+Johan217 Posted March 3, 2008 Posted March 3, 2008 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. Quote
+Brainless Posted March 3, 2008 Posted March 3, 2008 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. Quote
vrkuboy Posted March 3, 2008 Posted March 3, 2008 I put some paratroopers to An-12 with czech skin Quote
vulkan Posted March 3, 2008 Posted March 3, 2008 I put some paratroopers to An-12 with czech skin 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 Quote
+Johan217 Posted March 17, 2008 Posted March 17, 2008 (edited) 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 March 17, 2008 by Johan217 Quote
BattlerBritain Posted March 17, 2008 Posted March 17, 2008 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 Quote
BattlerBritain Posted March 17, 2008 Posted March 17, 2008 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 Quote
+331Killerbee Posted April 2, 2009 Posted April 2, 2009 -- 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..... 331KillerBee Quote
krfrge Posted April 3, 2009 Posted April 3, 2009 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? Quote
scouserlad13 Posted April 3, 2009 Posted April 3, 2009 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. Quote
+331Killerbee Posted April 3, 2009 Posted April 3, 2009 (edited) 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 April 3, 2009 by 331Killerbee Quote
krfrge Posted April 3, 2009 Posted April 3, 2009 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 Quote
krfrge Posted April 3, 2009 Posted April 3, 2009 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 Quote
+331Killerbee Posted April 3, 2009 Posted April 3, 2009 No on the Effects..... Try Re-Naming US_Squad.LOD to Crater6 to make things easier......Make the approperate Entries to show it. Quote
krfrge Posted April 5, 2009 Posted April 5, 2009 Got it finally. http://forum.combatace.com/uploads/1238699...2_289_89911.jpg Quote
rotarycrazy Posted October 28, 2012 Posted October 28, 2012 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 Quote
Sonder Posted March 24, 2015 Posted March 24, 2015 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. Quote
krfrge Posted March 24, 2015 Posted March 24, 2015 Sonder, The paratroopers should be in your weapons folder as Paratrooper Checek the following entries of the weapondata: [WeaponData001] TypeName=ParatrooperFullName=ParatrooperModelName=ParatrooperMass=105.000000 <---------- Check the massDiameter=0.100000Length=2.000000SubsonicDragCoeff=0.200000 <------- Check this entry. You may have to increase it to wliminate tehe wobbleSupersonicDragCoeff=0.770000AttachmentType=NATOSpecificStationCode=ParatrooperNationName=USAFStartYear=1938EndYear=0Availability=3BaseQuantity=50Exported=TRUEExportStartYear=1938ExportEndYear=0ExportAvailability=3WeaponDataType=0RailLaunched=FALSERetarded=TRUEFinStabilized=TRUESpinStabilized=FALSEEffectClassName=ParaTrooperEffectsDragAreaMultiplier=30.000000WarheadType=0Explosives=55.000000FusingDistance=0.000000ClusterBomblets=0ClusterDispersion=0.000000GuidanceType=0Accuracy=90MaxTurnRate=25.000000MaxLaunchG=5.000000LockonChance=95LaunchReliability=90ArmingTime=0.000000SeekerFOV=5.000000SeekerGimbleLimit=45.000000SeekerTrackRate=50.000000SeekerRange=25000.000000LiftDragRatio=4.000000ReleaseAnimationID=1ReleaseAnimationTime=2.000000ReleaseAnimationDelay=0.800000EODisplayFlags=0CEP=0.000000 Quote
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