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Author
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Topic: Simulating turbo/booster/"take-off extra power"
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Laika 801 Pilot
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posted 04-25- 03:26 PM
Would that work ? :Maybe the main engine got 1000 HP. I add a second engine exactly in the same postion (maybe as a child of the main engine) - with maybe 250 HP and maybe with an extra fuel tank. Both engines got the same target. So I could start the "booster" when I need it with Shift 4 or any other engine command. Not sure if this is completly crap ! IP: Logged |
Raider Pilot
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posted 04-25- 03:45 PM
That might just work. Give the second engine just enough fuel for 5 minutes of use. You could even have the second engine take damage and loose your boost. You might have to change the way you start your engine so it does not start all engines but that is a small price to pay. Laika, I like the way you think. You bring a lot to this game. Thank you. ------------------ Raider 33rd~GS Raiders Site
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Tailslide Pilot
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posted 04-25- 03:55 PM
Thats a great idea Laika! TS
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Snickers Pilot
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posted 04-25- 05:09 PM
Add some smoke shorten the duration, and you have RATO!------------------ Snickers =FC= [This message has been edited by Snickers (edited 04-25-2000).] IP: Logged |
jedi Pilot
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posted 04-26- 08:36 AM
That's a brilliant idea!Can two engines have the same target prop? If so, would the extra 250 HP be "added in," or just overridden by the 1000 HP of the main engine. Could you not add an "obHidden" second prop for the "WEP engine?" Give it its own fuel tank and you have a time limit built in. Make it an engine and you can turn it on and off at will. Might have to do something with the feathering to make it work just right if it's a separate prop. I'll have to give this a try... ------------------ --jedi-- IP: Logged |
Razor747 Pilot
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posted 04-26- 09:31 AM
One engine can ONLY have one target. I found this out on the huey. The way to get around it is to have a second engine & prop. They both can be hidden. As far as I know, that is the only way it can be done. If you find another way to do it, please tell me.One more thing, when you start the second engine, you hear TWO engines start in the game. I have not found a way to not have the engine sound when I start the engines. Maybe someone will think of a way to do it. ------------------ Thanks, James "Razor747" Smith Check out the SDOE Flight Line! I am constantly adding new things. Click on image above to go to my site.
[This message has been edited by Razor747 (edited 04-26-2000).] IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-26- 10:35 AM
Spanky here.. Well there goes that idea. We now have 2 problems. The second prop which would add drag. and the second engine sound. IF we had access to the sound engine in the game we could fix the sound prob. We could sub in any sound a wep or what ever makes. even if its just a small sound it would be so cool to hear it kick in. IP: Logged |
Laika 801 Pilot
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posted 04-26- 12:44 PM
IF...IP: Logged |
Laika 801 Pilot
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posted 04-26- 01:22 PM
Sorry Razor747 but you are wrong ! Dont know what went wrong with the Huey. I did some test on the I16:I just copied the engine, renamed it to boost and added it to the list of engines as the second engine. I changed nothing except that I deleted the whole damage functions and stuff, but it has the same prop-target. I set the HP of the "booster" to 8000 to get sure to see a result I saved it, launched SDOE, takeoff training - no CTD ! Only thing was that when I started the "main" engine the propeller stands still till I started the "booster". Strange, but hey I know this is SDOE the unpatched adventure - so flux back to OPS, set the booster as the first engine and the "main" engine as the second in the proplist of the fuse (engine list). Short pray, some tamtam. Back to SDOE, takeoff: 1. Test: see (hear) if the Ai uses the "booster" and YES ! He tried to start with 9100 HP and wrooom - oups he crashed (cause the "booster" is completly out of position). 2. Test: started the main engine (Shift 2, does the propeller move ? YES 3. Test: started the "booster" first - all is fine, prop spins. Reloaded the mission Did 2. and 3. in negative order to be sure - all was fine. It works !  Razor747 - of course youŽre not completly wrong the sound is somehow interesting. It is twice as loud as normal, but I wouldnŽt say that it sounds bad, more interesting (and maybe not very realistic).
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Laika 801 Pilot
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posted 04-26- 01:28 PM
And Spanky - the idea is back with only one problem left.  Please test it for yourself, I think the sound is not such a huge problem. LK IP: Logged |
Tailslide Pilot
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posted 04-26- 01:28 PM
What happens when the 'booster' engine runs out of gas.. does the plane go back to flying normally? TS
------------------ Patch It! TS Aircombat
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charmstar Pilot
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posted 04-26- 01:36 PM
Razer isn't necessarily wrong. He said that you can't have 1 engine point to two targets, not that you can't have 2 engines point to 1 target.charm ps: good idea laika... I hope it works out alright! IP: Logged |
Laika 801 Pilot
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posted 04-26- 04:54 PM
Tail - I didnŽt tested this yet, and I dont got the time to test this now (cause I prepare the Pe for you ), so you might do some tries. All I can say is that the "booster" behaves normal, like a normal engine. You can switch it on or off. It should be possible to add an extra tank to it, and as a normal engine it should stop when this tank is empty.charmstar - Yeah ! I noticed this also, as I read Razors post again. Maybe thats a "mixup", cause I wrote in my first post that IŽll add a second engine, never thought about adding a second prop. Anyway, thats not a perfect thing at all, but it might help to make a better FM in some cases. LK IP: Logged |
Laika 801 Pilot
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posted 04-26- 04:58 PM
Tail - I didnŽt tested this yet, and I dont got the time to test this now (cause I prepare the Pe for you ), so you might do some tries. All I can say is that the "booster" behaves normal, like a normal engine. You can switch it on or off. It should be possible to add an extra tank to it, and as a normal engine it should stop when this tank is empty. IŽm not sure about the order of the engines in the properties list of the plane. I would try to make the "booooster" a child of the "main" engine. This needs definetly more tests and trials (and errors).charmstar - Yeah ! I noticed this also, as I read Razors post again. Maybe thats a "mixup", cause I wrote in my first post that IŽll add a second engine, never thought about adding a second prop. Anyway, thats not a perfect thing at all, but it might help to make a better FM in some cases. LK IP: Logged |
Pachy Pilot
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posted 04-26- 05:13 PM
This is very interesting guys... The nitro boost on late Sabre engines added something like 600 extra hps... Bringing the Tempest over 500 mph! Who needs jets Jumo Jets  IP: Logged |
Laika 801 Pilot
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posted 04-26- 05:26 PM
IŽm so sick of it ! Sorry ! When I start the modified I-16 in the air I get CTDŽs all the time, so this idea is really gone.  On more reason to fight for that SOS/OS thing. LK (In a really bad bad shape !)  IP: Logged |
Nat Pilot
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posted 04-26- 06:46 PM
what do you mean "if we had access to the sound engine"? we have, it's easy to add new sounds, just define the engine and force it to use a sound you created in the same way I did for the Yamato's guns, or am I missing something here?Sounds added in the Yamato are 18inchGun.wav, 6inchGun.wav and a couple others, it's not a hard thing to do, although I honestly haven't looked at engine parts in an SM, so I can say for 100% that you can do this, but try huh? IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-26- 09:51 PM
Spanky here.. No I mean a way to call the sound we want when somthing happens. We can define the sound to play with certain things. But not with anything. IF so then make me a sound for when you open a canopy?
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Nat Pilot
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posted 04-26- 10:04 PM
ok, a challenge I probably can't deliver on.. but hell, it's worth the tinkering right!IP: Logged |
Jerry Pilot
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posted 04-26- 10:56 PM
Nat, while you're tinkering how about a sound when the Corsair's wings fold? (man, am I greedy or what) IP: Logged |
Nat Pilot
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posted 04-27- 12:15 AM
I was thinking that myself, this is pure and simple tinkering, there doesn't seem to be an example of inserting sounds in an SM other than for guns, so it's all a case of trial and error, be handy if I stumble across how to do it though.. was thinking a canopyInit might do it, but no luck yet.. well, tinkering is fun when you've got nothing to do, like posting the new Pacific terrain, building new trees, making a special new terrain , trying to finish the Yamato.. hey, I get pissed off with one problem, I go looking for another instead! LOLIP: Logged |