Jump to content
Sign in to follow this  
Wrench

Parachute illuminitor flares...

Recommended Posts

ok after fiddling and fiddling, i finally got them working. Is there a way to 'decrease' the rate of descent? Meaning, I want them to "hang" in the air until they either burn out, or to descend very slowly, replicating the chute.

 

Here's the weaponsdata:

 

[WeaponData001]

TypeName=IlluminatorFlare

FullName=Illuminator Flare

ModelName=NOLOD

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

CLmax=14.000000

MinFreq=0.000000

MaxFreq=0.000000

MinLaunchRange=0.000000

MaxLaunchRange=0.000000

Duration=180.000000

CounterCountermeasure=20.000000

NoiseRejection=20.000000

CapabilityFlags=0x00000000

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=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

 

 

which line do I modify? Duration or the drag coefficents?

 

TIA!

wrench

kevin stein

Share this post


Link to post
Share on other sites

Wouldn't be better off as a retarded bomb? Anyway, increasing the (subsonic) drag coefficient value should do trick.

Share this post


Link to post
Share on other sites

you mean a 'guidence-challenged bomb'??? I upped the subsonic to 0.48, and that works great! They hang there nicely, and drift slowly down. 5-7000 feet is the best for duration and illumination. Screenie later

 

wrench

kevin stein

Share this post


Link to post
Share on other sites

Interested in the "bomb" method, as I tried to get my flares to work that way...instead, used the rocket method with decent results. If possible, could you make a video so I can see how the flare floats and twirls. I want to get a more natural "bob and float" to it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

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..