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Author
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Topic: Airfoil and Inertia experts needed for the workable torpedo!
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ArgonV Pilot
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posted 09-17- 02:08 AM
Well, this torpedo works pretty darned good so far. But I want it to work better!  As of now it travels at an acceptable distance, doesnt bounce on top of the water and blows up if it hits a ships hull IF you get the procedure down. I can launch this sucker and have it detonate 98% of the time when it hits the ships hull.  BUT... I want it better! I want it to travel straight and level and not to flop around the way it does in the water. I also would like it to travel a little bit farther and still detonate when it hits a ships hull. Im still working on this, but as I am just fudging around and hoping that something works, it may be a looong time before I get it to work right as I have really no clue what I am doing now. So who wants to take up the task of getting this thing as perfect as we can? We REALLY need a torpedo that works for the Pacific side of SDOE and for anyone to pass this by... well it would be a shame. If you would like an alpha of this workable torpedo, say so here, or e-mail me. Nat, thanks for the torpedo model! ------------------ -=Make sims, not hype=- Visit My Site! http://ArgonV.tripod.com/My_Page.html [This message has been edited by ArgonV (edited 09-17-2000).] IP: Logged |
Nat Pilot
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posted 09-17- 09:21 AM
No problem Arogon, back when I did it's basic design I didn't know how to smooth it, so it looked darn ugly.. lol but from reading in the General forum you're doing really well with it  o us a favor and post the range that launch from to get a good hit will ya, or atleast use the Radar to give us a best guess. This is really good work though, and lets face it, not knowing what you're doing isn't much of a hinderence, until 3 weeks ago I didn't know what I was doing with aircraft, but messing around with things learns you things right?  ~Nat~
------------------ 7./JG3 "Naturlich" If you can't out run em.. <B>OUT GUN EM!</B> <B>Nats FS-SDOE Site</B> IP: Logged |
ArgonV Pilot
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posted 09-17- 10:05 AM
This is what I would call a safe launching distance right now. This gives you time to escape the blast, but you have to turn away as soon as you launch it. It takes two torpedoes to sink the Yamato BTW. [This message has been edited by ArgonV (edited 09-17-2000).] IP: Logged |
ArgonV Pilot
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posted 09-17- 10:09 AM
Jedi, your the bomb expert around here. (since you managed to do the dam buster bomb accurately) Would you mind taking a look at this for me?------------------ -=Make sims, not hype=- Visit My Site! http://ArgonV.tripod.com/My_Page.html IP: Logged |
charmstar Pilot
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posted 09-17- 11:41 AM
Argon- I'm curious why you need to have the OrdWeight set to 2000? I'm just thinking that if it could be a smaller number it might make those splashes smaller while the torp is in the water.So, how did you do it anyway? Will your method allow for creating duds etc? cheers, charm IP: Logged |
ArgonV Pilot
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posted 09-17- 02:06 PM
The weight in the loadout.ppf file needs to be set to 2000 to balance the torpedos inertia out so it will skim across the top of the water. Although, I havent tried setting to a lower weight... Aladar was having problems with it when I sent it to him, I showed him my loadout.ppf file with the weight set to 2000 and he tried it and it worked for him so Im a happy camper with that.  Now as for duds..... actually you can have duds! There have ben some instances where the torpedo wasnt traveling fast enough when it hit the ships hull (Or the angle was too steep and it bounced off) and it didnt detonate! If you drop the torpedo too fast, it will hit the water too hard and go underneath or it will prematurely detonate. It takes practice just like in real life!  As to how I got it working... lol thats a trade secret. Just kidding! I stole jedis dam buster idea about having a child detach from the actual bomb and explode really big when it reaches a certain damage level (This is also how the Ju88 detonates on the Mistel) With that, I tweaked the inertia placements and what type they were. For body, I use a large cone on the Y axis. The airfoil inertias for the fins are large thin squares and rectangles. Then I tweaked the obHits so it detontes as semi-slow speeds when it hits the ships hull (Which is what Im messing with now to find the perfect setting) If the obHits are too high, it passes thru the ship and on occasions detonates after that. If the obHits are too low, it detonates soon after it enters the water. Its all a mix between weight, inertia and obHits. ------------------ -=Make sims, not hype=- Visit My Site! http://ArgonV.tripod.com/My_Page.html [This message has been edited by ArgonV (edited 09-17-2000).] IP: Logged |
ArgonV Pilot
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posted 09-17- 02:17 PM
P.S. Im still having problems were if you start out in mid-air with the torpedo, your plane spins around. Does anyone know why this happens?  IP: Logged |
jedi Pilot
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posted 09-17- 06:15 PM
Absolutely send it this way! If you've got it bouncing that far and exploding and NOT blowing yourself out of the sky, you've already refined it a lot more than I did tho...  See my post in the topic in the main forum on the spinning thing for a couple things to try... ------------------ --jedi-- IP: Logged |
Nat Pilot
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posted 09-18- 11:50 AM
fixed  IP: Logged |
ArgonV Pilot
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posted 09-18- 03:21 PM
Thanks ALOT!!!!!!!!!  IP: Logged |