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#4329310 - 01/18/17 08:44 AM The bouncing bomb  
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MrJelly Offline
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To support Ray's current upgrade I just revisited this and tried the 617 bouncing bomb against a ship convoy at Ostend.
I sank a transport smile


You can just see another 'plane's upkeep bomb near the bottom right of the picture. It has bounced and is in the air.


Watersplashes from other bombs



wink


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#4329316 - 01/18/17 10:30 AM Re: The bouncing bomb [Re: MrJelly]  
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That's pretty cool Jel, maybe we could do a dambuster's style mission one of these days! wink

#4329318 - 01/18/17 10:43 AM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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There are dams in the ETO2015 package. Just make sure to bring your flak jacket.

Didn't the Germans try a round anti-shipping bouncing bomb?

And of course in the Pacific, low level B-25's skipped regular old 500 lb bombs into the sides of Japanese freighters.

Jel, could you make two more weapons slots? For one you could use the 500lb TMOD and I wouldn't have much trouble making a round ball for the other.


Heck, even paranoids have enemies.
#4329358 - 01/18/17 01:37 PM Re: The bouncing bomb [Re: MrJelly]  
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The difficulty with the dams mod is that the dams are placed on river tiles, which have no lake. As the rivers are windy and relatively narrow it is difficult to get a clear stretch of water to allow the bounces.
That is why I did the test to make sure things were working on the sea smile


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329376 - 01/18/17 02:53 PM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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OK, thanks.

Just an FYI. I got all the latest files and everything is working as it should.

I did change a few inaccuracies I found in a couple of weapons slots and I changed the text in the .str file so there's visual uniformity when the user goes to the arming page. Before we had a mix of descriptions, some with capital letters, some with small letters and a lot of abbreviations were different. This was due to melding the SPAW weapons set with the default set. All I did was clean things up.

So, how about it? Could you add two more bouncing bomb slots?

#4329398 - 01/18/17 03:33 PM Re: The bouncing bomb [Re: Rotton50]  
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I added five extra slots already in what I sent you in the "extended" files.


You need to edit SPARE 1 and SPARE 2.
If you already have something similar you can copy its line, paste it, then edit the cells.


I checked the exe and we have a limit of 100, so I do not need to modify the "eaw.exe".

wink


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329412 - 01/18/17 05:02 PM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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Yes I saw the extra slots at the bottom of the list.

Maybe I'm mistaken but isn't there a "617" flag that instructs the exec on the bouncing bomb function?


Heck, even paranoids have enemies.
#4329415 - 01/18/17 05:12 PM Re: The bouncing bomb [Re: MrJelly]  
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Yes. I may have to change the exe because the flag is using image 617, ie "ORD617.3dz". I was only expecting one, but it is no problem to modify the exe to accommodate more.

I will experiment on new exe with the current bomb but a different flag.


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I am now of an age at which I no longer need to suffer fools gladly
#4329447 - 01/18/17 06:35 PM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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Ok, thanks.

if I may suggest - for continuity use 618 and 619.


Heck, even paranoids have enemies.
#4329486 - 01/18/17 10:45 PM Re: The bouncing bomb [Re: MrJelly]  
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Moggy Offline
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The smaller version of the bouncing bomb was called "hiball", and was intended to be used by the Mosquito against ships.

#4329702 - 01/19/17 05:55 PM Re: The bouncing bomb [Re: MrJelly]  
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Ray
I have rewritten quite a lot of my torpedo code

Code:
	
		if (pBomb->pType->TypeNum == 30)    //Jel: Torpedo
			{
				pBomb->Torpedo = 1;
			}

			else if (pBomb->pType->TypeNum == 31)    //Jel: Torpedo
			{
				pBomb->Torpedo = 1;
			}
			else if (pBomb->pType->TypeNum == 63)    //Jel: SPAW torpedo
			{
				pBomb->Torpedo = 1;
			}
			else if (pBomb->pType->TypeNum == 64)    //Jel: SPAW torpedo
			{
				pBomb->Torpedo = 1;
			}
			else if ((pBomb->pType->TypeNum >= 80) && (pBomb->pType->TypeNum < 86))   //Jel: Added for bouncing bomb
			{
				pBomb->Torpedo = 1;
			}


Torpedoes and bouncing bombs are recognised from their "TypeNum" and we already have 30 and 31 in the default weapons, 63 and 64 in the SPAW section, and 80 as the original bouncing bomb.
The last line of that code sets 80, and the five extra lines (81 to 85) as torpedoes, so currently there are three spare slots if you only use 81 and 82.

The UAW150 bouncing bomb is effectively a bouncing torpedo, but the bounce routine only applies if the "TypeNum" is 80 - 85.

wink


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329723 - 01/19/17 06:59 PM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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Ok, this I understand -

"Torpedoes and bouncing bombs are recognised from their "TypeNum" and we already have 30 and 31 in the default weapons, 63 and 64 in the SPAW section, and 80 as the original bouncing bomb."

This I don't -

"The last line of that code sets 80, and the five extra lines (81 to 85) as torpedoes, so currently there are three spare slots if you only use 81 and 82."

Sounds like you saying that the latest weapons.dat file you sent me is already set up for bouncing bombs in those five new slots. Correct?

And a related question.

If I put a 500lb bomb in a slot that is coded to bounce on a water tile will it still act like a regular bomb on a land tile?

#4329726 - 01/19/17 07:10 PM Re: The bouncing bomb [Re: MrJelly]  
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A1: Yes, but you need to put the correct data in lines 81 and 82 smile
A2: No. Torpedoes explode if they hit land.

wink


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329780 - 01/20/17 01:23 AM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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I copied the torpedo data from the US torpedo to the last slot #86. I didn't use slots 82 and 83 because I've already got some other weapons in those slots.

I then loaded up the slot 86 torpedo plus the "torpedo release" and it functioned properly.

Then I changed the graphic from ORD76 to ORD01 (500 lb bomb) and it still worked fine with the 500lb bomb running along the surface like a torpedo.

The only thing left it to change the function so that it looks more like the dambuster bomb rather than tracking like a torpedo.





Also, we talked about it before but I'll bring it up again. EAW torpedoes run at about 110 MPH which is more than twice as fast as the real ones.

#4329842 - 01/20/17 07:51 AM Re: The bouncing bomb [Re: MrJelly]  
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Once you have a set of files for this send them to me so I can test them with the new exe.
Yesterday I had torpedoes working fine from the Avenger and the Kate using loadout files without the release mechanism.
In a Zero escorted Kates to attack the Enterprise and the AIs released torpedoes at low altitude using the torpedo code I had modified.





I will see if I can find the code relating to the torpedo speed. I think it is using the horizontal velocity component of the aircraft at the time of release


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329867 - 01/20/17 10:45 AM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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I just did two runs with a torpedo.

Fist run I dropped at 95MPH and the second run at 430MPH. Indeed the torpedo matches the speed of the aircraft at the moment of launch.

Don't know if this helps but I think the locomotive runs at about 45 MPH. If you could adapt that to the torpedo we'd be OK.


Heck, even paranoids have enemies.
#4329939 - 01/20/17 03:24 PM Re: The bouncing bomb [Re: MrJelly]  
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You would think that it would be easy to find the torpedo's water-speed in the code but after four hours today I have found nothing that I can work with frown


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
#4329967 - 01/20/17 05:36 PM Re: The bouncing bomb [Re: MrJelly]  
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I'm not a programmer, but It's all probably just built into the physics engine.

Can you put a drag value on the bomb, or a damaged value that would produce significant drag?

#4329988 - 01/20/17 06:19 PM Re: The bouncing bomb [Re: MrJelly]  
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Rotton50 Offline
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Mark I did indeed try that but the drag value only affects the weapon while it's attached to the aircraft. I set it to the max allowable number and it slowed the plane down quite a bit but once in the water some other value takes over.

There's also a forward velocity value which can be use to speed up or slow down the weapon in flight. Mostly used for rockets of course but it does come into play for bombs. Unfortunately it's set to zero for the torpedoes and the editor doesn't allow negative values.

But that does bring up a question for Jel.

We routinely encounter negative values in the flight editor without any problem so I'm wondering if the problem could be solved by allowing the weapons.dat editor to accept negative values or is it something inherent in EAW.


Heck, even paranoids have enemies.
#4329994 - 01/20/17 06:40 PM Re: The bouncing bomb [Re: MrJelly]  
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It depends on the variable used. Several have signed and unsigned ones.
If you recall the MaxTMods problem that you hit was caused because the original programmers had used using a signed value for a number that could never be negative. The signed range was from -32767 to 32767, half of which were useless as a counting number. When I switched the to to unsigned the range was from 0 to 65535, and you were back in business.

I will look at the velocity and see what type it is. If it can be negative as far as the exe goes then I will try to modify the editor smile


It is a UBYTE which is unsigned (0 to 255).
There is a "signed_char" from -128 to 128.

The problem is that some rockets use a value bigger than 128 such as 194

wink

Last edited by MrJelly; 01/20/17 06:54 PM.

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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
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