i90807065 Posted August 11, 2007 Posted August 11, 2007 [Fuselage] ModelNodeName=Fuselage ShowFromCockpit=FALSE HasAeroCoefficients=TRUE CLa=0.1857 CD0=0.0096 CDL=0.0010 Cmq=-0.2812 Cmad=0.0014 Cyb=-0.1457 CLaMachTableNumData=7 CLaMachTableDeltaX=0.40 CLaMachTableStartX=0.00 CLaMachTableData=1.000,1.000,1.000,0.432,0.646,0.899,1.087 CDLAlphaTableNumData=15 CDLAlphaTableDeltaX=4.00 CDLAlphaTableStartX=-28.00 CDLAlphaTableData=49.000,36.000,25.000,16.000,9.000,4.000,1.000,0.000,1.000,4.000,9.000,16.000,25.000,36.000,49.000 CD0MachTableNumData=7 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.624,0.900,0.876,2.341,2.497,2.115,2.096 CmqMachTableNumData=7 CmqMachTableDeltaX=0.40 CmqMachTableStartX=0.00 CmqMachTableData=1.000,1.000,1.000,14.040,22.251,41.679,62.554 MinExtentPosition=-2.4111,1.7549,-0.8240 MaxExtentPosition=2.4845,-6.9660,0.3258 CollisionPoint[001]=2.4925,1.7549,0.9310 CollisionPoint[002]=2.4845,-6.9660,0.3258 CollisionPoint[003]=-2.4030,-6.9660,0.3258 CollisionPoint[004]=-2.4111,1.7549,0.9310 CollisionPoint[005]=-2.4111,1.7549,-0.8240 CollisionPoint[006]=2.4925,1.7549,-0.8240 CollisionPoint[007]=2.4845,-6.9660,-0.8240 CollisionPoint[007]=-2.4030,-6.9660,-0.8240 DamageRating=DESTROYED SystemName[001]=FuselageFuelCell2 SystemName[002]=FuselageFuelCell3 SystemName[003]=Tailhook SystemName[004]=AirIntakes SystemName[005]=DecoyDispenser1 How could one change this to make the jet stronger? Quote
MigBuster Posted August 12, 2007 Posted August 12, 2007 I cant remember who posted this - wont work online - and have had to remove the brackets to post it here btw!: Assuming, you don't mind editing and are familiar with SPF1E Extractor, there are a few things you can do to make it more difficult to damage/destroy aircraft. in the AIRCRAFTOBJECT.INI GameObjectData MinSystemHitChance=25 VolumeStructurePoint=5000<---INCREASE THIS (try 10,000) Elasticity=0.2 In the individual aircraft data.ini file: AircraftData EmptyMass=10890.00 EmptyInertia=119163.54,46501.65,165665.19 ReferenceArea=37.27 ReferenceSpan=14.00 ReferenceChord=4.2855 ReferenceLength=16.71 OnGroundPitchAngle=2.31 CGPosition=0.00,-1.01,0.00 HasArmor=TRUE <------ DefaultArmorType=aluminum <------ DefaultArmorThickness=5 <------ Component001=Fuselage Component002=Nose Component003=LeftWing Component004=RightWing Component005=LeftStab Component006RightStab Component007=VertTail Component008LeftOuterWing Component009=RightOuterWing Component010=RearFuselage This armors the entire plane. Armor types can also be STEEL, WOOD, GLASS, TITANIUM. There is no weight effect of the armor. Also in the individual aircraft data.ini file, each COMPONENT listed in the AircraftData can be individually armored, and can have the number of "hit points" increased by using STRUCTURAL FACTOR. Nose ParentComponentName=Fuselage ModelNodeName=Nose ShowFromCockpit=FALSE DetachWhenDestroyed=FALSE DamageRating=DISABLED MassFraction=0.00 HasAeroCoefficients=FALSE StructuralFactor=10 <---------- MinExtentPosition=-0.25, 0.72, 0.65 MaxExtentPosition= 0.25, 8.0, 1.80 SystemName001=Pilot SystemName002=NoseGear Note with VolumeStructure and StructuralFactor there is a limit to the effectiveness. For example, changing VolumeStructure to 900,000 doesn't make the plane invulnerable. Note that "size does matter" - if the aircraft model has been designed properly the "hit box" will match the critical aircraft structure. A large plane like a B-52 will have very large hit boxes, but the volume of those hit boxes is also much larger. You can also armor individual systems specifically by direction: Pilot SystemType=PILOT_COCKPIT PilotModelName=FApilot Position=0.0,3.80,0.38 SeatModelName=seat_f-100 SeatPosition=0.00,3.70,-0.05 MinExtentPosition=-0.25, 0.72, 0.65 MaxExtentPosition= 0.25, 1.66, 1.80 CanopyNodeName=CanopyFrame HasArmor=TRUE ArmorMateria=STEEL ArmorFRONT.Thickness=10 ArmorRIGHT .Thickness=10 ArmorLEFT.Thickness=10 ArmorREARThickness=50 ArmorTOP.Thickness=0 ArmorBOTTOMThickness=20 This is very important to use with the fuel tanks, which are IMO too easy too ignite. SelfHealing and FireSuppression are not the answers, however, to this problem. SelfHealing has a limited effect, but FireSuppression is complete in its effect. That is, if you set FireSuppression to TRUE - that tank will never flame - period. One way of achieving fuel tanks which absorb some damage and then eventually burn is to use armor: FuselageFuelCell SystemType=FUEL_TANK FuelTankID=1 MaxFuelAmount=3285.00 SelfHealing=FALSE FireSuppression=FALSE MinExtentPosition=-0.55,-1.55,-0.26 MaxExtentPosition= 0.55, 1.95, 0.34 HasArmor=TRUE ArmorMaterial=STEEL ArmorFRONT.Thickness=20 ArmorRIGHT .Thickness=20 ArmorLEFT.Thickness=20 Thickness=20 ArmorTOP.Thickness=20 ArmorBOTTOM.Thickness=20 The complication with this is that armor vs mg bullets works differently than armor vs HE cannon shells. So the armor thickness for one is probably going to be too much or little for the other. IMO 20-30mm of steel is an average that works for me. 40mm of steel makes the plane near invulnerable to machine gun fire - you'll see sparks flying off when you hit. To help balance the difference out, I've decreased the HE weight of all cannon shells by 80%. They are still quite destructive. If you feel your planes are burning too easily with the above modification, set all but one of the plane's fuel tanks to FireSuppression TRUE. That will slow down the flaming but you still get a flamer if you hit the plane hard enough. Remember there is synergy between components and systems, and adjacent components and systems. When one fails there is usually a cascading effect. An example is aircraft with underwing engine nacelles. Not increasing the StructuralFactor on those can result in one hit destroying the nacelle, which then destroys the engine and probably causes the wingtank to ignite which in turn damages the wing structure. By doing all of the above to all my planes I've decreased the one hit kill a lot - but not totally. There are still critical hits modeled, and they happen fairly frequently. 4-5 20mm hits was my "target" number of hits required to down an average size plane, and it seems to be fairly close. It's all a matter of preference. If you're interested in testing damage modeling I recommend creating a mission using KMD. Create friendly flights of various aircraft flying in a straight line to a waypoint on the far side of the map. This allows you to fire slowly and accurately to determine the fewest number of hits required, since friendly planes will not maneuver. Just turn off the volume so you don't have to listen to them screaming at you as you kill them. Use the log, not the stats, and count the number of hits before the target is destroyed. Quote
Nicholas Bell Posted August 12, 2007 Posted August 12, 2007 The DESTROYED tag tells the program how to handle the aircraft once that system or component total hit point value (calculated by the volume of the hit boxes determine by min/max extents & modified by StructuralFactor and VolumeStructurePoint). You can change it to DISABLED, HEAVY DAMAGE, or DAMAGE IIRC. These impact the effect of the loss of the component/system affects other nearby components/systems too. With anything other than DESTROYED, the AI will continue to attempt to fly the aircraft. This is not always a good thing, especially with the engine, as the AI will attempt to climb and engage once it builds up speed. Of course this doesn't work so it dives again and repeats the process. Pretty silly looking IMO. Now only if they could attempt a belly-landing.... CoolHand29's post is a copy of a post I wrote over at SimHQ which outlines the many different ways you can toughen up aircraft. Using the mods I mention in that post, it took 5 30mm hits on an F-100 to bring it down. A couple hit the wing and one stabilizer with one shot. The next shot I took hit the fuselage 3 times and that KO'ed the Hun. It did not burn. It took 139 rounds in 4 bursts to achieve this - obviously I'm not the best shot. But without the damage modifications that Hun probably would have died with the first hit. I realize that not all will agree with this - thinking it too strong, but I have many cases still where one shot destroys a plane. It just doesn't happen as frequently. Quote
i90807065 Posted August 12, 2007 Author Posted August 12, 2007 Thx it works much better now. Before it was literally 1 shot kills which was boring. (I like a little flash before boom) Quote
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