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krfrge

Is a ground launched flare possible

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Comrpnt, Stary, 331Killerbee, et al,

 

I am experimenting with creating a ground launched flare. I can get a weapon to shoot the flare but it will explode on the ground instead of in the air.

 

I think I can create something like a CBU effect where the flare would ignite above the ground but I am just guessing after that.

 

Can anyone tell me if I am on track?

 

Thanks

 

KRFRGE

Edited by krfrge

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what about modified flak burst effect?

or make it as rocket/missile with boster (duration 1-2s)

and flare effect will be the modified missile engine effect (duration 30-60s)

 

Monty CZ

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Monty CZ,

 

That's an interesting idea. I will run with it and let you know.

 

Thank you - KRFRGE

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All,

 

The work continues. I attempted the missile rocket but it didnt work. Monty CZ's idea is a good one and I think it can work,,,I just missing something.

 

This scene is using the USArmymortar from the WOV Air & Ground Expansion Pack.

 

I created an EFFEECT called illumroundeffect.

 

[EffectType001]

Name=IllumRoundEffect

 

Element[01].ElementName=FlareGlowEmitter

Element[01].StartTime=0.000000

Element[01].StartTimeDeviation=0.000000

Element[01].EjectTime=-1.000000

Element[01].EjectTimeDeviation=0.000000

Element[02].ElementType=HOLD_EMITTER

Element[02].ElementName=LumFlareEmitter

Element[02].StartTime=0.000000

Element[02].StartTimeDeviation=0.000000

Element[02].EjectTime=-1.000000

Element[02].EjectTimeDeviation=0.000000

Element[03].ElementType=PLACE_EMITTER

Element[03].ElementName=CbuAirExplosion2

Element[03].StartTime=0.0000000

Element[03].StartTimeDeviation=0.000000

Element[03].EjectTime=-1.0000000

Element[03].EjectTimeDeviation=0.000000

 

 

[EmitterType001]

Name=FlareGlowEmitter

EmissionType=HOLD_PARTICLE

UpdateType=NON_MOVING

MaxVisibleDistance=10000.000000

LifeTime=40.0

EmissionRate=1.000000

ParticleUpdateType=NON_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=0.250000,0.250000,0.250000,0.100000

ParticleColor[02].Time=0.70000

ParticleColor[02].Value=0.250000,0.250000,0.250000,0.100000

ParticleColor[03].Time=1.000000

ParticleColor[03].Value=0.250000,0.250000,0.250000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0.000000

ParticleSize[01].Value=0.80000

ParticleSize[02].Time=0.7000000

ParticleSize[02].Value=0.80000

ParticleSize[03].Time=1.0000000

ParticleSize[03].Value=0.000000

ParticleSizeDeviation=0.100000

TextureMaterial=RocketFlareMaterial

 

[EmitterType002]

Name=LumFlareEmitter

EmissionType=SINGLE_PARTICLE

UpdateType=NON_MOVING

MaxVisibleDistance=18000.000000

HasLightSource=TRUE

LightColor=0.800,0.800,0.800

LightRange=2500.0

LightSrcOffset=0.0,0.0,0.0

LightDeviation=0.050000

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.150000

ParticleLifeTimeDeviation=0.2000

ParticleColorTableType=LINEAR

ParticleColorStart=1.00000,1.00000,1.00000,1.00000

ParticleColorEnd=0.200000,0.150000,0.100000,0.000000

ParticleSizeTableType=LINEAR

ParticleSizeStart=150.0000

ParticleSizeEnd=0.000000

ParticleSizeDeviation=0.0200000

BaseSizeDeviation=0.7

TextureMaterial=FlashMaterial2

 

[EmitterType003]

Name=CbuAirExplosion2

EmissionType=RADIAL_EMITTER

UpdateType=NON_MOVING

LifeTime=0.200000

MaxVisibleDistance=18000.000000

PositiveZOnly=TRUE

EmissionRate=0.050

EmissionVolume=0.00000,0.00000,0.010000

RadialVelocityTableType=CONSTANT

RadialVelocity=20000.0

RadialVelocityDeviation=0.500000

HasLightSource=TRUE

LightColor=0.400,0.270,0.150

LightRange=1000.0

LightSrcOffset=0.0,0.0,0.0

ParticleUpdateType=SIMPLE_POINT

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=30.0000

ParticleLifeTimeDeviation=0.400000

ParticleWeight=-0.05000

ParticleRandomness=0.080000

ParticleDragFactor=0.250000

ParticleInheritence=0.00010000

ParticleWindFactor=0.25

ParticleColorTableType=TABLE

ParticleColor[01].Time=0.000000

ParticleColor[01].Value=1.000000,0.700000,0.700000,0.300000

ParticleColor[02].Time=0.250000

ParticleColor[02].Value=0.600000,0.600000,0.300000,0.400000

ParticleColor[03].Time=0.500000

ParticleColor[03].Value=0.200000,0.160000,0.040000,0.200000

ParticleColor[04].Time=1.000000

ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000

ParticleSizeTableType=TABLE

ParticleSize[01].Time=10.000000

ParticleSize[01].Value=30.00000

ParticleSize[02].Time=10.06000000

ParticleSize[02].Value=20.000000

ParticleSize[03].Time=10.0000000

ParticleSize[03].Value=10.000000

BaseSizeDeviation=0.001

PositionHeightOffset=3.0

TextureMaterial=FlashMaterial2

 

[RocketFlareMaterial]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=2.000000

PriorityLevel=3

BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC

NumTextureStages=1

TextureStage[01].TextureName=rocketflare.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[FlashMaterial2]

DepthBufferCheck=TRUE

DepthBufferWrite=FALSE

IgnoreRenderOrder=FALSE

AlphaTestEnabled=FALSE

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

AmbientColor=1.000000,0.000000,0.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=1.000000

PriorityLevel=3

BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC

NumTextureStages=1

TextureStage[01].TextureName=lum.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

I placed an NVA squad roughly 1000meters distance from the mortar tube.

 

I just cant get the round to burst above the target.

Edited by krfrge

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what about using something like the parachute flare, but well, working backwards??

 

this is the weapons data for the air-dropped version, from my Korean War B-26 Invader. It hangs in the air for LOOOOOONG time; in fact, it should burn out in-air before hitting the ground, when dropped from about 7000 feet

 

[WeaponData144]

TypeName=IlluminatorFlare

FullName=Illuminator Flare

ModelName=hydra

Mass=0.100000

Diameter=0.127000

Length=1.000000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.222000

AttachmentType=NATO,USAF,USN,UK

SpecificStationCode=

NationName=USAF

StartYear=0

EndYear=0

Availability=3

BaseQuantity=12

Exported=TRUE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=3

WeaponDataType=1

RailLaunched=FALSE

RocketPod=TRUE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LumFlareEffect

ReleaseDelay=0.000000

WarheadType=2

Explosives=0.020000

FusingDistance=100.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=70

MaxTurnRate=0.000000

MaxLaunchG=2.500000

LockonChance=0

LaunchReliability=70

ArmingTime=2.000000

SeekerFOV=25.000000

SeekerGimbleLimit=0.000000

SeekerTrackRate=11.000000

SeekerRange=0.000000

MinLaunchRange=0.000000

MaxLaunchRange=0.000000

Duration=150.000000

CounterCountermeasure=20.000000

NoiseRejection=20.000000

CapabilityFlags=0x00000000

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

BoosterStart=0.000000

BoosterDuration=180.000000

BoosterAccel=0.100000

BoosterEffectName=LumFlareEffect

BoosterSoundName=Rocket

BoosterNodeName=

BoosterPosition=0.000000,-1.000000,0.000000

SustainerDuration=0.000000

SustainerAccel=0.000000

SustainerEffectName=

SustainerSoundName=

SustainerPosition=0.000000,-1.000000,0.000000

InFlightEffectName=

InFlightSoundName=

ReleaseAnimationID=-1

EODisplayFlags=0

CEP=0.000000

 

worth a try, at any rate

 

wrench

kevin stein

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Wrench,

 

Thanks. Will give it a try and let you know the results.

 

KRFRGE

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