+GKABS Posted April 13, 2019 Posted April 13, 2019 Hello, If I need to separate a part of a rocket to make it get separated from the main body after launching, do I need to do this by animating the part in 3D Max only? Or is there something I need to add to the data file? Thanks Quote
+guuruu Posted April 13, 2019 Posted April 13, 2019 (edited) You must add animation ID in weapons editor. Edited April 13, 2019 by guuruu 1 Quote
yakarov79 Posted April 13, 2019 Posted April 13, 2019 booster node name = name of node that you want to separate. 1 Quote
+GKABS Posted April 14, 2019 Author Posted April 14, 2019 One more question please, to animat the missile fins they are 4 I need them to swing 90 degree. So do I link them to the main missile body as children only or do I need to do it in the weapons editor too. Quote
yakarov79 Posted April 14, 2019 Posted April 14, 2019 Link them only in max. Then set animation ID in weapon editor as guuruu showed. 1 Quote
+GKABS Posted April 14, 2019 Author Posted April 14, 2019 Thanks a lot for your help, you're very kind yakarov79. Quote
+russouk2004 Posted May 23, 2019 Posted May 23, 2019 Just what I was looking for....if I want fins to open just after launch do I set animid=anim slot obviously...and Time= how long after its fired the animation starts ? Quote
yakarov79 Posted May 24, 2019 Posted May 24, 2019 In ini file there is entry release delay. So animstion will start with delay. Also you can delay animation in max by seting animation from late frames...like 3 or 4, anim time sets how long animation is taking to full 10 frames.. 1 Quote
+russouk2004 Posted May 24, 2019 Posted May 24, 2019 yeah....looked at some lgbs data and sussed it thnx yakarov m8 Quote
+russouk2004 Posted May 27, 2019 Posted May 27, 2019 (edited) pissing me off now....in max its fine...in game comes out back invisible and just goes nuts more like flare any ideas ?...base it on aim 9L smaller so fits the launcher the angel has...in tv show it was just a shell like rocket. im missing summat but aint seeing it.. selection and country etc works ok [WeaponData001] TypeName=Angel-AA1 FullName=Angel-AA1_Wraith ModelName=AA1 Mass=12.450000 Diameter=0.800000 Length=1.416000 SubsonicDragCoeff=0.724000 SupersonicDragCoeff=2.136000 AttachmentType=UK SpecificStationCode=Angel-AA1 NationName=WAAF StartYear=1978 EndYear=0 Availability=2 BaseQuantity=40 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=TRUE EffectClassName=SmallMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=9.400000 FusingDistance=0.500000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=10 Accuracy=90 MaxTurnRate=32.000000 MaxLaunchG=9.000000 LockonChance=85 LaunchReliability=95 ArmingTime=0.500000 SeekerFOV=4.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=20.000000 SeekerRange=18000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=400.000000 MaxLaunchRange=18000.000000 Duration=60.000000 CounterCountermeasure=80.000000 NoiseRejection=80.000000 CapabilityFlags=0x000004c0 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=4.700000 BoosterAccel=19.000000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-0.75,-0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.75,-0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 Edited May 27, 2019 by russouk2004 Quote
logan4 Posted May 27, 2019 Posted May 27, 2019 Maybe nothing but if you give it a bit more releaseanimation time. ReleaseAnimationTime=3.000000 ReleaseAnimationDelay=0.500000 Alternative, might be adding a sustainer entry to see if changes anything. SustainerDuration=5.000000 SustainerAccel=19.000000 For testing purpose you can also set up an external pylon on the wing to see how it is loading - position, facing,etc and look at launching behavior. That might give some additional clue for you about what is happening. Quote
+russouk2004 Posted May 27, 2019 Posted May 27, 2019 Thnx m8...im thinking of adding a launch booster thats invisible,then it fires up as its left tubes...I was thinking after that the missiles might be set off by hitting the launch tube cheers m8 will try that Quote
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