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Author Topic:   Help on building new weapons...Rockets
DanW
Pilot
posted 03-06- 08:59 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
I'm thinking about trying to make some 3" rocket tubes for the release of the jug...but not sure where to start.

I assume that if i replace the rocket rails on our current model with some tubes made from max that it will work. I am unsure about how to get the actual rockets inside the tubes when they fire. Would I take a rocket and move the location in OPS or would I have to open up the rocket.sm file in OPS and do it that way? Or would the best bet be to just create an entirely new rocket based on the sdoe rockets?

Has anyone played with the weapons?

Razer, if you get a chance, could you build me some 3" rocket tubes? I'm not sure how to make a tube in max. Would it be better to draw a peta or hexagon shape and extrude it? or just construct a cylinder? JT? At school so no access to my email. What if i took a machine gun off of the Jug and enlarged it? I think it would not look round enough since it only have 4 sides(?).

If I can figure this out, it would be cool. The Jug also carried a form of cluster bombs in WW2.

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JT
Pilot
posted 03-06- 09:06 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
I would use a hexagonal cylinder. The tubes are very slender, so you can get away with 6 sides easily. Even 4 sides might be enough. The guns we made have only 4 sides each, but they still look pretty darn round... albeit, they're much more slender than rocket tubes.

If you create a cylinder in Max and click the Modify tab, you can specify the number of sides and adjust diameter. Then just convert it to editable mesh and texture it. From there I would clone that to get the other tubes. I would cap the ends and have the end that's supposed to be the hole as just a black face... that wouldn't interfere with the rocket would it? I'm not versed enough in how the weapons actually work, so someone else should answer that.

[This message has been edited by JT (edited 03-06-2000).]

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jedi
Pilot
posted 03-06- 09:18 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
I just added a fourth rail to the Corsair, which I believe involved all the aspects of "rocketry."

Your "rail" is just a visual object to you. The sim doesn't care what it looks like. So all you need to do is make em look like you want em (I agree the hexagonal tubes should work--especially smoothed and textured).

You have to edit the properties of the rail to make sure it holds the right number of rockets. Then you have to edit your "loadout.ppf" file to make sure that number and type of rockets is correct in EACH loadout. You may get some CTD's if you test the installation before all the numbers match up.

Then all you have to do is get the position of the rockets to match the position of the tubes. No small feat, but the rockets only materialize if you create a mission with rockets as the loadout, so I'm not sure you can even DO it in OPS. OPS only shows the location of the mount, not the weapon itself. I was manually editing the .asc file--but you can edit the obOrdPts, or whatever they're called, in OPS. It just doesn't show you the result there.

However, in the case of rocket tubes, the y-component of each rocket's position will be the same, and the z-component of each pair of rockets will be the same, so it's not TOO difficult to get them all lined up. Try changing the x-coordinate by about 0.1 or 0.2 at a time, once you get the rockets in the ballpark. In the sim, it doesn't matter where the rockets "are," so long as there is a tube for each rocket. I had the rockets on the Corsair INSIDE the wing for a while until I got em lined up.

Oughta be pretty cool. If you get em lined up just right, the flame will come out the back of the tube. Of course if you jettison the rockets, they'll also fall "through" the bottom of the tubes, unless you can figure a way to jettison the whole tube...


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--jedi--

[This message has been edited by jedi (edited 03-06-2000).]

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DanW
Pilot
posted 03-06- 09:36 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Jedi,

What I'm curious about is the placement of the pods and how the game lines up the rocket in side them. For example...on the spitfire, in OPS you can see the rocket rails. How does the game know to put the rockets on them? If I make the tubes and import them into OPS..how do I tell OPS that "these are rocket pods...put rockets in them?" Can i move the actual rocket placement around in ops ? What if i just imported my tubes and replaced the racks with my tubes...and them moved them to the underwing pylon? would this work? That way all I would have to do is line them up on the plane and then move the rocket placement as well. How do i see where OPS places the weapons?....set all lod visibile or something(?)

I guess I would have to make the tubes big enough to conceal the rockets...or just make a new rocket.sm file and resize them to fit in the tube.

As far as jettisoning the weapons...i wonder if you could change it to where the whole pods gets jettisoned...or this at a weapon only feature that is hard-coded in the game?

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DanW
Pilot
posted 03-06- 09:38 AM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
oh yeah, JT,

how would i tell max to make the diameter = to 3 inches? max scale is one unit = one foot for sdoe right? so what would i do to tell it to make them 1/4 of a unit?

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JT
Pilot
posted 03-06- 11:08 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
That's right.... 1 unit = 1 foot... make sure it's set up that way.

Just type in the decimal value for the diameter.

By the way, you probably won't need it for this, but Max does have a tape measure you can use. Simply click the Create tab then click the button with the tape measure on it (to the right of the button with the camera icon on it). You can use the tape measure in conjunction with the 3d snap too, so you can measure perfectly from vert to vert.

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Falck
Pilot
posted 03-06- 01:52 PM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
Dan

Look for ordPt's (i think thats what its called). They define where the ordinance is attached. I played around with these one time when I was putting bombs inside the B17 bomb bay. Im not sure if ops handles them automatically or if you have to edit them manually.

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Jaguar
Pilot
posted 03-06- 06:10 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
Dan, I have been playing with modifying the weapons for quite a while now. Infact I even wrote a Doccument on it. You can check it out at:
http://www.fshangar.com/area51/

What you want to do is kinda tricky. I'm gonna play with this a little bit, then reply later, I don't want to send you on a wild goose chase......yet

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Cheers!
Jaguar
The FS Hangar

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JT
Pilot
posted 03-06- 06:13 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
>What you want to do is kinda tricky. I'm gonna play with this a little bit, then reply later, I don't want to send you on a wild goose chase......yet

Well, it's not like it's rocket science! Wait, it is! LOL! ahhahahaha :-)

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Jaguar
Pilot
posted 03-06- 08:11 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
{groan}

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Jaguar
Pilot
posted 03-06- 08:19 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
Ok, when a rocket is placed in the game the center of the rocket is put on the center of the pylon, Therefor, the pylon is offset (normally the lod is above center). The easy way to do this, is what you figured. Fly the plane in FS, and note where the rockets are in relation to each rail. Now open up the rails in MAX. Replace the rails with the pods. Do your best to align the pods to where you think the rockets will appear (use the rails as a reference, so don't replace all the rails in 1 go). Save the LOD and import it into the SM. Go flying, and see where the rockets appear. Adjust the positioning of the LOD in MAX, not OPS. It may take a few times to get it right, but this should work for you.

The 190 is an excelent example of this, so you might want to check that plane's rockets out too.

Good Luck!
Jaguar

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DanW
Pilot
posted 03-06- 09:03 PM     Click Here to See the Profile for DanW     Edit/Delete Message   Reply w/Quote
Thanks Jag........got the master of OPS working on it now.

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jedi
Pilot
posted 03-06- 11:30 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Basically you have two tasks: define an object as a "rocket pylon" and define the position of the rocket. These two things are somewhat independent. The rocket pylon .lod has properties that designate it as a rocket mount, and specify how many rockets it mounts. That number is the maximum number of rockets on the pylon. The loadout.ppf file specifies the actual weapons loadouts. If you have more rockets in the .ppf file than in the properties of the pylon, they won't show up.

The position of the rockets themselves are determined by the "ordPT" properties of the pylon. Open up the Mustang in OPS to see the structure of the .lod properties.

So, for a 3-tube rocket rail on a Jug...

Step 1: make sure each rocket pylon's properties specify 3 rockets.

Step 2: make sure the loadout.ppf file has at least one loadout of rockets.

Step 3: create a mission with a rocket loadout. Fly it to see where the rockets are.

Step 4: modify the pylon lods to look like the tubes. Use OPS to position the tubes.

Step 5: change the ordPt properties to place the rockets in the same position as the tubes. Lots of trial and error on this one. The only way to actually view rockets AFAIK is to run a mission with rockets loaded. They'll show up, but not necessarily in the tubes at first.

The pylon will need these properties:

(obProto 'COrdPylon)...makes it a weapon mount
(ordType 'Rocket)...tells it what weapon to draw
(ordPt 1 X1 Y1 Z1)...where to draw rocket 1
(ordPt 1 X2 Y2 Z2)...where to draw rocket 2
(ordPt 1 X3 Y3 Z3)...where to draw rocket 3

For a triangular tube config, Y1=Y2=Y3, Z1 is the tip of the existing pylon, and Z2=Z3, so only the X-coords and one Z-coord need to be determined.

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--jedi--

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wack it up
Cadet
posted 03-11- 07:04 PM     Click Here to See the Profile for wack it up   Click Here to Email wack it up     Edit/Delete Message   Reply w/Quote
I will tell you where to start. First you shov it up your ass, then have your dog fuck you up the ass till it comes out of your dick/if you have one. Square hurt a hell of alot worse.

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wacky man has struck again

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Razer
Pilot
posted 03-12- 12:32 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
what a jack ass.. geesh sorry Dan, been working my ass off at work with a new site redesign and haven't had time to mess with OP in about a week. Yea i would make a hexagon shape and extrude it. That would be the easiest way to do it. Did the P47 have the 3 tubes or was it just one. Note: P47 from the Janes WW2 just fired from the wing like the P51D. But what does janes know


Razer

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Falck
Pilot
posted 03-12- 08:49 AM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
Razer, i think (hows that for a reliable source) that I've seen both bazooka tubes and rail mounts on the P-47. Ill look for documented pictures when i get a chance.

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JT
Pilot
posted 03-12- 11:08 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
According to one of my books, the bazooka launchers were the first style. They were replaced by wing mounted rocket launcher stubs, but that didn't happen until the D-40 rolled around. The book also shows an illustration of the British style rail launchers, but I think it may just be showing them for comparison.... it's unclear.

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