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Everything posted by WhiteBoySamurai
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Let's talk about submarines. I'm aware that there have been a few submarine models released long ago for SFgen1, but their weapons and detection systems were not modelled at all, and I really doubt they got much use. (I recall an Akula with nothing but an invisible deck gun... ಠ_ಠ) But I think we may have a way to better implement certain modern subs. Here's my proof-of-concept: A Los Angeles class (that I whipped up last night) launching an UGM-84 Harpoon at a target over the horizon. As you can see, the missile is actually emerging out of the ocean ahead of the ship, as it would when fired from a torpedo capsule. It's actually a bit close to the ship (so I could take screenshots of the whole thing), but the launch point can easily be changed. If there's interest in attack subs like this, I'll skin up and release the LA. Virginia, Seawolf, and others wouldn't be too far behind. I'm not sure if "WarshipClass=SUBMARINE" is a valid entry, but maybe they can be assigned placeholder values and still get integrated into task forces. As targets, subs would be kind of tricky. They can't submerge, of course, but that would make things unfair anyway. In testing the 688 so far, anti-ship missiles usually pass right over because they're so low in the water. I guess we could make simple ASW torpedoes as guided bombs. Ship- and sub-launched torpedoes might be possible, perhaps by making a cleverly positioned, very slow sea-skimming missile with a wake trail as its movement effect, but they might end up missing like ASMs anyway. Any thoughts?
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From the album: WBS's stuff
Los Angeles class WIP; sub-launched anti-ship missile trials -
From the album: WBS's stuff
Los Angeles class WIP; sub-launched anti-ship missile trials -
Tried the mission: It's launching within visual range for me, which is a good start. If I move the ship any further away in the mission editor, though, it won't shoot. I'll try messing around with the detection settings more and see if there's any improvement. Ideally, we want to get SSMs launching from where they're supposed to (i.e. Exocets from the forward box launchers on the County, and not from Sea Slug racks), and we need to make sure that a surface-to-surface missile system will still work if the ship already has SAMs.
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Yep, got all that, but they're still not shooting. I tried different weapon types (command guided, semi-auto command, and now the new cruise missile type), but doesn't seem to make a difference. Could you please take a look at the CG-47 entries and see if you can figure it out? [DetectSystem] TargetType=AIR_AND_GROUND RadarSearchTime=0.1 RadarSearchRange=560000.0 RadarSurfaceSearchRange=50000.0 RadarSearchStrength=450 RadarTrackTime=0.5 RadarTrackRange=320000.0 RadarTrackStrength=450 RadarPosition=0.0,25.0,15.0 RadarMinimumRange=0.1 RadarMinimumAlt=40.0 RadarFamilyName=SPY-1 RadarSearchFreq=2.0 RadarTrackFreq=4.2 RadarMissileGuidanceFreq=16.0 RadarSearchCW=FALSE RadarTrackCW=FALSE RadarMissileGuidanceCW=FALSE MultipleDetect=TRUE MultipleTrack=TRUE DataLink=TRUE NetworkType=USN_SHIP OpticalSight=TRUE NightSight=TRUE VisualRange=24000.0 VisualMinimumAlt=0.0 ViewportPosition=0.0,-6.5,44.8 MaxVisibleDistance=30000.0 RadarCrossSection=2000.0 [WeaponSystem] //this space intentionally left blank [LauncherSSM] SystemType=GUNNER GunnerID=7 TargetType=GROUND MissileRange=130000.0 MinMissileRange=1000 TrackingRange=130000.0 PitchLimited=TRUE PitchAngleRate=45 MinPitch=15 MaxPitch=75 DefaultPitchAngle=35.0 YawLimited=FALSE YawAngleRate=90 MinYaw=0 MaxYaw=360 DefaultYawAngle=90 DataLink=TRUE MissileLaunchTime=1.0 ViewportPosition=-4.1,-84.16,50.0 IndependentSearchChance=50 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=2 YawModelNodeName=dummySSM // The "DummySSM" node is an invisible box linked to the hull, hidden among the Harpoon launchers. PitchModelNodeName=dummySSM MinExtentPosition=-6.35,-87.525,2.801 MaxExtentPosition=-1.617,-83.724,7.999 [Missile05] SystemType=MISSILE GunnerID=7 MissileID=1 WeaponTypeName=RGM-84A WeaponPosition=-4.1,-84.16,6.04 ShowMissile=FALSE // If I change ShowMissile to TRUE, I can see the Harpoon pivoting, but it won't launch. IndependentPitchMovement=FALSE ReloadCount=7 ReloadTime=1.0 Not sure what the issue could be here. None of the new default ships have any working SSM launchers; are there any third party ships that have it working with the new format? As for VLS, when trying out new ways of doing the launchers for the Kirov, CG-52, and Burkes, I tried taking out the WeaponSystem entry, putting in dummy launch nodes below deck with YawLimited=FALSE, but only got limited success. They won't shoot unless aircraft fly directly overhead. So colmack, AFAIK it won't make a difference to have yaw on the Duke's launcher. It should be able to still work as the WeaponSystem with minor modifications.
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Yeah, ships with multiple missile rails on a launcher are good candidates for update. There actually aren't very many ships like that out there, though. I'd love to add Harpoons to the Iowa, but like I said, the surface-to-surface launchers on ships aren't working right. I *might* be able to add them in as a separate missile type and still have them controlled by the main WeaponSystem, but it will look strange since they have to have the exact same facing as the Tomahawks in that case. I'll try posting on the TW boards and see if I can get more info. If nothing turns up, I'll post a "good enough for now" Iowa to the thread.
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I've just uploaded the new version of this ship for compatibility with SF2:NA . Be sure to remove the old version before updating. Enjoy!
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Some of them don't need it, and in fact the new way of entering launcher data doesn't seem to work well (sometimes not at all) with surface-to-surface missiles. Basically, any ships without SAMs, especially without multiple launchers, should still be fine AFAIK. For example, the Iowa can mostly stay the way it is; the guns and Tomahawks are working as they are. But it does need new effects and detection entries, GunnerID entries for fire control radar, collision model, and other stuff. I did most of that already on my install, and I'll share that if the IdiotTeam doesn't update it themselves first.
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Thanks Swordsman, when I do the modernized versions, I'll definitely change the underside to that blue anti-fouling paint for good measure. It's a shame to see some of the Ticonderogas being scheduled for retirement though... Anyway, the new CG-47 is being uploaded now. Obviously the new damage effects are in place, the SAMs are all working, etc. The other day while testing I saw a Tico take out a flight of Tu-16s as well as the cruise missiles they had launched. The bad news is, the Harpoon launcher isn't working properly even with the new data format. Ships seem extremely reluctant to launch surface to surface weapons unless it is set as the WeaponSystem entry, and that entails more problems (like attempting to launch ASMs at air targets...). This also means that the aforementioned artillery mod isn't going to be viable for most ships... So I'm releasing it as-is until either the game engine is updated again or we figure out a workaround.
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From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release -
From the album: WBS's stuff
Ticonderoga class (CG-47) re-release
