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Author
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Topic: Loadout problems? Post here....
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Jeeves JAG
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posted 10-22- 08:07 AM
I haven't been getting too much feedback-- and the feedback I have been getting has been telling of problems....I want to make sure first of all though, that people have the right version. There were over 80 downloads the first time I put it up, but there were problems with the cookie and some other files....and then when I reposted it, only some of the files uploaded. The one that is at simfiles now is the correct one-- so please first of all make sure you have that version.... If there are problems, please post here as there are many who can help you if for some reason, I don't see your message right away. This represents a lot of work and I'd hate to see it scrapped because of a few problems people are having-- so please post here and I can help you to get it working as well as it is on my system  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Karaya 2 Pilot
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posted 10-22- 08:15 PM
I for one think that these new loadouts/weapons are GREAT and recent online testing with Viper26AC recently has been quite inspirational Seeing bright incandescant flares raining down over a target before the bombers come in is quite a sight indeed! I would hate to see all the hard work that has gone into these new loadouts/weapons go down the gurgler and I'm sure that once everybody is using the SAME version that is currently as you say uploaded to Simfiles that we will have far less online mismatches and the like. ------------------ [This message has been edited by Karaya 2 (edited 10-23-2001).] IP: Logged |
gt Pilot
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posted 10-24- 03:53 PM
1. Please check the loadout of the JU88 nightfighter ....there's a typo in it. 2. Please fix the fronturret of the Lanc it's NOT rotating!The paraflares are gorgeous!!!!!!!!!! thx gt IP: Logged |
Jeeves JAG
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posted 10-24- 05:32 PM
Thanks gt.....#1-- is "bombardier" the only word misspelled? I looked through and didn't see anything else... #2-- I am not sure the turret is affected by the loadout, is it? Either way-- I have no idea how to fix the turret turning.....anyone else have any idea? ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Maury Markowitz Pilot
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posted 10-25- 03:43 PM
quote: Originally posted by Jeeves: #1-- is "bombardier" the only word misspelled? I looked through and didn't see anything else...
Ever notice how crappy spell checkers are these days? The one I use refuses to check anything that has any sort of symbol in it for instance. quote: #2-- I am not sure the turret is affected by the loadout, is it? Either way-- I have no idea how to fix the turret turning.....anyone else have any idea?
Nope, that's a part of the model file. Maury IP: Logged |
mace: Pilot
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posted 10-25- 09:01 PM
Excellent work on the loadouts Jeeves!Could you please change the torpedo loadouts for the sea mosquito to: (ordHardpoint (ordName 'TorpedoMount ordClass 'Bomb ordModel 'PXtorpedo ordWeight 1000 ordWarhead 0 ordNumber 1)) The PXtorpedo can be against any ship in SDOE in conjunction with the Seaplane Landing Zone. cheers mace: IP: Logged |
Jeeves JAG
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posted 10-25- 09:34 PM
Thanks mace: !Sure thing....it will be a bit before version 2, but the line will be in the next version  IP: Logged |
Maury Markowitz Pilot
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posted 10-26- 02:06 PM
Jeeves, I'm ready to go. I'm going to do a few million runs on the machine at home to see what sort of time it takes to do the calc, but I get the feeling it's basically zero. I'm going to ignore correalis (onlt a factor at 15km ++ ) and varoous lift forces (assume that the bullet is flying straight, done), but beyond that we'll have a full ballistics simulator.Now there is a single number that defines the bullet's aerodynamics compared to one that they had back in 1881. This is called the "ballistic cooefficient", and changing it has a large effect. The problem is that we don't have any way of defining this in the current engine, nor do we have a way of defining it's cross section, although I'm not sure the later is needed. So it's not entirely clear what to do now. I think it would be nice to have a slot for this extra number in future versions of the app, but for now we'll just have to pick one. Maury Maury IP: Logged |
Jeeves JAG
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posted 10-26- 02:18 PM
Sounds good Maury  Lift forces? Do projectiles have lift? I can see how gravity and drag would slow it down and cause the trajectory to fall off....but beyond that, I am clueless. I took physics over 10 years ago and only got a B at that  Hopefully, Bryan is reading this...it is easily something that would be useful for the Wings With Wires sim as well  ------------------ Brought to you by the campaign for a better Dauntless! Jeeves =FC= IP: Logged |
Maury Markowitz Pilot
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posted 10-27- 11:13 AM
quote: Originally posted by Jeeves: Lift forces? Do projectiles have lift?
Yup, but only if they are flying at an angle to the relative wind. In that case you have more curve on one side than the other, and presto, lift. It's typically very small because bullets tend to go straight down the barrel. Another one is the Magnus force. This is another lift term that's generated by anything that spins. Ever see Cousteu's "sail" boat with the big spinny cylinders? Now you know! But basically it seems that drag is the #1 force, gravity #2 (so in fact the game has it wrong now) and everything else starts at about #10 or so and can be ignored. I _am_ going to put in real air density though, so they will fly different at low alt than high. quote: Hopefully, Bryan is reading this...it is easily something that would be useful for the Wings With Wires sim as well 
Yeah. My main question now is how the engine uses the number. Does it want an acceleration term? Force term? Should I smooth out the number over a time delta? Anyway, I have the code in C format and it seems to work. I still need to test it more. Another question is how we'll put these into the engine - the formulas are all over the place, but it seems that you need to know two numbers, "sectional density" which is basically the weight divided by volume times the cross section (the higher the number, the more "heavy" the bullet is to the air, and the less it slows), and the "ballistic cooefficient" which basically says how streamlined it is compared to a test bullet. Now how we get those two numbers, and get them into the game? Question for you: right now you put all of this in the loadout. Shouldn't there instead be a selection of files, one for each type of gun? Then the loadout file would just say "use this gun with 1000 rounds" and that would be that. Isn't this how bombs work? Maury
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Jeeves JAG
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posted 10-27- 09:52 PM
Not sure....I think that is how the WWI guys wprk with their Spandeaus and such...but not sure. Would be easier that way though  IP: Logged |
Maury Markowitz Pilot
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posted 10-29- 10:08 AM
quote: Originally posted by Jeeves: Not sure....I think that is how the WWI guys wprk with their Spandeaus and such...but not sure. Would be easier that way though 
Hmmm, I'll grab a few WWI planes and see what's happening there. Maury IP: Logged |