+gregoryp Posted January 10, 2010 Posted January 10, 2010 (edited) I've got the SBD AI's doing 80deg dive bomb attacks now. I'm working on torpedo bombers (B5N Kate). Since we don't have true torpedoes, someone came up with a work around using A2G TV guided missiles set to sea skim. The problem I’m having is about half the time the torpedo just drops into the water without trying to skim over the water. Also I have to have the Kate at about 2,500ft. Any lower increases the drop into the water rate. When they do work they go straight to the ship without dropping down to the water. I can get the AI Kate’s to drop to 300ft for their attack run and do their drop, but this mean all the torpedoes will just drop and hit the water. I have all the accuracy and reliability set to 100. Is there an _AVIONICS.INI entry I need to make this work better? Edited January 10, 2010 by gregoryp Quote
+FastCargo Posted January 10, 2010 Posted January 10, 2010 Maybe try putting a laser designator on the aircraft and set the weapons to be a2g laser guided missiles? I'm not sure how well the 'sea-skimming' parameter seems to work anyway.... FC Quote
+Fubar512 Posted January 10, 2010 Posted January 10, 2010 Gregory, I managed to overcome that issue a few years back, by setting the release and booster delay times. Of course, this requires that one follow a narrowly defined weapons delivery profile when dropping a torp; Maintaining a set altitude & airspeed, as in real life. Quote
+gregoryp Posted January 10, 2010 Author Posted January 10, 2010 Thanks for the responses. I found setting RocketBoresightAngle=45 In the aircraft ini was the trick to get it to work. To get them to sea skim doesn't work at all. I ended is having the set CL to 144 to get it not to hit the water a low altitude. But at least they drop at the right altitude distance from the ships so from a fighter about it kinda looks right. Although sometimes the torpedo will go up above the aircraft after release. Realistally the B5N's are just targets until TK adds real torpedo's. Quote
+Fubar512 Posted January 10, 2010 Posted January 10, 2010 Thanks for the responses. I found setting RocketBoresightAngle=45 In the aircraft ini was the trick to get it to work. To get them to sea skim doesn't work at all. I ended is having the set CL to 144 to get it not to hit the water a low altitude. But at least they drop at the right altitude distance from the ships so from a fighter about it kinda looks right. Although sometimes the torpedo will go up above the aircraft after release. Realistally the B5N's are just targets until TK adds real torpedo's. Gregory, Set the torp's .lod file as the booster node, with a short duration and no attached effect, that way, the "booster" will appear to fall into the water after it burns out. Then set the torp up with an "invisble" sustainer .lod, and whatever wake effect works best. Adjust the position of the wake effect so that it is below and behind the "invisible" sustainer.lod, so as to appear to be on the water's surface. Trust me, I did this years ago, and it worked quite well. Quote
+gregoryp Posted January 11, 2010 Author Posted January 11, 2010 Gregory, Set the torp's .lod file as the booster node, with a short duration and no attached effect, that way, the "booster" will appear to fall into the water after it burns out. Then set the torp up with an "invisble" sustainer .lod, and whatever wake effect works best. Adjust the position of the wake effect so that it is below and behind the "invisible" sustainer.lod, so as to appear to be on the water's surface. Trust me, I did this years ago, and it worked quite well. I'd rather not reinvent the wheel, can you send it? I'm just modifing what's in the current WW2 wep pak. I don't have any 3d capability. Quote
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