#4330000 - 01/20/17 06:55 PM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Yes, I do recall that problem. Took a lot of work to figure it out too. But that's what we do. You come up with a new idea and I try to break it. Then you fix it and I break something else. It's called destructive creationism. Not much fun for you but I have a blast.
Heck, even paranoids have enemies.
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#4330358 - 01/22/17 08:51 AM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Montagnac, L'Herault, France
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You can see what I did for the 250 lb round bomb in line 82. What do I do with lines 83 and 86 in which you have data? Line 83 looks like 82 so I can set the image to 618. 86 is very different. Do we have a proper name for "SPARE 5"?
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4330368 - 01/22/17 10:41 AM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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I have modified the editor and your files I got sick of the CD loader defaulting to the wrong directory, so I have a loading panel where you select the "txt" and the "dat" files and then click "Load". The CD loader is not used. What was in the previous "SPARE 5" was not meant to bounce, so I have added extra slots, renamed some, and moved it to 87. The ones marked as "BB" are available for bouncing bombs. It is the slot number not the image that determines if the bounce code will kick in, so both the the 250 lb and 100 kg BB can both use image 618 I need to edit line 83 with the correct image. This was done before your last post
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4330394 - 01/22/17 12:58 PM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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I left out the renamed 3dz Your "RoundBomb.3DZ" needs to be renamed "ORD618.3DZ" I noticed this which is a bit odd: Your original BBs were type 4 (droptank) and if I go to the loadout screen I have no weapon by default, and have to select the bombs. The same if I make them type 5 (bomb + droptank). If I make them type 1 (bomb) then I get bombs by default and do not need to select them
Last edited by MrJelly; 01/22/17 01:26 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4330897 - 01/24/17 08:19 AM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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I have just compiled V21. It uses a "Bounce.mpf" file with the maximum bounce height and the run in feet. Currently I just tried this 20 1000
Height and run in feetIf there is no "Bounce.mpf" file then hard coded default values of 45 and 3000 are used. This gives us the chance to experiment and find the best settings. In my "weapons.dat" I have made the type 4 BBs type 1. Otherwise the AIs do not release them because they are drop tanks.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4330987 - 01/24/17 02:56 PM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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The torpedoes are in 30, 31, 63, and 64. The original Upkeep is in 80 The new BB slots are 82-86 If we do not need any more BBs there could be a universal mpf with the two values for slot 80, 82, 83, 84, 85 and 86 all listed in the one file. It would not be hard to modify the exe to read it and select the appropriate pair for the current bomb. The key thing to do is to test the bombs with the current mpf and see which settings are best for each one. I will send you four new exes. Early this afternoon I found a way of slowing down the torpedoes slightly, so you might try those too. In your folder at the Gen "Versions21and22.exe" a 7-zip as usual
Last edited by MrJelly; 01/24/17 03:01 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4331010 - 01/24/17 03:34 PM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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There are default values in the exe, but you can make one like mine and play with the numbers. 20 1000 The 22XXX ones are my experimental torpedo speed first shots These may need a "Fuse Timer" increase otherwise the slightly slower torpedoes may die before reaching the target
Last edited by MrJelly; 01/24/17 03:39 PM.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4331235 - 01/25/17 08:40 AM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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I am working on it. In simple terms Ralf had set the torpedo run code for AI aircraft like this:
If ( condition1 and condition2 and condition3 and condition4)
Do this
So if all four conditions are met the routine runs.
However, he followed it with:
else
Do that
So if any of the four conditions are not met the "else" routine runs
There is a myriad of "else" routines in his code, and one of them generates the torpedo run.
This morning I have got the torpedo run working well with skip bombs from both a Lancaster and a Kate, particularly in an escort mission with AI Lancasters or Kates.
What I cannot get working at the moment is in Ship Strikes. If I drop to a low altitude to attack my AIs do not follow me, and release their weapons from their relatively high altitude.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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#4331325 - 01/25/17 03:08 PM
Re: The bouncing bomb
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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It is working for me I have an experimental SPAW planeset with the Avenger, the Kate and the Black Widow having a single loadout files with one or more skipbombs. They all work with these 'planes in Ship Strike missions, or when escorted by other planes. I tried the four in the P61 and they all worked, except as you reported the first release drops one, then the second drops the other three.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark 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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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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