 3 to < 50, incendiary
{
if (f < 4.0F)  //if power < 4 (was 10), small incendary effects;  (should NOT include land/water hit effects, below?...)
{
generateIncendiarySmall(actor, point3d);  //not for individual bomblets
f = 0.5F;  //to use CannonBigExp effects, below...
}
else  //if (f >= 4.0F)
{
generateIncendiaryLarge(actor, point3d);  //not for individual bomblets
f = 4.0F;  //to use Explode10Kg effects, below...
}
}
if  (f1 >= 50.0F)  //if f1 powerRadius 50+, napalm
{
generateNapalm(actor, point3d);
return;  //this keeps land/water effects from being reached below...
}
}

Here's the stock scheme:

Code: [Select]
if(i == 2)
{
if(f1 < 3F)
{
switch(World.rnd().nextInt(1, 2))
{
case 1: // '\001'
Eff3DActor.New(actor, null, rel, 1.0F, "3DO/Effects/Fireworks/Termit1W.eff", 10F);  //4.12: splat.mat, 3.5m
break;

case 2: // '\002'
Eff3DActor.New(actor, null, rel, 1.0F, "3DO/Effects/Fireworks/Termit1SM.eff", -1F);  //4.12: smoke, 3 particles, live 6s, 19.5-55.5m
break;
}
} else
{
Vector3d vector3d = new Vector3d();
for(int j = 0; j < 36; j++)
{
vector3d.set(World.rnd().nextDouble(-20D, 20D), World.rnd().nextDouble(-20D, 20D), World.rnd().nextDouble(3D, 20D));
float f2 = World.rnd().nextFloat(3F, 15F);
BallisticProjectile ballisticprojectile = new BallisticProjectile(point3d, vector3d, f2);
Eff3DActor.New(ballisticprojectile, null, null, 1.0F, "3DO/Effects/Fireworks/PhosfourousFire.eff", f2);  //4.12: fire, live 1s, 16/s, 2.5-56m
}

}
return;
}

 96 
 on: May 09, 2024, 11:06:43 AM 
Started by WxTech - Last post by WxTech
Walter,
You raise good and important points.

To reiterate, the same power value for calculation of explosive force is used to select the effect group for the visual blast.

For lhigh vertical speed land hits power is reduced, logically due to the absorption of energy by the ground burying the bomb.

For both 'House' objects (that includes humans, animals paint buckets and most everything else in static.ini) and ship hits power is increased by factor 1.4. This goes even farther from the argument of diminished visual effect due to the explosion occurring inside when penetrating. It can result in the next larger explosion effects being called. And so in such cases my use of the original power value as set in the weapon class makes more sense.

And again, for utmost clarity, my changes concern ONLY the visual aspect; the power values as modified in the stock code and used for the calculated explosive force are kept as is.

This highlights the use of one property for more than one purpose. Perhaps it would have been better from the start to have created an additional property which deteines the visual effects to use, separating this entirely from the explosive power value for destruction.

Related to this is the horrible scheme whereby one powerType property is used for napalm, phosphorous and incendiary ordnance. These are differentiated by use of power and powerRadius (which I've improved upon), where dedicated powerType values would have made far more sense. And like the other bombs, these types of ordnance were subject to the same alterations of power, risking the selection of the entirely wrong visual effect (my new napalm, phosphorous and incendiary effects are quite different to each other.)

There is room for a significant overhaul.

 97 
 on: May 09, 2024, 10:45:14 AM 
Started by MADMICK71 - Last post by obeng
i'm sorry ok, i already rename the starus.tga to -starus.tga but nothing happened :)

 98 
 on: May 09, 2024, 10:29:00 AM 
Started by WxTech - Last post by Whiskey_Sierra_972
This seem good....

But what I think is the difference between the specific bombs type in RL....

Taking in account the German general purpose bomb SC1200 where the mass/explosive is 1117/631 it have small penetration capacity so the explosive visual effect is anyway generated because the underground sinking or target structure resistance (ex a building) isn't so big to compress the energy development.....

BUT

Taking in account the German penetration bomb PC1400 where the mass/explosive is 1400/300 it have a big penetration capacity so the explosive visual effect is greatly reduced because the target structure (like a ship under decks hull) or the underground siniking in a concrete structure (like a bunker) should have the resistance to compress the energy development....if we also remeber that usually the explosive weight in this kind of bombs is (and in general for the penetration bombs , more or less) half what is inside the previous example SC1200....

SO

IMPO restoring the full effect for all bombs can be not so RL compatible , maybe if differenciating the effect in relation at bomb type (maybe only penetrating/not penetrating) could be more RL correct....

 99 
 on: May 09, 2024, 09:39:14 AM 
Started by wolf44 - Last post by wolf44
buckdanny! Try the first and second mission from FMB and see if the error is repeated.

 100 
 on: May 09, 2024, 09:36:32 AM 
Started by wolf44 - Last post by wolf44
With pleasure, von Oben! At least there are no problems with the campaign.

All the best!
wolf44

Pages: 1 ... 7 8 9 [10]

Page created in 0.069 seconds with 17 queries.