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Author Topic:   Will this work????
Snickers
Pilot
posted 06-06- 10:37 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
What follows are parts of an email between Nat and myself. Is there a guru out there who can try this (I at least am OpenPlane impaired...) or has someone already tried it. If so what were the results...

EMAIL:

>>trying to make a likeboat to drop from the PBY....(yes, this was a loadout)<<<

From Nat -
Your Q about the life boat, sorry Terry, wont work, no weight and it wont fall when released, give it weight and it'll sink, it's pretty much the same problem as the torpedo (

From Snickers -
On the life boat, how about this... Make a piece attached to the center of it on the
bottom that has weight and only a couple hit points. It hits the water, the damage is done, it does an obdetach on the piece that has weight leaving the lifeboat at the surface... (or do I not understand this at all...?)
Hey, couldn't the above work on torps too?

Once they hit the water, the weight gets broken off. (The weight in the
water would cause a splash (cool) on the detach you change the lod to look
like something running just under the water.... They maintain forward
momentum (thats why the life boats would have to have chutes... Also on the
lifeboats, when the weight detaches, the chute detaches....) If you come in
too steep with a torp the trigger hits the water too hard and detonates...(realism...)

Let me know what your experts out there think....

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Snickers
=FC=

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Jaguar
Pilot
posted 06-08- 05:32 AM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
you can test this idea by giving a bomb 0 weight and by making it invinciable. Fly close to the water and release it to see what happens.
If you haven't played around much with ordanance before, check out my tutorial on the OPP homepage: http://www.fshangar.com/area51/

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Cheers!
Jaguar
The FS Hangar

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Michael Harrison
General
posted 06-08- 06:39 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
This won't work. If you have an object with inertia, attached to one with none, the group won't do anything (either that, or the parent will be given default inertia, I forget which).

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Snickers
Pilot
posted 06-08- 10:07 AM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
OK MIchael, as I understand it, iths the mass that causes objects to sink, and the inertia that causes them to take damage. (Insert correction here if needed...)

If the above is true, I dont care about damage as all I am trying to do is drop a lifeboat (and have it float so whe can see how close to the downed plane we came....).

But if an item has no mass it wont fall. Argggggh!

BTW Jag - Thanks I didnt know you had a tutorial up there....

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Snickers
=FC=

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Michael Harrison
General
posted 06-08- 10:41 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
"...as I understand it, iths the mass that causes objects to sink, and the inertia that causes them to take damage. "

Partly correct. The mass does indeed cause the object to sink (because gravity is acting upon it) but anything is capable of taking damage.

Each time our collision processing detects a collision, it does a little bit of damage. Because water-object collisions tend to generate a *lot* of collisions, object die on water.

What is needed is a collision damage modification based on the relative material properties.

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Snickers
Pilot
posted 06-08- 10:51 AM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Isn't this where I would use obNoCollide? All I want to do is drop a boat with chutes, and have it stop at the surface of the water (not sink). I am not so much interested in the damage aspect as I am the sinking part. If it stays on the surface for a couple of minutes before the damages gets it, thats ok (it at least shows me how close I got...).

"What is needed is a collision damage modification based on the relative material properties..."

Yes, it is

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Snickers
=FC=

[This message has been edited by Snickers (edited 06-08-2000).]

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charmstar
Pilot
posted 06-08- 12:42 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
I was under the impression that if an object doesn't have obHits declared, its indestructible? If that's the case, then who cares about the collision damage when hitting water... just increase your obHits accordingly! It seems to me the big problem is with keeping the object floating, and preferably with its momentum intact. I think Snickers idea at least sounds like its worth a try.
Of course different collision damage based on different materials would also be really awesome to have, as it would allow pontoons to work without needing infinite hitpoints, as well as skis on snow.

Hmm. Problem is what if you had a plane with metal pontoons: you couldn't make metal immune to water damage, because obviously if a plane hits the water it would take serious damage. Maybe there should just be an obImmunity 'material property that could be applied to floats/pontoons/skis to make them immune to damage by certain materials. Also, would some obFloat lbs prop be needed to indicate that an object is capable of keeping X lbs afloat? Now, how can you justify this for RCSim...? :-)

charm

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Snickers
Pilot
posted 06-08- 12:52 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Actually the good PBY kits ->start<- at about $800 (not counting any servos, radios, landing gear and I think not even the engines). There are some beautiful float models out there that I have seen.

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Snickers
=FC=

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