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swambast

Weapon Effect / Behavior - Create a "Consistent" Impact Effect?

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Hi all, perhaps more appropriate question for hard core weapons modders with experience...?  But anyway, what .ini entries or reference points do we have in order to make a weapon's behavior be absolutely non-random and "FIXED" when released.  For example, there would be no tossing and tumbling such as with a bomb effect.  The desired outcome is that once the weapon is loaded into the aircraft and released of course on the ground, it does not deviate at all (ideally).  It always "lands" in the same general direction and distance.  I've tried to illustrate an example below of the effect I'm after.  Any insight or suggested starting points would be greatly appreciated...!

 

 post-13298-0-89854000-1481395429.jpg

Edited by swambast

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DLL Quotes Defining Load Position Plus Angles And Ejection Coordinates
AttachmentPosition=
AttachmentAngles=
EjectPosition=>>>>>>>>same as attachment position not needed
EjectVelocity=>>>>>>>>defines direction and speed neg-pos lft-rgt x-axis
                                                  neg-pos aft-fwd y-axis
                                                  neg-pos dwn-up  z-axis
positive Z used only in certain cases flares,chaff,some overwing stations
the example you show is EjectVelocity= -x.xx,0.00,0.00 (x being your direction and velocity)
F-14 example
[FuseAIM54Station4]
SystemType=WEAPON_STATION
StationID=16
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition= 0.38,0.93,-0.42
AttachmentAngles=0.0,-2.0,0.0
EjectVelocity=0.0,0.0,-4.0>>>>>>>>>>>>>defines dwn z-axis direction and speed
LoadLimit=500
AllowedWeaponClass=AHM
AttachmentType=USN
ModelNodeName=missile_rail_front_R
PylonMass=156.26
PylonDragArea=0.00
SpecificStationCode=AIM54
Trying This Value On A Weapons Rack Other Than Decoy Dispensers Might Not Be Feasible In
WeaponsData Ini But As You Can See It Is Used On AircraftData Ini For Pylon Release

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EMCON360...THANK YOU for your reply and providing this insight, this is really helpful.   :salute:

The info you provided below certainly helps clarify some things and gives me enough I think to begin experimenting more - really appreciate it! 

 

If anyone else has additional thoughts to share, including having already achieved a similar result and would be willing to share, please feel free to PM me or post here would be great!

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Hmmm, revisiting this challenge - I think more of what I'm after is actually editing the weapon’s _data.ini entry as opposed to the aircraft stations.  

 

So on that note, I did hunt and search, but I didn’t come up with anything in the knowledgebase...  I'm looking for some details and explanations regarding weapon _data.ini entries (e.g., EffectClassName, DragAreaMultiplier, WarheadType, GuidanceType, Accuracy, etc.).  Is there something I’ve missed in the knowledgebase or another post that describes what each of the entries do?  I was surprised I couldn’t find anything but must be overlooking something!

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Hmm

Some thoughts

what weapon type ? Bomb or Rocket ?

Guided or unguided

Game is using wind force/direction, for sure with hard settings, medium.. cant remember, doesnt for low/easy

firing platform altitude/direction are more variables

weapons drag values and diameter values

(dia. causes drag - with hard settings -, I remember the Gripen test phase many many years ago

when the modder had a problem taking off with some anti-ship missile loaded.. turned out he made a typo in the missiles data and the diameter was several meters

instead of cm... )

weapons CEP values (both bomb and rocket types)

 

Id say testing with easy settings and all drag- / random-ness causing (CEP) values zeroed is a start...

With a canned test mission with 0 wind ( I dont know anymore if wind force is effecting weapons on hard settings, so just to be sure..)

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