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Author
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Topic: Guns as ordinance?
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Maury Markowitz Pilot
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posted 06-23- 08:33 AM
Maybe I'm just stupid, but this isn't obvious to me:Can I use a normal gun/cannon as ordinance? The problem with the Hs is that it's main weapons were delivered on the outside, and that included the big cannons. It's easy enough to deliver the plane with the two built-in guns and cannons wired to the "primary" and the external cannon to the "secondary", but that probably isn't the way you want the controls to work when you have bombs mounted instead. I seem to get the feeling that the gunChain might come to my rescue here, but I'm not grokking it yet. Maury IP: Logged |
ArgonV Pilot
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posted 06-23- 11:24 AM
Firing a gun and droppping a bomb or shooting off a rocket all have completely different key commands...You can have a gun as an "option" That is you can set it up in the loadout.ppf file and select that setup in the mission editor. Say I have a Bf 109 with external gun pods. The gun pods were not used all the time... So I would define a loadout that had gunpods (And the rest of the loadout options would not) and call it Gun_Pods or something and then select that in the mission editor if I wanted to fly the Bf 109 with gun pods.  If you do not define a gun in the loadout.ppf file under a specific option, it wont show up in game! It will still be there in OPS, but not in game. Therefor you can setup up guns as ordinance so-to-speak. gunChain just tells which gun fires with what trigger, how fast, and if its in sync or not with the rest of the guns. [This message has been edited by ArgonV (edited 06-23-2001).] IP: Logged |
Maury Markowitz Pilot
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posted 06-24- 09:25 AM
quote: Originally posted by ArgonV: You can have a gun as an "option" That is you can set it up in the loadout.ppf file and select that setup in the mission editor.
Ok, but what exactly happens to the gun if it's not listed in the loadout? In this case the gun weights over 1000kg, so if it's "there" or not has a SERIOUS effect on the way the plane flies. If the loadout doesn't list it and the gun does not appear, will all of this be taken into account? quote: gunChain just tells which gun fires with what trigger, how fast, and if its in sync or not with the rest of the guns.
Right, but doesn't that suggest a solution in this case? Using this, couldn't I change the bindings so that when you have the big gun it gets fired on the cannon trigger and the MG's are on the MG trigger one, and then when you get rid of the big gun I bind to the 20mm's instead? Maury IP: Logged |
ArgonV Pilot
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posted 06-24- 01:46 PM
Hmmm... to be honest I dont know if the weight would go away when the gun wasnt selected in the loadout. I would assumse so, but I am not 100% sure.Yes thats a solution. But I assume you would set it up like that anyway. What I would do is make the 20mm loadout option in the loadout.ppf file first, then copy it, and change the 20mms to the large cannon. That way the cannon would be using the cannon trigger. IP: Logged | |