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Author Topic:   The things I wish OpenPlane had...
charmstar
Pilot
posted 03-22- 02:15 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
I've been thinking about Openplane, and SOS etc. and thought I'd share a quick list of properties I wish Openplane currently supported. I got tired of writing them all, didn't even cover engine, plane materials, and a zillion other things, but its a start of a list at least :-)

Let me preface this by saying that this is just my brainstorm... maybe some of this stuff is already available.

Weapons:
qryAmmo ('gun) This would return the number of rounds remaining available for 'gun
qryBomb ('bomb) This returns 1 if 'bomb has not been launched, else 0
qryRocket ('rocket) This returns 1 if 'rocket has not been launched, else 0
qryArmed ('model) This returns 1 if 'model (gun,bomb or rocket) is armed, else 0


For each 'gun object:
obGunJam n% This takes a base percent n likelihood of gun jams to occur (maybe modified by damage etc.)
onGunJam (proplist) Execute proplist when a gunjam occurs for a particular 'gun object
obTracernumber n 'gun will fire tracer every 1 in n rounds

For each 'bomb object:
ordExplodeDelay n 'bomb will explode n seconds after impact
ordRetarded 'bomb will be retarded by a parachute
ordSupplies 'bomb is actually supplies (could be useful for a sim where dropping a package in an area is a goal)
ordBomblet n,h 'model 'bomb will break into n bomblets with model 'model at altitude h above ground
ordNapalm 'bomb is of type napalm (useful if sim supports it)
ordHE 'bomb is of type high explosive (default)
ordAP 'bomb is of type armor piercing (useful if sim supports it)
ordFlare 'bomb is of type flare (for distracting rockets if supported)
ordChafe 'bomb is of type chaffe (for distracting rockets if supported)
ordTorpedo n,t 'bomb is a torpedo with engine capable of n horsepower for t runtime, activated on first impact (with water usually)

For each 'rocket object:
ordBurnTime n 'rocket will burn for n seconds
ordThrust n 'rocket generates n pounds of thrust
ordDiameter n 'rocket has exhaust flame with diameter n (and flame length proportional)
ordHeatSeek 'rocket is heatseeking (useful for sims with heatseeking AI routines)
ordRadarGuided 'rocket is radar guided (useful for sims with radar guided AI routines)


Degrees of Freedom:
DOFMin 'name n DOF 'name will have new minimum value n
DOFMax 'name n DOF 'name will have new maximum value n
DOFRuntime 'name n DOF 'name will have new runtime length n
DOFRun 'name DOF 'name will be run immediately
DOFDisable 'name (n) DOF 'name will be disabled: frozen in position immediately. Optionally, DOF will run to position n then freeze.
DOFEnable 'name DOF 'name will be enabled
DOFSpring 'name n DOF 'name will have new Spring force n
DOFDamp 'name n DOF 'name will have new Damp force n
DOFBreak 'name n DOF 'name will have new Break number n


Airfoils:
for each airfoil object:
obDisableControl Disables control surfaces attached to the object
onDisableControl (proplist) Execute proplist when control surfaces disabled
obDrag n multiply drag of airfoil by n, airfoil recalculated when receive new obDrag value


Crew:
obNoBail 'model1 'model2 Crew (model1, model2, etc.) will not bail when AI controls
obBail 'model1 'model2 Crew (model1, model2, etc.) will bail immediately
obWounded 'model Crew is wounded
onWounded (proplist) Crew will execute proplist upon being wounded
obAim 'model n Crew member 'model has n + default% gun accuracy (0-100% range, Default determined in mission editor, n can be pos or negative)
obSkill 'model n Copilot has default - n% skill level where default is skill of pilot (n pos or neg)


Sound:
playSound 'name n Play sound 'name n times consecutively


Plane:
aircDestroyed (a,b,c,d),(a1,b1,c1,d1),(...)... Aircraft is considered unflyable when a vert stabilizers AND b horiz stabilizers AND c leftwings AND d rightwings are gone, OR when a1 vert AND b1...

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bjorn
Pilot
posted 03-22- 02:42 AM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
You can jam guns as it is now. We do it for the P47. The secret is that the thing that is a CGun, must be invisible and have no physical properties. You may have another object (its parent, most probably) that has the appearence of a gun. For the gun object, add:

(obFunc (jam (obDetach)))

When you want the gun to jam, probably controlled by an obProb,

(obExec (Name 'gun1 Func 'jam))

Since the gun is not visible and has no physical properties, you don't notice anything happening other than that there's nothing there spouting lead anymore.
_
/Bjorn.

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Spanky the Mad Dog
Pilot
posted 03-22- 10:25 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

Great stuff man.

Bjorn although you can already do the guns jaming. ya got to admit it would be nice if it was easier to implement. Lets see how fast the other planes get jamming guns.

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Whirlwind
Pilot
posted 03-22- 10:27 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Supplies aren't that big of a problem, just give a box an obWarhead of 0, and add the obUnhide('Parachute) to a function. See the pilot for an example. Add a ripple delay to the bomb to sim the proper supply spacing. Make sure that you add onDetach(obBody) points to the box.

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charmstar
Pilot
posted 03-22- 11:56 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
bjorn-
How do you link the gun jam function to firing so that there is x% probability per shot fired that the gun will jam?
whirlwind-
While it is true you can build a bomb with 0 warhead, I was thinking that if a sim was built with supply dropping in a defined area as a mission objective, it would have to know if the bomb being dropped was supplies, or actually just a bomb. However, I suppose it would be equally good if the sim just assumed any bomb with 0 warhead was supplies.

charm

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bjorn
Pilot
posted 03-22- 03:15 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Charm,

I love questions where the answer is simple. In this case the answer is: I can't. I don't think there is a way.

The only thing I can do is to give an x% chance of the gun jamming after damage.
_
/Bjorn.

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bjorn
Pilot
posted 03-22- 03:19 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Charm,

On airfoils, one thing I think is really missing is the ability to describe the flaps better. A reasonable compromise between functionality and ease would probably be to allow:

obFlapLevels (2, 5, 20, 40, 80) where the numbers in the list are in degrees.

While the code accounts for the forces needed to move a control surface, it doesn't allow pushing a control surface back. I think that's needed. That in combination with a description for the flaps on the maximum force it can sustain (after which it either breaks or is pushed back in,) would make for really good flap modeling.
_
/Bjorn.

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Nat
Pilot
posted 10-04- 05:56 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
great list, think I missed this, or I didn't have a clue about open plane at the time.. Lokking at the above I like the gunjams, but it would need extendin as you said in your preface in that we need qryGunTemp and to be able to call a func from the result such as qryGunTemp (>150) Func GunJam, and then an obProb routine to make the probability of jams higher at high gun temp

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