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Author Topic:   how can I? Torp Q
Nat
Pilot
posted 05-23- 06:58 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys,

OK, I made a basic torp (which I've passed onto Roy for smoothing and anything else he can think of) thing is, it falls nice and flat and all that, but I want it to "glide" more, is there a way I can give it more lift so that it will stay up longer and have a longer glide path?

oh, btw, no, it wont travel along water.. LOL, thats why I want to lengthen it's glide path, so atleast you can release it from greater distance, and although it still acts like a bomb, think it's the best go between we have for now.

Thanks Guys

~Nat~

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charmstar
Pilot
posted 05-23- 07:15 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Well, what if you make it light (low phyLBS), and give it an airfoil with some lift?

Ideally there would be a way to make the torpedo have 2 phases: first, it would drop like a normal bomb, then second, it would glide, skimming the surface of the water. The thing is, you would have to make it change to the second aspect only when it gets close to the water... that means you would have to somehow tie it in to qryAltitude, or whatever the altitude function call is, and then assume water is at altitude = 0. Or, you would have to have some subobject that would probe the area underneath the torpedo, and detach at low level.

Ideas: could you make phyLBS = qryAltitude so that it gets lighter, thus gliding better, the lower it goes?
Or, could you make a subobject with a specified phyLBS, which would be a certain distance beneath the torp, which would detach when it hits the water, lightening the torp and allowing it to glide?
Or better yet, could you borrow from the PBY project, making a subobject "hull" with infinite obHits that would allow the torp to bounce along the surface of the water until it reached its obKillDelay, or its trigger bumped into something?

I really wish somebody could figure some hack to get torps working. _sigh_

charm

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Sebulba
Pilot
posted 05-23- 07:17 PM     Click Here to See the Profile for Sebulba   Click Here to Email Sebulba     Edit/Delete Message   Reply w/Quote
Hey Nat,

Me and my stupidity, I was just pondering. What if somehow you made the game think the torpedo is made of water. Just a thought. Anotherthing, I e-mailed you about LOD's, but what I dont get is, threw the Idea of simple lod importing out the window and tried what worked on the Pfalz, I extracted the LODs of a .sm file and replaced the lods and re-built the file, and still gave mw an illegal operation.

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Nat
Pilot
posted 05-23- 07:54 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Seb, could you give me a clearer idea of exactly what you are trying to do? I'd like to see why it's happening.

Charm, I tried lightening it up by 500lbs, but it falls just the same, the weight is actaully irrelevant when it come to falling objects, 1lbs or 5000lbs, they fall the same. The one about a qryaltitude I'm not sure on, thats not my forte. Obhits doesn't do it either, I completely removed the obhits (so it takes no damge) and released it.. armed it explodes on hitting the water, and unarmed it goes pretty much straight through the water... LOL

I changed it's airfoil to one that I thought might help, gave it the LANC airfoil.. didn't seem to do much, but then airfoils and aircraft stuff aint my thang either

Still as it is right now it's not bad, just want it to be better thats all.

~Nat~

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ArgonV
Pilot
posted 05-23- 09:03 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Nat, here me out here. This all goes in steps.

Any way you can add a engine and wings on your torpedo? Just make them invisible and make the engine silent. It could be like a flying bomb and have lift. Im pretty sure theres a way to make it have more lift at a certain speeds, and Im pretty sure theres a way to make the torpedo loose speed as it drops. So when it gets at a certain altitude and speed it would start to pull up slightly. Then, you could make it clip thu the water like the pilot does. Just have it not clip thu objects like ships. So, when you launch the torpedo... it hits the water but goes thu it and does not explode. And when it goes thu the water at a certain speed, it starts to pull up slightly to hit the ships hull, and when it hits the ship it explodes.

Is this feesable?

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Nat
Pilot
posted 05-23- 09:11 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Argon, it may work, but if it's armed and it touches water, it explodes, if it's not armed and even if we get it to "bounce" off water, it wont explode.. lol

I think there shouldn't be any reason with hidden wings and possibly a weak engine couldn't be added.. WW1 fighters seem very good at staying up at low speeds, so they could have the answer to it, but in all honesty, all that side of things isn't my area, and someone would have to take time out of their project to do it, we'll just see how it goes for now, atleast it's working.. lol

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ArgonV
Pilot
posted 05-23- 09:22 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Nat, surley somewhere in the game code there is a property that decides if something hit something or not. LoL, if we only knew what it was. Then... when the torpedo hits (not really tho, just passes through) the water it wont explode. Try giving a pilot explosive properties and see if he explodes when he passes thu water.

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Snickers
Pilot
posted 05-23- 09:25 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
This is something jedi and I talked about.... Give it invisible wings. In essence you are glide bombing. I dont know if he ever did anything with it though. Hadnt thought of putting a small engine in it.....

Can you do a qryAlt and then modify the speed of the engine accordingly (to keep it in the air longer...)? Not my forte.

------------------
Snickers
=FC=

[This message has been edited by Snickers (edited 05-23-2000).]

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Diego Lozano
Pilot
posted 05-23- 10:01 PM     Click Here to See the Profile for Diego Lozano   Click Here to Email Diego Lozano     Edit/Delete Message   Reply w/Quote
What if the torpedo was not the warhead but, simply delivered the warhead. When the warhead reached to within a foot or so of the hull it would go BOOM-BOOM?

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jedi
Pilot
posted 05-24- 12:29 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
So far what I've got is a series of "nested" objects for the Dam Buster bomb. They all look the same and occupy the same space. No explosives in anything except the last object. First object drops, when it takes damage, second object is detached, process repeats. I increase the airfoil on each subsequent object so it will "fly up" after impact.

Unfortunately, it doesn't work very well. The bomb will "bounce" ONCE, and not very far, and only if you're VERY low (at least that part is "realistic") But without getting a couple more bounces out of it, IF I can get it to explode on a "timer," the airplane will be too close.

The engine thing won't work I think. How do you start the engine? You'd have to make it a "vehicle." But then how do you "drop" a vehicle? The only other thing I thought about was making the bomb the same shape as an airplane (with the airplane shape invisible) so that it will glide well. If you practice with a plane, you'll see you can bounce it off the water several times before it dies by using the elevator. So I thought if you increased the wing incidence (airInc) each time the plane-shape takes damage, it might skip off the water a foot or so, and its speed keeps it from smashing back in. Just repeat a few times.

The problem with that one is that, with no engine, the plane shape just plops into the water, or maybe skips once.

Oh yeah, one more: make an airfoil object that's big, wide, and flat. This might skip across the water like your wings do when you explode on ditching. Then have your weapon suspended above the flat object. The object skips or skids across the water, but your weapon is "safe" until it runs into something. You could even make a visible shape with no substance that looked like a partially-submerged torpedo and have the actual explosive weapon be invisible.

Lotsa ideas, but nothing working yet.

------------------
--jedi--

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ArgonV
Pilot
posted 05-24- 12:33 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Is it possible to ARM a engine so to speak? So when the torp is dropped the engine turns on?

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Nat
Pilot
posted 05-24- 09:04 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I feel your pain Jedi.. lol, I was just sayin to Snick last night that I get loads of great ideas... they last about 5 mins before I find a reason they wouldn't work.. lol.. but hey.. keeps the brain ticking over don't it..

I'll have a look at it again.. bbut I couldn't see how to enlarge the airfoil.. I'll see what I can find though

~Nat~

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charmstar
Pilot
posted 05-24- 12:20 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
I think jedi is on the right track here. What I wonder, is if you give it a timer delay using obKillDelay, will that cause the object to explode when its killed, or does it just dissappear? I remember somebody saying if you give an object an obKillDelay, it won't die before that obKillDelay is reached: this could work in our advantage for timed bombs, like that skip bomb. You would have the structure something like:
bomb
-subobj1
(i.e. subobj1 is a child of bomb)
within subobj1 you have an (onDetach obExec Name 'bomb Func 'StartTimer)

within bomb, you have the obFunc defined as obFunc('StartTimer (obKillDelay 20)). So, the bomb skips up, and it doesn't explode for another 20 seconds. Would that work?

charm

ps Don't copy my synax above, its probably wrong!

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mposis
Pilot
posted 05-24- 03:14 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
I thought Whirlwind already made a torpedo.

------------------

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Nat
Pilot
posted 05-24- 06:34 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Marcus, he did, but it seemed to tumble through the air for some reason, this one has a nice smooth flight path and will only start to tumble if you release it badly by diving, banking etc, that kinda thing

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mposis
Pilot
posted 05-24- 08:49 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
Okay, sorry.

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ArgonV
Pilot
posted 05-26- 11:25 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Jedi, I have dropped a vehicle. Its an aircraft, but isnt that a vehicle? Now, how do you do the engine part? I want the engine to turn on when I release the V-1.

[This message has been edited by ArgonV (edited 05-26-2000).]

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