+Stratos Posted August 28, 2017 Posted August 28, 2017 Can we have lights or flares attached to a Air to Air missile? I'm thinking in early missiles like the german X-4.
+dtmdragon Posted August 28, 2017 Posted August 28, 2017 Should be a simple as a modified missile in flight effect? 1
+Wrench Posted August 28, 2017 Posted August 28, 2017 <cough> Azon bomb The X-4 should already have it 1
+Stratos Posted August 29, 2017 Author Posted August 29, 2017 I've found this entry in the AZON bomb... SustainerEffectName=MissileInFlightFlareEffect The X-4 entry for this is empty. Should I use that? Is that an standard effect?
+Wrench Posted August 29, 2017 Posted August 29, 2017 Here's what I have for my X-4. Test and see how it works: Quote [WeaponData001] TypeName=X-4 FullName=Kramer X-4 Air to Air Missile ModelName=X-4 Mass=60.000000 Diameter=0.300000 Length=2.010000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=W_GERMANY SpecificStationCode= NationName=Nazi Germany StartYear=1944 EndYear=1948 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=TRUE EffectClassName=MediumMissileEffects ReleaseDelay=1.000000 WarheadType=0 Explosives=20.000000 FusingDistance=15.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=95 MaxTurnRate=50.000000 MaxLaunchG=9.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.500000 SeekerFOV=30.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=110.000000 SeekerRange=3500.000000 CLmax=14.000000 MinFreq=1.000000 MaxFreq=20.000000 MinLaunchRange=500.000000 MaxLaunchRange=3500.000000 Duration=75.000000 CounterCountermeasure=75.000000 NoiseRejection=75.000000 CapabilityFlags=0x000004ff LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=3.800000 BoosterAccel=16.245001 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.051500,0.000000 SustainerDuration=5.000000 SustainerAccel=0.000000 SustainerEffectName=MissileInFlightFlareEffect SustainerSoundName= SustainerPosition=0.000000,-1.051500,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 the major problem is, in game you can't have an wire guided* A-A missile, so it reverts to being IR guided, with growl *nor any other type. this was tested and tested and restes in the early 2000s when these were "popular". Nothing else seems to work.
+Stratos Posted August 29, 2017 Author Posted August 29, 2017 I will check it once at home, not worried about the control method as I expected to be IR anyway, but more on the effect of the flares, If they are clearly visible, and If they can be seen by the player If a enemy AI launches one against the player cause AFAIK there's no way to padlock enemy missile in SF2. Thinking in Luftwaffe 1946 here with P-51D or H campaign against Luftwaffe fighters armed with the X-4. 1
+Stratos Posted August 29, 2017 Author Posted August 29, 2017 I tried and it works. AI missiles when using "MissileInFlightFlareEffect" effect are far more visible than before. Keep testing. 2
+Stratos Posted August 30, 2017 Author Posted August 30, 2017 Here a AIM-9B used in "in combat" tests. As you can see the missile is clearly visible, making easier to evade. Wondering now If is possible to get something like a "LABEL effect", so the missile look is not changed but acompanied by something like a red asterisc that make the missile visible at longer distances. Sorry, frogt to add the pic... 3
SaVaGe Posted September 3, 2017 Posted September 3, 2017 (edited) On 8/30/2017 at 6:34 AM, Stratos said: MiG-19 with side air intakes. Deck version. Perfectly. Will I see this in downloads? I already want to see the collection "parallel world" Edited September 3, 2017 by Wrench do NOT quote a reply with the image attached 1
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