+quack74 Posted June 7, 2013 Posted June 7, 2013 (edited) I'm using the F5 Skunkworks Torpedo in FE2 as a test bed. Every things working so far. But when launched the torpedo slips under the water everytime and never hits anything. My wing man shot one offg and hit a AAA target 3 miles away! I turned of the ability to track and turn. Now they just drop in water and excellerat slowly. But how do I keep them at water level? Edited June 7, 2013 by quack74 Quote
usafphantom2 Posted June 7, 2013 Posted June 7, 2013 (edited) I think they were set up with cruise missile Characteristics was only way to work with SF2NA.If I'm wrong I'm sure someone will correct me. But the Wrench has a tutorial With his recent Beaufort release,Find that and Instructions are within.Good hunting! Edited June 7, 2013 by usafphantom2 Quote
Wrench Posted June 7, 2013 Posted June 7, 2013 check this thread, quack http://combatace.com/topic/78417-successful-torpedo-runs-how-to/ Quote
+quack74 Posted June 7, 2013 Author Posted June 7, 2013 Thanks USAFPhantom2 and thanks Wrench. But when released the torpedo goes submarine on me and disappears. It doesn't even hit the ships. Is there a way to adjust the altitude at which they cruise? Nice torpedo model BTW Quote
Wrench Posted June 8, 2013 Posted June 8, 2013 hhhmmmmmm..... might be a terrain issue, as I don't see any 'height' specs in the weapon's data ini [WeaponData001] TypeName=Mk13Torpedo FullName=Mk.13 Torpedo ModelName=Mk13 Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=USAF,USN SpecificStationCode= NationName=USN StartYear=1935 EndYear=1955 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1935 ExportEndYear=1950 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=5 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 CLmax=14.000000 MinFreq=1.000000 MaxFreq=20.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x001000d7 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=0.000125 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 unless it's in the MaxLoftAngle statement??? some of these items may not be present in FE2. I'm just not sure! Quote
+quack74 Posted June 8, 2013 Author Posted June 8, 2013 I've been using the Mk13 and there is no parameter for Min Altitude. The torpedo just doesn't want to fly level. It will release at 500ft or less and around 1.5 sec it begins to "Boost" slowly and the ship wake effect kicks in. But it just continues to steadily lose altitude and fall into the sea. I tried messing w the LoftAngle, DecentAngle, and the MaxLoft Altitude parameters but they don't seem to do much if anything. This might be a question for TK. Good luck with that one since it involves FE2. Quote
Wrench Posted June 8, 2013 Posted June 8, 2013 here's a REALLY dumb question ... have you tried importing the terrains (as you might need one of the original to reference the terrain cat), aircraft, weapons, whatnots into SF2 and tested it? In my gut, I keep feeling there's "something" not in the core FE2 files that we have on this end they are definatley sea-skimming in SF2. Quote
+quack74 Posted June 8, 2013 Author Posted June 8, 2013 I'll try that in the morning. You might be right. No matter what I change in the Parameters for the Mk13 it still goes into the sea. Quote
+quack74 Posted June 10, 2013 Author Posted June 10, 2013 In FE2 I drop the Mk13 Torpedo at about 50-100ft and in 2sec the booster and wake effect kick in. It never really skims the water but is always in a slight descending angle of about 10deg or so to the target. Seems to be working so far. But every time it gets within 50-100m of its target (moving ship) it disappears! And it's still a few meters above the water! But if I shoot at a land target (AAA) it skims the ground no problem and hits the target. Is it something with the ships? The water? or the Torpedo? I cant figure it out. [WeaponData035] TypeName=Mk13Torpedo FullName=Mk.13 Torpedo ModelName=Mk13 Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=USAF,USN SpecificStationCode= NationName=USN StartYear=1914 EndYear=1955 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1935 ExportEndYear=1950 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=300.000000 FusingDistance=0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=100 MaxTurnRate=2.000000 MaxLaunchG=1.000000 LockonChance=100 LaunchReliability=100 ArmingTime=1.000000 SeekerFOV=45.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 CLmax=14.000000 MinFreq=1.000000 MaxFreq=20.000000 MinLaunchRange=200.000000 MaxLaunchRange=1500.000000 Duration=1500.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10300080 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=2.000000 BoosterDuration=1500.000000 BoosterAccel=0.200000 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=1.000000 Quote
+quack74 Posted June 11, 2013 Author Posted June 11, 2013 I tried a different ship (About Time!) And it seems to work now. The Torp still disappears around 50m or so but scores hits regardless. Very cool for a WWI Torpedo run. Opens up lots of things for FE. Too bad we don't have the "Shipping" that SFP2 has. Thanks for helping out Wrench and usasphantom2. Quote
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