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Posted

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 classCGN-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.  

Posted

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.

Posted

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......

post-76407-0-28117400-1386247342_thumb.jpg

post-76407-0-12114700-1386247405_thumb.jpg

Posted (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 by KJakker
Posted (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 by acesfakia
Posted

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.

Posted

Torpedo Effect I did when SF2 was released. This is what it would look like without a .Lod as Fubar has mentioned........

 

tp.jpg

 

 

 

Semper Fi!

 

331KillerBee

Posted

[Hull]
ModelNodeName=Hull
EffectSize=1.0
StructuralFactor=1000.0
HasArmor=TRUE
ArmorMaterial=STEEL
Armor[FRONT].Thickness=20.0
Armor

.Thickness=20.0


Armor
.Thickness=20.0

Armor[REAR].Thickness=20.0
Armor[TOP].Thickness=20.0
Armor[bOTTOM].Thickness=20.0
SystemName[001]=Engine
SystemName[002]=Radar1
SystemName[003]=AirRadar
SystemName[004]=Track
SystemName[005]=TrackRadar
SystemName[006]=Launcher
SystemName[007]=Deck
SystemName[008]=Catapult
SystemName[009]=Cable1
SystemName[010]=Cable2
SystemName[011]=LauncherSSM1
SystemName[012]=LauncherSSM2
SystemName[013]=Harpoon1
SystemName[014]=Harpoon2

..

..

.

...

// ------Harpoon launcher------------------------------------------------

[LauncherSSM1]
SystemType=GUNNER
GunnerID=13
TargetType=GROUND
MissileRange=150000.0
MinMissileRange=1500
PitchLimited=TRUE
PitchAngleRate=45
MinPitch=0
MaxPitch=75
DefaultPitchAngle=35.0
YawLimited=TRUE
YawAngleRate=90
MinYaw=-120
MaxYaw=-60
DefaultYawAngle=-90
MissileLaunchTime=6.0
ViewportPosition=0.00,-0.0,1.00
IndependentSearchChance=100
LookAroundChance=100
GunnerFireChance=100
GunnerFireTime=0.5
MaxMissilesInAir=2
YawModelNodeName=SSMyaw01
PitchModelNodeName=SSMpitch01

[Harpoon1]
SystemType=MISSILE
GunnerID=13
MissileID=1
WeaponTypeName=RGM-84A
WeaponPosition=0.00,-0.0,1.00
ShowMissile=FALSE
IndependentPitchMovement=FALSE
ReloadCount=3
ReloadTime=1.0

[LauncherSSM2]
SystemType=GUNNER
GunnerID=14
TargetType=GROUND
MissileRange=150000.0
MinMissileRange=1500
PitchLimited=TRUE
PitchAngleRate=45
MinPitch=0
MaxPitch=75
DefaultPitchAngle=35.0
YawLimited=TRUE
YawAngleRate=90
MinYaw=60
MaxYaw=120
DefaultYawAngle=90
MissileLaunchTime=6.0
ViewportPosition=0.00,-0.0,1.00
IndependentSearchChance=100
LookAroundChance=100
GunnerFireChance=100
GunnerFireTime=0.5
MaxMissilesInAir=2
YawModelNodeName=SSMyaw02
PitchModelNodeName=SSMpitch02

[Harpoon2]
SystemType=MISSILE
GunnerID=14
MissileID=1
WeaponTypeName=RGM-84A
WeaponPosition=0.00,-0.0,1.00
ShowMissile=FALSE
IndependentPitchMovement=FALSE
ReloadCount=3
ReloadTime=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....

 

post-76407-0-14862400-1386754370_thumb.jpg

post-76407-0-29776600-1386754380_thumb.jpg

post-76407-0-66249300-1386754480_thumb.jpg

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