KJakker Posted December 17, 2010 Posted December 17, 2010 I noticed someone comment on one of the threads that with the new animation behavior exhibited by the Lightning's rocket packs that it would be possible to make a number of other Rocket armed aircraft from the 50's and 60's viable. As I have not seen anything more substantial posted on the topic specifically since I read it I decided to see if I could make it work with one of the US rocket armed fighters that I was aware of, the F-86D and L. The F-86L that came in the "F-86D/K Sabre Alaska ANG" pack in the download section I used as the test aircraft. After locating all of the relevant entries regrading its existing rocket system in that plane's Data and Loadout INI files and having extracted all of the Data and Loadout files for the Lightning I set about comparing and contrasting the two entries. First the F-86L was set to use the "Mk4_MightyMouse" rocket that I got from MGunny's Ordnance Shop II for SF2 so I made a "Mk4_MightyMouse_RP" for carrying pods, just as the Microcell 2" Rocket's AKA MICRO2 are used in the Lightning. Using the data from the new pod version of the "Mk4_MightyMouse" and the data from the "Weapon Stations" [RocketTray] segment of the F-86L_Data.ini file in conjunction with the "Weapon Stations" [RocketPack1] of the Lightning and the "Lightning_RP53" from the WeaponData.INI as seen below as template's.... Continued below code box. [RocketTray] SystemType=WEAPON_STATION StationID=01 StationGroupID=1 StationType=INTERNAL NumWeapons=24 AttachmentPosition024=-0.394,1.473,-0.461 AttachmentPosition023=0.391,1.473,-0.461 AttachmentPosition022=-0.391,1.473,-0.529 AttachmentPosition021=0.391,1.473,-0.529 AttachmentPosition020=-0.322,1.473,-0.467 AttachmentPosition019=0.322,1.473,-0.467 AttachmentPosition018=-0.322,1.473,-0.536 AttachmentPosition017=0.322,1.473, -0.536 AttachmentPosition016=-0.251,1.473,-0.475 AttachmentPosition015=0.251,1.473,-0.475 AttachmentPosition014=-0.251,1.473,-0.543 AttachmentPosition013=0.251,1.473,-0.543 AttachmentPosition012=-0.181,1.473,-0.481 AttachmentPosition011=0.181,1.473,-0.481 AttachmentPosition010=-0.181,1.473,-0.549 AttachmentPosition009=0.181,1.473,-0.549 AttachmentPosition008=-0.109,1.473,-0.484 AttachmentPosition007=0.109,1.473,-0.484 AttachmentPosition006=-0.109,1.473,-0.553 AttachmentPosition005=0.109,1.473,-0.553 AttachmentPosition004=-0.038,1.473,-0.492 AttachmentPosition003=0.038,1.473,-0.492 AttachmentPosition002=-0.038,1.473,-0.562 AttachmentPosition001=0.038,1.473,-0.562 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1700.0 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF DiameterLimit=0.5 LengthLimit=3.2 BombBayAnimationID=10 BombBayOpenTime=.5 BombBayCloseTime=.9 MovingPylon=TRUE ModelNodeName=Rocket_Tray AutomaticDoors=TRUE [RocketPack1] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=INTERNAL AttachmentPosition=-0.40,2.97,-1.30 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500 AllowedWeaponClass=RP AttachmentType=UK ModelNodeName=rockets_pack HideNodeName=no_weapon_pack DoNotDetachPylon=TRUE NoJettision=TRUE BombBayAnimationID=5 BombBayOpenTime=0.5 BombBayCloseTime=0.5 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=LIGHTNING_RP53 [WeaponData071] TypeName=Lightning_RP53 FullName=2" Microcell Rocket Pack ModelName= Mass=100.000000 Diameter=0.000000 Length=1.067000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=UK SpecificStationCode=LIGHTNING_RP53 NationName=RAF StartYear=0 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=1 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=MICRO2 NumRockets=22 ROF=22.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=-0.120000,0.000000,-0.030000 Rocket02Position=-0.060000,0.000000,0.010000 Rocket03Position=0.000000,0.000000,0.040000 Rocket04Position=0.050000,0.000000,0.070000 Rocket05Position=-0.120000,0.000000,0.040000 Rocket06Position=-0.060000,0.000000,0.070000 Rocket07Position=-0.010000,0.000000,0.100000 Rocket08Position=0.050000,0.000000,0.130000 Rocket09Position=-0.120000,0.000000,0.100000 Rocket10Position=0.000000,0.000000,0.170000 Rocket11Position=-0.180000,0.000000,0.130000 Rocket12Position=-0.120000,0.000000,0.160000 Rocket13Position=-0.060000,0.000000,0.200000 Rocket14Position=-0.010000,0.000000,0.230000 Rocket15Position=-0.170000,0.000000,0.200000 Rocket16Position=-0.120000,0.000000,0.230000 Rocket17Position=-0.060000,0.000000,0.260000 Rocket18Position=-0.170000,0.000000,0.260000 Rocket19Position=-0.060000,0.000000,0.330000 Rocket20Position=-0.170000,0.000000,0.330000 Rocket21Position=-0.110000,0.000000,0.360000 Rocket22Position=-0.170000,0.000000,0.390000 ...Continued from Above. I was able to create the following entries. Just replace the Weapon Stations [Rocket_Tray] entry in the Aircraft_data.ini of the F-86D/L variant change Aircraft_loadout.ini as shown below and then turn the two bottom WeaponsData entries into "Saber_RT.ini" and "Mk4_MightyMouse_RP.ini" respectively in load them up with the Strike Fighters Weapons Editor. I am not sure how historically accurate the rate of fire I used is, however upon completion instead of having to punch off individual shots the F-86L is now able to smoothly ripple its rockets just like the new Lightning's. Being relatively new to all of this I hope the I haven't wasted anyones time or done something redundant in conducting this little INI experiment. Place this into the Aircraft_data.ini in this case "F-86L_data.ini" [Rocket_Tray] SystemType=WEAPON_STATION StationID=01 StationGroupID=1 StationType=INTERNAL AttachmentPosition= AttachmentAngles=0.0,0.0,0.0 LoadLimit=1700.0 AllowedWeaponClass=RP AttachmentType=NATO,USAF ModelNodeName=Rocket_Tray HideNodeName=no_weapon_pack DoNotDetachPylon=TRUE NoJettision=TRUE BombBayAnimationID=10 BombBayOpenTime=.5 BombBayCloseTime=.9 AutomaticDoors=TRUE GroupAnimation=TRUE SpecificStationCode=Saber_RT Next, inside "F-86L_loadout.ini", change this... Loadout[01].WeaponType=Mk4_MightyMouse Loadout[01].Quantity=24 into this. Loadout[01].WeaponType=Saber_RT Loadout[01].Quantity=1 Then change the two entries below into .ini files and import them using the Strike Fighters Weapons Editor [WeaponDataXXX] TypeName=Saber_RT FullName=2.75" Mighty Mouse Rocket Tray ModelName= Mass=340.000000 Diameter=0.070000 Length=3.200000 SubsonicDragCoeff=0.000000 SupersonicDragCoeff=0.000000 AttachmentType=NATO,USAF SpecificStationCode=Saber_RT NationName=USAF StartYear=0 EndYear=0 Availability=2 BaseQuantity=2 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=1 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=Mk4_MightyMouse_RP NumRockets=24 ROF=24.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=FALSE Rocket01Position=0.038000,1.473000,-0.562000 Rocket02Position=-0.038000,1.473000,-0.562000 Rocket03Position=0.038000,1.473000,-0.492000 Rocket04Position=-0.038000,1.473000,-0.492000 Rocket05Position=0.109000,1.473000,-0.553000 Rocket06Position=-0.109000,1.473000,-0.553000 Rocket07Position=0.109000,1.473000,-0.484000 Rocket08Position=-0.109000,1.473000,-0.484000 Rocket09Position=0.181000,1.473000,-0.549000 Rocket10Position=-0.181000,1.473000,-0.549000 Rocket11Position=0.181000,1.473000,-0.481000 Rocket12Position=-0.181000,1.473000,-0.481000 Rocket13Position=0.251000,1.473000,-0.543000 Rocket14Position=-0.251000,1.473000,-0.543000 Rocket15Position=0.251000,1.473000,-0.475000 Rocket16Position=-0.251000,1.473000,-0.475000 Rocket17Position=0.322000,1.473000,-0.536000 Rocket18Position=-0.322000,1.473000,-0.536000 Rocket19Position=0.322000,1.473000,-0.467000 Rocket20Position=-0.322000,1.473000,-0.467000 Rocket21Position=0.391000,1.473000,-0.529000 Rocket22Position=-0.391000,1.473000,-0.529000 Rocket23Position=0.391000,1.473000,-0.461000 Rocket24Position=-0.394000,1.473000,-0.461000 [WeaponDataXXX] TypeName=Mk4_MightyMouse_RP FullName=Mighty Mouse FFAR ModelName=Mk4_MightyMouse Mass=7.000000 Diameter=0.069800 Length=1.200000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.100000 BoosterAccel=80.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.620000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.620000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.300000 ReleaseAnimationDelay=0.050000 EODisplayFlags=0 CEP=20.000000 According to the Readme files included with it, the Saber I used for this test was developed buy the following people. F-86L Lima Sabre by Bunyap, Fubar512. Skins by USAFMTL and Sundowner. Original 3D model by Zur The "Mk4_MightyMouse" rocket Data I used is from "MGunny 331KillerBee's Ordnance Shop II". Quote
FastCargo Posted December 17, 2010 Posted December 17, 2010 The question is, will they hit anything? FC Quote
Fubar512 Posted December 17, 2010 Posted December 17, 2010 You forgot to add the following EXP2 parameter to the mighty mouse rocket data: AirToAir=TRUE Quote
KJakker Posted December 17, 2010 Author Posted December 17, 2010 (edited) You forgot to add the following EXP2 parameter to the mighty mouse rocket data: AirToAir=TRUE When I searched for "AirToAir=TRUE" in the data entry for MICRO2 and its associated rocket packs, Lightning_RP1, and Lightning_RP53 I did not find an "AirToAir=" entry among the data. As such where exactly in the entry does AirToAir=TRUE go? Edited December 17, 2010 by KJakker Quote
FastCargo Posted December 17, 2010 Posted December 17, 2010 AirToAir=TRUE is for the individual rockets, not the rocket packs. FC Quote
AntEater Posted December 17, 2010 Posted December 17, 2010 Nice one, only the rockets have a too low trajectory. You can compensate by simply waiting until the bomber fills your wind screen and then let it rip, but the AI fires the rockets and then rams the target...;) Can someone do the same for the F-89 Scorpion and the F-102? Quote
Fubar512 Posted December 17, 2010 Posted December 17, 2010 Nice one, only the rockets have a too low trajectory. Did you add the AirToAir=True line to the rocket's weapondata.ini? Quote
+paulopanz Posted December 17, 2010 Posted December 17, 2010 Very good done ....! Could You post the updated plane or new inis & weapons? Please. .................I was working on some 'strange' F-86D & IF-86D with red star on wings from Yugoslavia. Paul Quote
+hgbn Posted December 17, 2010 Posted December 17, 2010 Try add this line in the data ini under flightcontrol section, RocketBoresightAngle=2.5 Quote
FastCargo Posted December 17, 2010 Posted December 17, 2010 Doesn't seem to help much really. It seems to compensate for the player's boresight, but the wingmen still aim short. FC Quote
+christian59 Posted December 17, 2010 Posted December 17, 2010 (edited) hello i use a fake MightyMouse rocket it's a gun so wingman have some hit with this weapon i think it can be used with rocket station is some one can make a working data it will be great Christian Ps: i use this weapon with F-86D , F-86L , F-94C , SuperMystereB2 , MIG-17 , MIG-19 F-86D-FS2.7z Edited December 17, 2010 by christian59 Quote
+hgbn Posted December 17, 2010 Posted December 17, 2010 (edited) I tried to go another way around and ad the line AirToAir=TRUE for the Mk4 MightyMouse rockets and didn't alter the original rocket tray at all... Player aircraft works like a charm. Shot down 3 Bagders in one mission hitting with 6 out of 24 rockets. Not bad if I may say so. But the AI seems to jettison all the rockets instead of firing them when they are close enough to shoot I don't get it as I could select the rockets as A2A and A2G. So I haven't had the AI to engage with the rockets at all.. BTW AI don't handles the FM very well.. Seems they are struggling just to keep airborne Edited December 17, 2010 by hgbn Quote
+hgbn Posted December 17, 2010 Posted December 17, 2010 Christian, we know the fake rocket gun method. But now TK have implemented the real thing, we might as well see if we can the stuff to work properly.. The gun doesn't have the same effect/effects as the rocket when it hits a bomber. Not to mention the smoke trail of the rocket. Quote
Wrench Posted December 17, 2010 Posted December 17, 2010 (edited) The Scropion rockets work just fine as I released them; even the AI manages to get in a few hits now and then ... of course, I cheated on the rockets, and gave them a sustainer to keep them flying straight. Look in the weaponsdata, and you'll see (covered the F-89D upgrade paks' readme)(also the same cheat as used on the 17PF and 17PF(sp-16) wrench kevin stein Edited December 17, 2010 by Wrench Quote
KJakker Posted December 17, 2010 Author Posted December 17, 2010 (edited) FastCargo and hgbn, thanks for the advice on the AirToAir=TRUE line and adding the RocketBoresightAngle=2.5 to the flightcontrol section of the data.ini. In addition to that I changed the "Mk4_MightyMouse_RP's "CEP=" from 20 back to the 0 it was in the original "Mk4_MightyMouse". I had originally changed it because the MICRO2 has a CEP of 30 and the other US 2.75" rockets have ones from between 20 and 25. I just tested the redone "Mk4_MightyMouse_RP" (data posted below) with the RocketBoresightAngle=2.5 under the Flight Control section, as recommended by hgbn, in an F-86L intercept mission. The results were that my wingman and I attacked four Tu-16 Badger's and we each shot down one of them and I damaged a second before our ammo was exhausted. I still had to close till the bombers filled my gunsight before launching, but then a lot of the great aces have said that one needs to get as close as possible before opening fire so I figured I would follow that advice. Now a few question, do you think we are going to need to play around with the CEP= of the various rockets? As unguided ripple fired weapons it sounds like it would be important to experiment with. Also what do you think about the rate of fire of the rockets, I set it to fire all rounds in one second because the Lightning's pods are do the same, should it be modified? If so does anyone have reliable data on what the historical rate of fire of the F-86D/L's rockets were? Another point is that I changed the warhead type and fusing distance of my "Mk4_MightyMouse_RP" variant from that used by the original Ordnance Shop's "Mk4_MightyMouse". That one originally was set to fuse at 25m and had a 1.04kg HEAT warhead which I changed to an HE warhead with a reduced fusing distance to 0.5m due to the Mighty Mouse's small warhead size, do you think this warrants further adjustment? Finally I wanted to bring up an important point concerning the FM data for the F-86D/K/L. Every one that I have downloaded has the Ymac= value of all the lift surfaces set to negative values when the LeftWing, LeftOuterWing, and LeftStab should have positive values. Is possible that this issue is interfering in the AI's employment of the rockets? Regardless if we are going to be updating the F-86D/L's data to make them compatible with the for the new rocket system then I think that this issue should be addressed at the same time. Edit: Wrench, I forgot to say that I will look into adding the sustainer as you suggested. I will report back after I have tested it. [WeaponData001] TypeName=Mk4_MightyMouse_RP FullName=Mighty Mouse FFAR ModelName=Mk4_MightyMouse Mass=7.000000 Diameter=0.069800 Length=1.200000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode=Saber_RT NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=SmallRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=1.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000002 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.100000 BoosterAccel=80.000000 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.620000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.620000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.300000 ReleaseAnimationDelay=0.050000 EODisplayFlags=0 CEP=0.000000 AirToAir=TRUE Edited December 17, 2010 by KJakker Quote
Wrench Posted December 17, 2010 Posted December 17, 2010 all 06/08 1stGen aircraft pretty much need new flight models. Period. wrench kevin stein Quote
+hgbn Posted December 17, 2010 Posted December 17, 2010 Yeah and the models them selves could use a rebuild to,, I noticed after the exp2 that the ailerons and flaps aren't where they used to be... But that's another story.. I still like them anyway Quote
FastCargo Posted December 18, 2010 Posted December 18, 2010 Yeah and the models them selves could use a rebuild to,, I noticed after the exp2 that the ailerons and flaps aren't where they used to be... But that's another story.. I still like them anyway Henrik, Can you elaborate on what you mean? FC Quote
FastCargo Posted December 18, 2010 Posted December 18, 2010 I've been fighting this for a while. KJakker, set up an intercept with your mod, but make it larger, say 8 interceptor and 16 targets. Run the mission several times. The larger the sample, the more accurate the actual averages. A single iteration of a mission with 2 interceptors really isn't definitive. The thing I'm noticing with my aircraft is that the aircraft will shoot when pointing at the target, BUT, if where the nose is pointing and where the flight path is going are different, any rockets or missiles will fire along the flight path, not necessarily where the aircraft is pointing. FC Quote
+hgbn Posted December 18, 2010 Posted December 18, 2010 Henrik, Can you elaborate on what you mean? FC FC if you look at the wings in this shot You'll notice that both flaps and ailerons are no longer running along their intended axises as they used to... But like I said it's no big deal after all it is a old model. Quote
FastCargo Posted December 18, 2010 Posted December 18, 2010 Hmmmm...that ain't right. Might be an easy fix with just an ini adjustment. FC Quote
+Spillone104 Posted December 18, 2010 Posted December 18, 2010 Seems more an axis issue. RotationAxis= See what it have and change with Z-AXIS, X-AXIS or Y-AXIS. That should do the job. Quote
Wrench Posted December 18, 2010 Posted December 18, 2010 all the D/K/L have the aileron issue is SF2 ... I did check them in a remaining 08 WoE, and they sit perfectly. So, hopefully it's some ini edit to fix. of course, my stick it dying .. so it's hard to fly wrench kevin stein Quote
KJakker Posted December 18, 2010 Author Posted December 18, 2010 (edited) I've been fighting this for a while. KJakker, set up an intercept with your mod, but make it larger, say 8 interceptor and 16 targets. Run the mission several times. The larger the sample, the more accurate the actual averages. A single iteration of a mission with 2 interceptors really isn't definitive. The thing I'm noticing with my aircraft is that the aircraft will shoot when pointing at the target, BUT, if where the nose is pointing and where the flight path is going are different, any rockets or missiles will fire along the flight path, not necessarily where the aircraft is pointing. FC I did the test and I see what you mean. I have watched the rest of my squadron send their salvo of rockets off time after time in what would have been perfect firing solutions if the bomber were just a bit lower or the fighter a bit higher. One thing I have found is that I am most accurate with the rockets when I center the aim dot in the ASE Radar Circle on the radar scope. Is there some way that the gunsight could be made to indicate that aim point and of making the AI use it? Edited December 18, 2010 by KJakker Quote
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