+hgbn Posted April 7, 2009 Author Posted April 7, 2009 [GunDataXXX] TypeName=MightyMouse FullName=2.75" Mighty Mouse Rocket Caliber=75.000000 ROF=600.000000 MuzzleVel=600.000000 AmmoWt=1.400000 WarheadWt=1.400000 Reliability=90.000000 Accuracy=45.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.400000,0.360000,0.256000 GunFireEffect=ArtilleryFireEffect GunFireSound=Rocket EffectClassName=BazookaEffects EffectTime=0.400000 TracerTexture=Tracer.tga TracerSize=0.250000 TracerDistFactor=0.002000 TracerLength=0.300000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Quote
+hgbn Posted April 7, 2009 Author Posted April 7, 2009 No problem. Still working on a sollution to retain the orginal Rocket tray with real rockets. Which I find to be most realistic. Quote
TheStig Posted April 10, 2009 Posted April 10, 2009 Weird. No Rocket tray animation. Did I take something out I wasn't supposed to? Quote
+331Killerbee Posted April 10, 2009 Posted April 10, 2009 (edited) Being an Ole' Ordnanceman, My first thought is Why make it a Gun Round? Just to get the AI to use it? If so, Why hasn't anyone tried making a FFAR into a A2A Missile? Then AI would use it. Is it because the Launcher is listed as a "Rocket Pod"? Number of positions in the Pod? Then change it to a Missle Launcher that has that many Missles (Rockets) Positions or multiple Positions........ Just My Thoughts.......But I may be wrong.... Edited April 10, 2009 by 331Killerbee Quote
FastCargo Posted April 10, 2009 Posted April 10, 2009 Well, getting the AI to use it isn't a problem with the edits I did for the stock FFAR. The current problem we are dealing with is why the rockets are aiming low. FC Quote
TheStig Posted April 10, 2009 Posted April 10, 2009 Weird. No Rocket tray animation. Did I take something out I wasn't supposed to? I used this one by the way from page 1 to input in my D-model: [RocketTray] SystemType=FIXED_GUN GunPortAnimationID=10 GunPortOpenTime=.5 GunPortCloseTime=.9 GunTypeName=MightyMouse InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.639,3.033,-0.13 LightPosition= -0.689,3.083,-0.13 MaxAmmo=24 EjectShells=FALSE MinExtentPosition=-0.394,1.473,-0.461 MaxExtentPosition=-0.394,1.473,-0.461 That's all that there is? Was there any other lines in the INI from the original missile station that should be included in this for the animation to work? Quote
+331Killerbee Posted April 11, 2009 Posted April 11, 2009 Well, getting the AI to use it isn't a problem with the edits I did for the stock FFAR. The current problem we are dealing with is why the rockets are aiming low. FC FC, It sound so much like a BoreSight Issue. I think You'd have to adjust them just like Gun Convergence. They are more than likely set to the A2G Mode.....The Depress difference between A2A Gunsight and A2G Gunsight, As in their values, might make up the difference..... Quote
FastCargo Posted April 11, 2009 Posted April 11, 2009 Tried...haven't seen a definitive 'yep, that was the issue' yet result. FC Quote
+hgbn Posted April 11, 2009 Author Posted April 11, 2009 FC, It sound so much like a BoreSight Issue. I think You'd have to adjust them just like Gun Convergence. They are more than likely set to the A2G Mode.....The Depress difference between A2A Gunsight and A2G Gunsight, As in their values, might make up the difference..... It looks like AI is compensating for any adjustment on the Rocketboresightangle. They simply just line up that lower behind any targets. It might be working if somehow that rockettray could be linked to the comput lead gunsight AI is normally using in gun attacks. Dont know if that would be possible or not?? Quote
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