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Posted

I think I've figured it out. I got one working, that is to say, looking like a lazy beam. Still have bugs and editing to figure out. I'll post some screenies when I finish stoopid work today! :yes:

Posted
I just started work on one yesturday. I hope this will help :clapping:

 

Essentially, it's just a modded gun with a larger (longer, slightly thicker) tracer. I've upped the accuracy so as to prevent any bending of the beam, although technically it should bend over distance, I haven't seen it do so yet. I'll have to shorten the tracer length a bit as the beam appears instantly in front and behind when it's fired. I thinking though, that if I shorten the beam to counter for this, the bending issue will become more pronounced. I recall it being spot on at just under 2kms, I haven't had a chance to stretch it's legs yet.

Posted

I can't get mine to work (even show up as a gun). Here are the specs taken right from the gun data.

 

[GunData061]
TypeName=TLS
FullName=ADF TLS
Caliber=20.000000
ROF=7777780211921447100000000000000.000000
MuzzleVel=1111111147507045000000000000.000000
AmmoWt=0.000700
WarheadWt=0.000500
Reliability=99.000000
Accuracy=100.000000
AddLight=TRUE
MaxLightRange=5000.000000
FireColor=1.500000,0.450000,1.770000
GunFireEffect=TankGunFireEffect
GunFireSound=TankGun
EffectClassName=TankGunEffects
EffectTime=800.000000
TracerTexture=Tracer2.tga
TracerSize=0.150000
TracerDistFactor=0.002000
TracerLength=0.015000
MaxVisibleDist=10000.000000
MaxStreakVisibleDist=9000.000000
TimeFuzed=FALSE

Posted

Alrighty... here's what I've got worked out so far... (or stumbled across is probably more accurate. :smile:)

1-3.jpg

2-3.jpg

3-2.jpg

4-3.jpg

Like I stated in the other threads, it loses it's effect if you adjust your aim...

5-2.jpg

6-1.jpg

7-1.jpg

 

I've tried altering the tail (the tracer) and the problem I'm having at the moment is that each time I shorten it, it reverts back to your standard tracer fire look. Plus outside of 1.2kms, it does this also. As for its characteristics for firing, there's hardly any recoil in it's current form, it's accurate out to a shade over 2kms and has a noticeable curve just outside of 2.5kms (something to do with the coriolis effect, I wasn't paying attention to McGregor, I was just trying to hit the bastard. :tongue:)

Posted

With a few more tweeks, it might be usefull for the Large Staff Weapons as used on the Death Gliders....

This is what I used for them (LCannon sound not included, it comes from XvT)

 

[GunData***]

TypeName=Pulse Cannon

FullName=Jaffa Pulse Cannon

Caliber=30.000000

ROF=1800.000000

MuzzleVel=860.000000

AmmoWt=0.400000

WarheadWt=0.048500

Reliability=95.000000

Accuracy=90.000000

AddLight=TRUE

MaxLightRange=1200.000000

FireColor=0.400000,0.320000,0.240000

GunFireEffect=30mmFireEffect

GunFireSound=LCANNON

EffectClassName=30mmEffects

EffectTime=0.150000

TracerTexture=Tracer2.tga

TracerSize=0.300000

TracerDistFactor=0.002000

TracerLength=0.021000

MaxVisibleDist=4000.000000

MaxStreakVisibleDist=1000.000000

TimeFuzed=FALSE

 

Wrench

kevin stein

Posted
now thats cool.I hope you get the stats posted soon because this will be useful for some of the fictional stuff out.

 

CRAP!! I can't believe I didn't post the specs! I was dead tired after work yesterday... :shout:

Posted

wow, now we can really have a ABL-1 airborne laser 747.

 

and macros-like mauler laser cannon which could be used as an anti-SAM system.

 

the big problem is how to make an ICBM launch in woe.

Posted

Here's what I'm currently using, it's not too dissimilar to your's Wrench.

 

[GunData145]

TypeName=ChemLaser

FullName=ChemLaser

Caliber=23.000000

ROF=3100.000000

MuzzleVel=1800.000000

AmmoWt=0.120000

WarheadWt=0.034000

Reliability=100.000000

Accuracy=100.000000

AddLight=TRUE

MaxLightRange=1500.000000

FireColor=0.500000,0.100000,0.100000

GunFireEffect=23mmFireEffect

GunFireSound=Vulcan

EffectClassName=23mmEffects

EffectTime=0.700000

TracerTexture=Tracer.tga

TracerSize=0.450000

TracerDistFactor=0.002000

TracerLength=6.000000

MaxVisibleDist=1000.000000

MaxStreakVisibleDist=800.000000

TimeFuzed=FALSE

 

This is where I'm getting stuck:

EagleBeam.jpg

 

I can't seem to reduce the length of the tail, only the duration of the tracer flash meaning that either each round fired flashes a beam or has a sustained beam effect. If I could shorten the tracer tail at the rear, without affecting the beam in front of the aircraft, that would pretty much be it...

Posted
Theoretically, couldn't you increase the bullet/tracer output, thus lessening the need for longer tracer tails?

 

My thoughts exactly but when I did, it reverted back to your standard tracer fire. That's the direction that I think makes the most sense to me. I'm still playing around with it...

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