Jump to content

Recommended Posts

Posted

[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

Posted

No problem. Still working on a sollution to retain the orginal Rocket tray with real rockets. Which I find to be most realistic.

Posted (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 by 331Killerbee
Posted

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

Posted
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?

Posted
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.....

Posted
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??

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..