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Do the paratroopers also work on AI aircraft? My AI wingmen never drop them even when I tell them to "Attack my target" or "Attack ground". I'm using the Paratrooper.lod version that came with the C-47A.

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Do the paratroopers also work on AI aircraft? My AI wingmen never drop them even when I tell them to "Attack my target" or "Attack ground". I'm using the Paratrooper.lod version that came with the C-47A.

 

Yep. They work fine in the missions I created. Just tick the 'Strike' in the mission builder and add the target in the target box just like your AI's are bombing the target and the paratroppers will come out on cue. Best to fly back of the flight and fly tight formation to see it though. If you're too far away you don't get to see them.

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I put some paratroopers to An-12 with czech skin

2318068,screen_a.jpg

2318073,screen_b.jpg

2318081,screen_c.jpg

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I put some paratroopers to An-12 with czech skin

2318068,screen_a.jpg

2318073,screen_b.jpg

2318081,screen_c.jpg

 

COOL !

 

I need AN-26( with paratroopers)

And the HUAF will be near completed....

Do you use AN-26 in Air force/ civil cargo ?

 

vulkan

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Managed to get my wingmen to drop their paras. I forgot to set the AircraftRole to BOMBER :)

 

Now just one more thing: They only drop a single trooper. How do I make them salvo all their load at once?

Edited by Johan217

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Can't you make them a cluster bomb?

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Managed to get my wingmen to drop their paras. I forgot to set the AircraftRole to BOMBER :)

 

Now just one more thing: They only drop a single trooper. How do I make them salvo all their load at once?

 

Johan - the same way you'd drop 24 bombs at once. Edit the Cockpit.ini to allow 24 items to be dropped on 1 button toggle and select that via the ] key. You might want to edit the time delay between the paras dropping to something like 1 or 2 secs (1000 or 2000 delay).

 

Battler

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I've been playing with the loadout on the C-130H to get Paras to appear in WOI. I like the new C-130H model better than the C-130a in that the C-130a model only has a 3-bladed prop and it doesn't look right when the aircraft is static and parked on the pan. As an ex-RAF C-130 techie I like the 'Fat Albert' and 3 blades just don't do it for me :) .

 

The C-130H cockpit is also spot on.

 

I altered the C-130H_DATA.INI to get the Paras to appear thus:

// Weapon Stations ---------------------------------------------------------

 

[PalletStations]

//SystemType=WEAPON_STATION

//StationID=1

//StationGroupID=1

//StationType=INTERNAL

//AttachmentPosition=0.0,-6.3,0.3

//AttachmentAngles=0.0,0.0,0.0

//EjectVelocity=0.0,-35.0,1.5

//LoadLimit=20400

//LengthLimit=2.5

//AllowedWeaponClass=BOMB

//AttachmentType=NATO,USAF,USN

//NumWeapons=3

//AttachmentPosition001=0.063, 1.232,0.3

//AttachmentPosition002=0.063,-1.268,0.3

//AttachmentPosition003=0.063,-4.268,0.3

//BombBayAnimationID=3

//BombBayOpenTime=5.0

//BombBayCloseTime=5.0

 

SystemType=WEAPON_STATION

StationID=1

StationGroupID=1

StationType=INTERNAL

AttachmentPosition=0.0,-6.3,0.3

AttachmentAngles=0.0,0.0,0.0

EjectVelocity=0.0,-12.0,0.0

LoadLimit=20400

LengthLimit=2.5

AllowedWeaponClass=BOMB,EOGB

AttachmentType=NATO,USAF,USN

NumWeapons=24

AttachmentPosition001= 0.371,-0.853,0.0

AttachmentPosition002=-0.371,-0.053,0.0

AttachmentPosition003= 0.371, -0.747,0.0

AttachmentPosition004=-0.371, -1.747,0.0

AttachmentPosition005= 0.371, -2.547,0.0

AttachmentPosition006=-0.371, -3.547,0.0

AttachmentPosition007= 0.871,-0.853,0.0

AttachmentPosition008=-0.871,-0.053,0.0

AttachmentPosition009= 0.871, -0.747,0.0

AttachmentPosition010=-0.871, -1.747,0.0

AttachmentPosition011= 0.871, -2.547,0.0

AttachmentPosition012=-0.871, -3.547,0.0

AttachmentPosition013= 0.871,-0.853,0.0

AttachmentPosition014=-0.871,-0.053,0.0

AttachmentPosition015= 0.871, -0.747,0.0

AttachmentPosition016=-0.871, -1.747,0.0

AttachmentPosition017= 0.871, -2.547,0.0

AttachmentPosition018=-0.871, -3.547,0.0

AttachmentPosition019= 0.371,-0.853,0.0

AttachmentPosition020=-0.371,-0.053,0.0

AttachmentPosition021= 0.371, -0.747,0.0

AttachmentPosition022=-0.371, -1.747,0.0

AttachmentPosition023= 0.371, -2.547,0.0

AttachmentPosition024=-0.371, -3.547,0.0

 

BombBayAnimationID=3

BombBayOpenTime=5.0

BombBayCloseTime=5.0

 

 

[VehicleStations]

//SystemType=WEAPON_STATION

//StationID=2

//StationGroupID=1

//StationType=INTERNAL

//AttachmentPosition=0.0,-6.3,0.3

//AttachmentAngles=0.0,0.0,0.0

//EjectVelocity=0.0,-35.0,1.5

//LoadLimit=20400

//LengthLimit=3.5

//DiameterLimit=0.1

//AllowedWeaponClass=BOMB

//AttachmentType=NATO,USAF,USN

//NumWeapons=3

//AttachmentPosition001=0.063, 2.932,-0.95

//AttachmentPosition002=0.063,-0.668,-0.95

//AttachmentPosition003=0.063,-4.268,-0.95

//BombBayAnimationID=3

//BombBayOpenTime=5.0

//BombBayCloseTime=5.0

 

SystemType=WEAPON_STATION

StationID=2

StationGroupID=1

StationType=INTERNAL

AttachmentPosition=0.0,-6.3,0.3

AttachmentAngles=0.0,0.0,0.0

EjectVelocity=0.0,-12.0,0.0

LoadLimit=20400

LengthLimit=2.5

//DiameterLimit=2.0

AllowedWeaponClass=BOMB,EOGB

AttachmentType=NATO,USAF,USN

NumWeapons=24

AttachmentPosition001=-0.371,-0.853,0.0

AttachmentPosition002= 0.371,-0.053,0.0

AttachmentPosition003=-0.371, -0.747,0.0

 

AttachmentPosition004= 0.371, -1.747,0.0

AttachmentPosition005=-0.371, -2.547,0.0

AttachmentPosition006= 0.371, -3.547,0.0

 

AttachmentPosition007=-0.871,-0.853,0.0

AttachmentPosition008= 0.871,-0.053,0.0

AttachmentPosition009=-0.871, -0.747,0.0

AttachmentPosition010= 0.871, -1.747,0.0

AttachmentPosition011=-0.871, -2.547,0.0

AttachmentPosition012= 0.871, -3.547,0.0

 

AttachmentPosition013= 0.871,-0.853,0.0

AttachmentPosition014=-0.871,-0.053,0.0

AttachmentPosition015= 0.871, -0.747,0.0

AttachmentPosition016=-0.871, -1.747,0.0

AttachmentPosition017= 0.871, -2.547,0.0

AttachmentPosition018=-0.871, -3.547,0.0

 

AttachmentPosition019= 0.371,-0.853,0.0

AttachmentPosition020=-0.371,-0.053,0.0

AttachmentPosition021= 0.371, -0.747,0.0

AttachmentPosition022=-0.371, -1.747,0.0

AttachmentPosition023= 0.371, -2.547,0.0

AttachmentPosition024=-0.371, -3.547,0.0

 

BombBayAnimationID=3

BombBayOpenTime=5.0

BombBayCloseTime=5.0

 

 

 

.....

 

This gives x2 lots of 24 Paras which is enough for starters. A real C-130 can take 64 paras, but thats for a later tweek.

 

I also tried setting them to face to the rear and the exit ramp but the Paras seemed to fall strangely after being released so I left them facing forward.

 

Cheers,

 

Battler

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--

 

 

If One can figure out how a Bomb leaves a Crater. Then One can have a Ground Troop after a Paratrooper is dropped......

 

Hint,Hint..... :wink:

 

 

331KillerBee

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331 Killerbee,

 

I have gotten my paratroopers to drop and explode like a cluster bomb but cant get the squad to show up.

 

Am I on the right track?

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I tried making a whole mission out of it based on the 2nd Band of Brothers episode when they land the night before the D-DAY operations. Got into some trouble though, i cant get any of the other c-47's to drop the troops at the same time over the selected target. If you want to take a look PM me and ill send you the mission file so you can have a play around with it.

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331 Killerbee,

 

I have gotten my paratroopers to drop and explode like a cluster bomb but cant get the squad to show up.

 

Am I on the right track?

 

First of all, Even though a Paratrooper is a "Bomb", You shouldn't make it a ClusterBomb or give Him any explosive value what so ever.

 

So lets look at it....

 

Here's the Entry for Paratrooper in the WeaponData.INI:

 

[WeaponData1668]

TypeName=paratrooper

FullName=Paratrooper

ModelName=Paratrooper

Mass=3.000000

Diameter=0.100000

Length=2.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF,USN

SpecificStationCode=Para

NationName=USAF

StartYear=1938

EndYear=2220

Availability=3

BaseQuantity=1000

Exported=TRUE

ExportStartYear=1938

ExportEndYear=2220

ExportAvailability=3

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=ParaTrooperEffects <<<<<< Keep an Eye on this

DragAreaMultiplier=-1.000000

WarheadType=0 <<<<<< We don't want Him to blow up!

Explosives=0.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=8

Accuracy=90

MaxTurnRate=25.000000

MaxLaunchG=5.000000

LockonChance=98

LaunchReliability=90

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=45.000000

SeekerTrackRate=50.000000

SeekerRange=25000.000000

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.800000

EODisplayFlags=0

CEP=0.000000

 

In the MissleObject.INI:

 

[ParaTrooperEffects]

GroundHitEffectName= <<<<< Could add a Dust Effect to simulate hitting the Ground.

GroundHitSoundName=parachute.wav

WaterHitEffectName=SmallBombWaterHitEffect

WaterHitSoundName=splash.wav

ObjectHitEffectName=

ObjectHitSoundName=parachute.wav

ArmorHitEffectName=

ArmorHitSoundName=parachute.wav

CraterModelName=vusa1.LOD <<<<<<< Placed with .BMP's in the Objects Folder.

CraterType=6 <<<<<<< New Crater Type

 

 

Now in the WRECKOBJECT.INI (It's found in the Object.Cat):

 

[WreckType006] <<<<<<< New Type Added

RandomCount=1

ModelNameFormat=vusa1%03d

 

** %03d means percentage of 3D to effect "Randomness" in Craters. In this case, Not needed for Paratroopers. Random count is at "1". (Well, It's needed. It's just not being used.)

 

 

 

Give it a Whirl.....

 

 

331KillerBee

Edited by 331Killerbee

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Hi 331Killerbee

 

Thanks for the tips. I am using the paratroopers that came with the C-47. I am still struggling with having the US_Squad.lod show up on the ground after the para's hit the ground.

 

I had to modify the paratrooper data for weapondata entry. I was getting a tumble effect on the para's.

 

I copied the smallbombeffect and changed it to ParatrooperEffect but that doesnt seem to do the trick.

 

Here is what I added:

 

[WeaponData2042]

TypeName=paratrooper

FullName=paratrooper

ModelName=paratrooper

Mass=105.000000 <<<<<< from 3.000000

Diameter=0.200000 <<<<< from 0.1000000

Length=2.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,WP,USAF,USN,SOVIET

SpecificStationCode=

NationName=USAF

StartYear=1938

EndYear=0

Availability=3

BaseQuantity=10000

Exported=TRUE

ExportStartYear=1938

ExportEndYear=0

ExportAvailability=3

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=ParaTrooperEffect

DragAreaMultiplier=20.000000 <<<<<<<<<< from -1.00000 (I think this contributed to the tumble)

WarheadType=0

Explosives=0.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=90

MaxTurnRate=25.000000

MaxLaunchG=5.000000

LockonChance=98

LaunchReliability=90

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=45.000000

SeekerTrackRate=50.000000

SeekerRange=25000.000000

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=1.000000

EODisplayFlags=0

CEP=0.000000

 

Any suggestions?

 

Thanks KRFRGE

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331 Killerbee,

 

The problem appears to be the lack of the vusa1.LOD. I am using US_Squad.LOD. The other question I will ask is do I have to build an "effect" that will placed into the EFFECTS folder?

 

Thanks

 

First of all, Even though a Paratrooper is a "Bomb", You shouldn't make it a ClusterBomb or give Him any explosive value what so ever.

 

So lets look at it....

 

Here's the Entry for Paratrooper in the WeaponData.INI:

 

[WeaponData1668]

TypeName=paratrooper

FullName=Paratrooper

ModelName=Paratrooper

Mass=3.000000

Diameter=0.100000

Length=2.000000

SubsonicDragCoeff=0.200000

SupersonicDragCoeff=0.770000

AttachmentType=NATO,USAF,USN

SpecificStationCode=Para

NationName=USAF

StartYear=1938

EndYear=2220

Availability=3

BaseQuantity=1000

Exported=TRUE

ExportStartYear=1938

ExportEndYear=2220

ExportAvailability=3

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=ParaTrooperEffects <<<<<< Keep an Eye on this

DragAreaMultiplier=-1.000000

WarheadType=0 <<<<<< We don't want Him to blow up!

Explosives=0.000000

FusingDistance=0.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=8

Accuracy=90

MaxTurnRate=25.000000

MaxLaunchG=5.000000

LockonChance=98

LaunchReliability=90

ArmingTime=0.000000

SeekerFOV=5.000000

SeekerGimbleLimit=45.000000

SeekerTrackRate=50.000000

SeekerRange=25000.000000

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.800000

EODisplayFlags=0

CEP=0.000000

 

In the MissleObject.INI:

 

[ParaTrooperEffects]

GroundHitEffectName= <<<<< Could add a Dust Effect to simulate hitting the Ground.

GroundHitSoundName=parachute.wav

WaterHitEffectName=SmallBombWaterHitEffect

WaterHitSoundName=splash.wav

ObjectHitEffectName=

ObjectHitSoundName=parachute.wav

ArmorHitEffectName=

ArmorHitSoundName=parachute.wav

CraterModelName=vusa1.LOD <<<<<<< Placed with .BMP's in the Objects Folder.

CraterType=6 <<<<<<< New Crater Type

 

 

Now in the WRECKOBJECT.INI (It's found in the Object.Cat):

 

[WreckType006] <<<<<<< New Type Added

RandomCount=1

ModelNameFormat=vusa1%03d

 

** %03d means percentage of 3D to effect "Randomness" in Craters. In this case, Not needed for Paratroopers. Random count is at "1". (Well, It's needed. It's just not being used.)

 

 

 

Give it a Whirl.....

 

 

331KillerBee

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No on the Effects.....

 

Try Re-Naming US_Squad.LOD to Crater6 to make things easier......Make the approperate Entries to show it.

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I did everything thats in here to make troops show up when paratroopers hit the ground and no go, another thing is that my paratroopers parachute disapears just afther drop , I can see it when i hit f9 but not from any distance

 

 

can somebody help

 

thanks

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Tengo el SF1 y No pude encontrar el pack de C-47A con tropas paracaidístas y las saqué de otro modelo que es del SF2. paratroppers.Logré lanzar colocar paracaidístas dentro de un C-130 pero los soldados se bamboléan mucho, no caén vertical y al tocar suelo quedan tumbados dando vueltas con el paracaídas

 

I use the SF1 and I could not find the pack of C-47A with paratroopers that I took of another model SF2. paratroppers.
I managed to drop paratroopers launched with a C-130 but the soldiers had much wobble, and they are not fall, vertically and when touch ground are circling with parachute.

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Sonder,

 

The paratroopers should be in your weapons folder as Paratrooper

 

Checek the following entries of the weapondata:

 

[WeaponData001]

TypeName=Paratrooper
FullName=Paratrooper
ModelName=Paratrooper
Mass=105.000000             <---------- Check the mass
Diameter=0.100000
Length=2.000000
SubsonicDragCoeff=0.200000        <------- Check this entry. You may have to increase it to wliminate tehe wobble
SupersonicDragCoeff=0.770000
AttachmentType=NATO
SpecificStationCode=Paratrooper
NationName=USAF
StartYear=1938
EndYear=0
Availability=3
BaseQuantity=50
Exported=TRUE
ExportStartYear=1938
ExportEndYear=0
ExportAvailability=3
WeaponDataType=0
RailLaunched=FALSE
Retarded=TRUE
FinStabilized=TRUE
SpinStabilized=FALSE
EffectClassName=ParaTrooperEffects
DragAreaMultiplier=30.000000
WarheadType=0
Explosives=55.000000
FusingDistance=0.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=0
Accuracy=90
MaxTurnRate=25.000000
MaxLaunchG=5.000000
LockonChance=95
LaunchReliability=90
ArmingTime=0.000000
SeekerFOV=5.000000
SeekerGimbleLimit=45.000000
SeekerTrackRate=50.000000
SeekerRange=25000.000000
LiftDragRatio=4.000000
ReleaseAnimationID=1
ReleaseAnimationTime=2.000000
ReleaseAnimationDelay=0.800000
EODisplayFlags=0
CEP=0.000000
 

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