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Author
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Topic: obProb in loadout.ppf
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Whirlwind Pilot
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posted 03-13- 10:04 AM
Has anyone tried putting an obProb in the loadout.ppf file? I am planning on possibly modeling dud torpedos based on the numbers from 'Fighting Steel'. Such an abilitly would be helpful.IP: Logged |
Michael Harrison General
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posted 03-13- 10:12 AM
hmmm. You know... That might work. We've never tried it though.IP: Logged |
Whirlwind Pilot
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posted 03-13- 10:16 AM
Uh oh, looks like crash helmet night... (Yep, I might not need texture night after all). IP: Logged |
charmstar Pilot
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posted 03-13- 02:50 PM
This sounds like a really cool idea. If it works, then it wouldn't be too tough to add dud bombs/rockets as well. So Whirlwind, how are you modeling torpedoes anyway? I thought this was going to be impossible for this version of OpenPlane?charm IP: Logged |
Whirlwind Pilot
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posted 03-13- 04:08 PM
Currently as rockets, as there is no 'Torpedo class defined. It looks cool on the bottom of the plane, and the AI seems to be able to use it.IP: Logged |
Whirlwind Pilot
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posted 03-14- 10:03 AM
It appears that obProb in the loadout.ppf file is a no-go. Things tried:- Just typing in obProb 8 (Warhead 175) 2 (Warhead 0) - Putting the obProb 8 (Warhead 175) 2 (Warhead 0) in these -> () The results were both the same - the ai flew to the next waypoint - no straffing, no targeting, and no launching. The ai was set to 'Bomb'. The only thing I can think of is adding an obExplodes of some sort to the model itself, or I was using obProb wrong... IP: Logged |
charmstar Pilot
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posted 03-14- 04:26 PM
whirlwind, shouldn't your obProb probabilites add up to 100? I see you have 8 and 2... does Openplane know this means 80 and 20 percent?charm IP: Logged |
bjorn Pilot
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posted 03-14- 04:28 PM
charmstar,No, openplane knows it means 8% and 2%, and adds a 90% "do nothing." _ /Bjorn. IP: Logged |
Whirlwind Pilot
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posted 03-14- 05:05 PM
That might change things.... because the AI was, doing nothing . Let me change things a bit...IP: Logged |
bjorn Pilot
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posted 03-14- 05:53 PM
Whirl,It *does* work. Here's what I tried: (obProb (90 (ordHardpoint (ordName 'BPodC ordClass 'Bomb ordModel 'mk82 ordWeight 500 ordWarhead 250 ordNumber 1 ordRippleDelay 200)) 10 (ordHardpoint (ordName 'BPodC ordClass 'Bomb ordModel 'mk82 ordWeight 500 ordWarhead 0 ordNumber 1 ordRippleDelay 200)) )) Well, when I tried it I had 99/1 and then 1/99, and had the expected results. What were the probabilities of duds for the different kinds of bombs? _ /Bjorn. IP: Logged |
Stark Pilot
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posted 03-14- 06:28 PM
hmmm... could jamming and weapon failure be done the same way? Basically set up a probablility that the weapon will jam and thus drop your ammo load to 0? or that the weapon will itself explode?You just gotta love OpenPlane... it's really amazing when you can do things that the people who wrote it arent even sure about! -Stark IP: Logged |
Whirlwind Pilot
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posted 03-14- 07:16 PM
That is a different approach. Good job! I never would have though of that, too focused on getting what part I wanted to work as oppossed to the whole part. I know removing all () didn't work . 100% failure rate. I know the American torpedo had about a 80% dud rate, British had a 20%, Germany 1939 - 60%, 1940-50%, 1941-40%, 1942-30%, and the IJN had 10%, all per the Fighting Steel game manual.I'm sitting here watching a bunch of average Joe (Limeys?) Coastal Command Beuf's testing out the torpedo's for me. I do have a nice screen of 9 of them closing in on a happless doubled up cargo ship. Impressive. The game does bog when 2 planes are riddling the ship with MG fire. 10 guns each makes an impressive smoke tunnel. Thanks, I'll implement the British torpedo data tonight! IP: Logged |
Falck Pilot
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posted 03-14- 07:34 PM
oh man this is gonna be sweetIP: Logged |
Whirlwind Pilot
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posted 03-14- 07:50 PM
Sweet if I can ever get anything textured. For once in my life, I'd like to model, import, FM, DM, and loadout the plane/weapon and not have to deal with texturing. AC3D is kind of a major pain to texture in. I did download a OBJ exporter for AM 99, so I 'might' add another step to the current rig-marole.But the obProb thing that charmstar figured out, way sweet. I wonder if the obProb is taken for each torpedo in an unlimited (testing) situation? I'll find out. Yee-ha, Cowboy, I've got a boot in my snake. IP: Logged |
Bryan Russell Pilot
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posted 03-14- 10:29 PM
Whirlwind,Believe it or not I actually don't mind actual texture mapping (as opposed to texturing, my artistic skills are a little sad). I can probably do it in 1/2 hour in MAX so if you want help let me know. Bryan IP: Logged |
Whirlwind Pilot
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posted 03-15- 07:56 AM
Hmmm... I'm probably going to take you up on that offer. I'll probably toss my efforts back onto the Staaken and SM.79. Do you need an entire plane (texture, sounds, etc), or just the .sm file. My intentions for the SM.79 is to use the 'Manc' skin, Diego has such a nice Italian bomber skin for it, why do another, that and it will probably make his life a little easier.IP: Logged |
jedi Pilot
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posted 03-15- 08:37 AM
OK this torpedo stuff is givin me a woodie  You actually have the torps working and looking like torps??? "In" the water, "on" the water, or "over" the water? If there's a working torpedo coming soon, I might just have to move the Avenger in front of the Macchi and A-20 in the "next project" list... Although maybe I should stick to fighters until I understand the turrets and weapons a bit better.
------------------ --jedi-- IP: Logged |
Whirlwind Pilot
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posted 03-15- 10:39 AM
It flies through the air for X number of feet before stalling and slamming into a surface, exploding. It might be possible to beef up it's obHits, and do a surface skipping torpedo, but actually having it in the water won't work right now. Things die when submersed in SDOE.I am at a dilema now. I am wondering how the damage model of the ordinance effects the ordinance on the whole. If I place an onDmg 9 (obExplodes 900000000000), will the engine cause an explosion equal to 900000000000 + the ord's Warheads value? IP: Logged |
jedi Pilot
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posted 03-15- 02:09 PM
OK, here's my whacked out torpedo idea...When I was testing the damage .lods on the Corsair, I would do a landing approach in the water, and watch as the pieces ripped off to make sure I had them positioned right. What I noticed was that I could drive the plane both on TOP of the water and down INTO the water a little bit without anything immediately exploding. So...what if the torpedo has WINGS, and maybe also WHEELS? Seems to me that just maybe it could be made to "fly" just above the water, or "roll" right on the water, if the rocket thrust and lift could be maintained. I also noticed that the Corsair gear would leave a little "wake" as it dragged through the water. Maybe the torpedo itself (and the wheels, and the rocket plume) could be made "invisible," but with a little "fin" that stuck down into the water to create the wake. Then, sorta like the movable carrier, you could have a "visible" torpedo shape, attached to the "invisible" ACTUAL weapon. You drop the thing, you see a visible shape, which splashes in, and then DETACHES and disappears. The "invisible" fish flies along above the water, fin in the water making a wake, until it hits something. So, what would stop any of that from working? ------------------ --jedi-- IP: Logged |
Whirlwind Pilot
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posted 03-15- 02:46 PM
A 1000m path would suck a lot of speed away from the torpedo when it hit the water. I'll just wait for MH to release a patch with obWaterPt, and change the torpedo to a more realistic one.IP: Logged |
Whirlwind Pilot
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posted 03-15- 08:18 PM
Since the obProb thing works in the loadout.ppf file, I wonder if we could push our luck by using the same method in the mission files.IP: Logged |
charmstar Pilot
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posted 03-15- 11:30 PM
Jedi- I really think that unfortunately, torpedoes are one thing that we won't be able to do (unless somebody comes up with a totally wild and crazy idea). First of all, I think that the rocket burn time is hardwired to .75 seconds or something. Secondly, I've heard it said that anything which has inertia and which touches the water will sink. You wouldn't be able to drive something along the water, because you can't do that now. If you could, then what would stop people from landing in the drink? Now, if you were able to make it be powered by a jet engine for instance, and make it level off a couple feet above the water surface, skimming along in a straight line, then I agree, nothing would stop you from making the torp invisible, and making a visible obNocollide part beneath (I think). However, I don't believe we know how to launch jet powered weapons, and if we are, I'm pretty certain nobody has figured out how to program them to fly like cruise missiles :-)Whirlwind- Your idea for the mission editor sounds cool to me. I don't know how it would work online... would only the squads that happened to be in the mission show up to be chosen from? If you can get this working though, that would be so sweet! It would be great to fly a mission without knowing the exact makeup/location of enemy forces, even if you've played that mission before. charm IP: Logged |
Tailslide Pilot
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posted 03-15- 11:35 PM
Pang upped the obhits on the JU88 fuselage a lot and it made it so you could sit in the cockpit and sink into the ocean for about 20 seconds. Can you make the rockets or bombs 'tougher' so they can withstand damage from the water long enough to reach their target by rolling on invisible wheels? TS
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