+acesfakia Posted December 4, 2013 Posted December 4, 2013 Hello ..... until now do we have any news about the harpoon missiles ...??? Are they working....now ....on the ship's....??? Quote
+acesfakia Posted December 4, 2013 Author Posted December 4, 2013 ....and how about the torpadoes ...in the sub's.....how you can make them to work.....? Quote
KJakker Posted December 4, 2013 Posted December 4, 2013 acesfakia, ship launched harpoon missiles are already working in SF2:NA based and merged games on a number of ships, the Ticonderoga class, the CG-16 Leahy class, CGN-25 USS Bainbridge, the DDG-51 Arleigh Burke class, and I think the Iowa class battleship update 1.1 as well. As for torpedoes, there are no real torpedoes in game as the game engine does not support them. The torpedoes that have been made for mods are really just specially configured Cruise Missiles. Quote
Fubar512 Posted December 5, 2013 Posted December 5, 2013 Torpedoes fired from subs have been working in this series (and the preceding titles) since at least 2005. They are no different in operation than missiles, just that they should not have a 3-d model, as all that you need is the wake effect. I made several videos of sub-launched torps (and even nuke-tipped SLBMs) in SFP1. They may still be in either our archives, or in simHQs. Quote
+acesfakia Posted December 5, 2013 Author Posted December 5, 2013 THANK you very much all..... fubar ...please give me some url's..... for your work. I all ready make the harpoon;'s for the Cortenaer warship's. I want to make the torpadoes for the type 209 1100 / 1200 sub...... Quote
KJakker Posted December 5, 2013 Posted December 5, 2013 (edited) Torpedoes fired from subs have been working in this series (and the preceding titles) since at least 2005. They are no different in operation than missiles, just that they should not have a 3-d model, as all that you need is the wake effect. I made several videos of sub-launched torps (and even nuke-tipped SLBMs) in SFP1. They may still be in either our archives, or in simHQs. Fubar512, thanks for the info, I as remembering this post by Wrench. I think I might update the Torpedoes in the V/W pack. THANK you very much all..... fubar ...please give me some url's..... for your work. I all ready make the harpoon;'s for the Cortenaer warship's. I want to make the torpadoes for the type 209 1100 / 1200 sub...... acesfakia, what ships are you working on? I might be able to help out with Data INI work and testing. Edited December 5, 2013 by KJakker Quote
+acesfakia Posted December 9, 2013 Author Posted December 9, 2013 (edited) I am making the ini file for the Elli class frigate ,and for the type 209 1100/1200 sub ....ini I find some infos from fubar files ......ini.... from his work with the Noember sub..... He make a torpado with out a lod file........!!!!!!!!!!! Edited December 9, 2013 by acesfakia Quote
Fubar512 Posted December 9, 2013 Posted December 9, 2013 I am making the ini file for the Elli class frigate ,and for the type 209 1100/1200 sub ....ini I find some infos from fubar files ......ini.... from his work with the Noember sub..... He make a torpado with out a lod file........!!!!!!!!!!! I DID mention that before. Visible sub-launched torpedoes would look rather silly in game, wouldn't they? All they need is the wake effect. Quote
+331Killerbee Posted December 9, 2013 Posted December 9, 2013 Torpedo Effect I did when SF2 was released. This is what it would look like without a .Lod as Fubar has mentioned........ Semper Fi! 331KillerBee Quote
+CrazyhorseB34 Posted December 9, 2013 Posted December 9, 2013 That is kinda like my LODless attack sub mod. Cant see it but you can detect, target, and destroy it. Just pretend your ASW helo's radar is sonar. Quote
+acesfakia Posted December 11, 2013 Author Posted December 11, 2013 [Hull]ModelNodeName=HullEffectSize=1.0StructuralFactor=1000.0HasArmor=TRUEArmorMaterial=STEELArmor[FRONT].Thickness=20.0Armor .Thickness=20.0 Armor .Thickness=20.0 Armor[REAR].Thickness=20.0Armor[TOP].Thickness=20.0Armor[bOTTOM].Thickness=20.0SystemName[001]=EngineSystemName[002]=Radar1SystemName[003]=AirRadarSystemName[004]=TrackSystemName[005]=TrackRadarSystemName[006]=LauncherSystemName[007]=DeckSystemName[008]=CatapultSystemName[009]=Cable1SystemName[010]=Cable2SystemName[011]=LauncherSSM1SystemName[012]=LauncherSSM2SystemName[013]=Harpoon1SystemName[014]=Harpoon2.. .. . ... // ------Harpoon launcher------------------------------------------------ [LauncherSSM1]SystemType=GUNNERGunnerID=13TargetType=GROUNDMissileRange=150000.0MinMissileRange=1500PitchLimited=TRUEPitchAngleRate=45MinPitch=0MaxPitch=75DefaultPitchAngle=35.0YawLimited=TRUEYawAngleRate=90MinYaw=-120MaxYaw=-60DefaultYawAngle=-90MissileLaunchTime=6.0ViewportPosition=0.00,-0.0,1.00IndependentSearchChance=100LookAroundChance=100GunnerFireChance=100GunnerFireTime=0.5MaxMissilesInAir=2YawModelNodeName=SSMyaw01PitchModelNodeName=SSMpitch01 [Harpoon1]SystemType=MISSILEGunnerID=13MissileID=1WeaponTypeName=RGM-84AWeaponPosition=0.00,-0.0,1.00ShowMissile=FALSEIndependentPitchMovement=FALSEReloadCount=3ReloadTime=1.0 [LauncherSSM2]SystemType=GUNNERGunnerID=14TargetType=GROUNDMissileRange=150000.0MinMissileRange=1500PitchLimited=TRUEPitchAngleRate=45MinPitch=0MaxPitch=75DefaultPitchAngle=35.0YawLimited=TRUEYawAngleRate=90MinYaw=60MaxYaw=120DefaultYawAngle=90MissileLaunchTime=6.0ViewportPosition=0.00,-0.0,1.00IndependentSearchChance=100LookAroundChance=100GunnerFireChance=100GunnerFireTime=0.5MaxMissilesInAir=2YawModelNodeName=SSMyaw02PitchModelNodeName=SSMpitch02 [Harpoon2]SystemType=MISSILEGunnerID=14MissileID=1WeaponTypeName=RGM-84AWeaponPosition=0.00,-0.0,1.00ShowMissile=FALSEIndependentPitchMovement=FALSEReloadCount=3ReloadTime=1.0 the above ....is the lines in the data ini file ...that makes any ship's to work the HARPOON Missiles... Attention in the position .....coordinates.... Quote
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