Im currently working on my little experiment-mod. One issue Im stuck behind are the missiles. The idealistic variant would be that you can ditch one through multiple maneuvers, and I also think I know how to do it. However, it takes sh!tload of time and work, and most of all, experiments, to create one that would be reliable. Because most of the pressure will lie on the missiles maneuverability, and since jets are unequal in maneuverability, its going to be a b!tch to find the perfect balance.
The other variant, which Im pretty successful at, right now, is missiles that hit with a 100% capability, but are pretty damn restricted in its use. Plus, a cool feature is, that you can actually ditch them, provided that you play your cards right. This missile system is in fine tuning stage, it needs a little tweaking, because I dont want people to ditch them too easily.
Im going to describe this syste, before I propose a question.
Missiles start up with 0 speed, which is basically your aircrafts speed. Their default speed is unaltered though, BUT, Ive decreased acceleration significantly, so the missile starts kinda slowly, and picks up speed as it goes. During this whole process, the missile is "uber-tracking", but easily ditchable by flares, because the lock angle will not grant the missile a way back through the flares, into the jet. Which also suggests that you actually have to flare into the missile now. Anyway. Missile starts slowly, picks up the speed and goes for the jet. IF the shooter is significantly slower, the target MAY actually live long enough before missile autodestructs. If the speed of thw two jets is equal, the formula works like this- X+Y=Z, which crudely is jets speed plus missiles maximum speed = missiles final speed. So the attackes speed means a lot. In the default state, theres an added speed bonus because the missile is shot from a "launcher", which gives missile 75 units of speed, its maximum is 175.
Another important feature is how the missile STARTS tracking. This is actually pretty interesting because jets now have a "safe" maneuver. Missiles need 0.5 seconds time after launch before they start tracking. During this 0.5 seconds, you can ditch missiles lock angle and make the missile go on its merry way. So if 2 jets are in the loop war, the second jet can have a successful launch ONLY when they lead their nose the right way, before launching the missile. This usually requires the jet to slow down and lose in maneuverability, which gives the runner a chance to outmaneuver the lock.
Lock time is 2 seconds. Combined with a flare launch, you have a total of 4.5 seconds MINIMUM safe time before the missile starts its path, so far, attempts to ditch the missiles have proven to be futile. However, this hasnt been tested in an intraweb play.
Video presentation coming in 6-12 hours. Im working on putting the pieces together.
NOTE! This is just an experiment, and it is visually a very cool and entertaining sight. If any of you have seen "Behind Enemy Lines" then this is as close as I could get to it.
Contents of the Readme files
What I strived for, is making the missile to make a wider turn in a curve, thats why the ridiculous mass is. It didnt show any effect so Im going to have to draw some parallels on how the buggies slide in curves for example and try to check if this can be done with missiles aswell. Next idea was to keep the maneuverability, but create a long "tick" time which would open up some windows for maneuverability-based missile-lock-break. So far, this has shown the most potential to reach goal #1.
Contents of the missile file (not default)
Allright, so Ive been doing this for more or less 10 hours total. I started out as a guy who didnt know jack-sh!t about what do those lines even mean, but with each passing "test", things got more interesting, and now it has become into a challenge. To create perfect balance in inbalance, in difference, plus, to have a missile system that would work on skills (as much as possible).
Objective 1.
To create balance between J10 and F35B by depending their strenghts and weaknesses. Almost complete. Needs finetuning.
What has been changed?
Jets
*J10s control response lowered across the board
*J10s roll speed lowered significantly
*J10s sprint factor lowered (how much does J10 get additional speed using boost)
*F35B control response increased across the board
*F35B turn radius lowered
*F35B sprint recovery time lowered to match the lack in afterburners compared to J10. Balance in bigger picture.
Objective 2
Create a missile system which would rely on skill as much as possible. Final objective is to create missiles that can be ditched using multiple maneuvers. Secondary objective would be missile system which has missiles with extremely high shoot-to-hit probablity, but the aquiring of their lock would be more demanding. Also creating suitable flaring system to match "Killer-missiles".
Missile system
*velocity addon from missile "launchers" on jets removed/decreased. Missiles start from jets initial speed now, and gain extra speed using their own "speed" and "acceleration". Missiles appear slow at first, but they regain speed and their terminal velocity is still significantly higher than jets.
*Missiles acceleration decreased significantly, while maximum velocity has been left untouched. Missiles terminal velocity is now calculated with (jets speed+missile speed) as opposed to (jets speed+cannon launch speed+missile speed).
*Increased missile lock-on time for both jets to 2 seconds
*Decreased missiles lock angle to avoid BS shots, that is, outside missile lock area. Missiles without lock will now most probably never relock.
*Increased missiles "tick time"
*Decreased missiles maneuverability
*Decreased missiles lifetime
*Tampered around with missiles weight, trying even 36tonnes
Contents of the Readmes
Video uploading, done in 20 minutes.
The other variant, which Im pretty successful at, right now, is missiles that hit with a 100% capability, but are pretty damn restricted in its use. Plus, a cool feature is, that you can actually ditch them, provided that you play your cards right. This missile system is in fine tuning stage, it needs a little tweaking, because I dont want people to ditch them too easily.
Im going to describe this syste, before I propose a question.
Missiles start up with 0 speed, which is basically your aircrafts speed. Their default speed is unaltered though, BUT, Ive decreased acceleration significantly, so the missile starts kinda slowly, and picks up speed as it goes. During this whole process, the missile is "uber-tracking", but easily ditchable by flares, because the lock angle will not grant the missile a way back through the flares, into the jet. Which also suggests that you actually have to flare into the missile now. Anyway. Missile starts slowly, picks up the speed and goes for the jet. IF the shooter is significantly slower, the target MAY actually live long enough before missile autodestructs. If the speed of thw two jets is equal, the formula works like this- X+Y=Z, which crudely is jets speed plus missiles maximum speed = missiles final speed. So the attackes speed means a lot. In the default state, theres an added speed bonus because the missile is shot from a "launcher", which gives missile 75 units of speed, its maximum is 175.
Another important feature is how the missile STARTS tracking. This is actually pretty interesting because jets now have a "safe" maneuver. Missiles need 0.5 seconds time after launch before they start tracking. During this 0.5 seconds, you can ditch missiles lock angle and make the missile go on its merry way. So if 2 jets are in the loop war, the second jet can have a successful launch ONLY when they lead their nose the right way, before launching the missile. This usually requires the jet to slow down and lose in maneuverability, which gives the runner a chance to outmaneuver the lock.
Lock time is 2 seconds. Combined with a flare launch, you have a total of 4.5 seconds MINIMUM safe time before the missile starts its path, so far, attempts to ditch the missiles have proven to be futile. However, this hasnt been tested in an intraweb play.
Video presentation coming in 6-12 hours. Im working on putting the pieces together.
NOTE! This is just an experiment, and it is visually a very cool and entertaining sight. If any of you have seen "Behind Enemy Lines" then this is as close as I could get to it.
Contents of the Readme files
Code:
ObjectTemplate.seek.trackingDelay 0.5 [B](from 0.01 to 0.5)[/B] ObjectTemplate.follow.minDist 5 [B](from 10 to 5)[/B] ObjectTemplate.mass 36000 [B](from 20)[/B] ObjectTemplate.acceleration 50 [B](from 500 to 50)[/B] ObjectTemplate.seek.reLockTime 200 [B](from 30 to 200)[/B] ObjectTemplate.follow.maxYaw 7 ObjectTemplate.follow.maxPitch 7
Contents of the missile file (not default)
Code:
rem *** Generated with Bf2Editor.exe [created: 2005/4/10 10:26] GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericProjectile aim9m_sidewinder ObjectTemplate.creator DSU-3:dsu ObjectTemplate.modifiedByUser ljo ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.createNotInGrid 1 rem ---BeginComp:DefaultCollisionComp --- ObjectTemplate.createComponent DefaultCollisionComp ObjectTemplate.collision.hasCollisionEffect 1 rem ---EndComp --- rem ---BeginComp:DefaultDetonationComp --- ObjectTemplate.createComponent DefaultDetonationComp ObjectTemplate.detonation.explosionMaterial 53 ObjectTemplate.detonation.explosionRadius 4 ObjectTemplate.detonation.explosionForce 10 ObjectTemplate.detonation.explosionDamage 100 ObjectTemplate.detonation.endEffectTemplate e_exp_air ObjectTemplate.detonation.useMMOnEndEffect 1 rem ---EndComp --- rem ---BeginComp:DefaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp:SeekClosestTargetComp --- ObjectTemplate.createComponent SeekClosestTargetComp ObjectTemplate.seek.targetType TTHeat ObjectTemplate.seek.trackingDelay 0.5 ObjectTemplate.seek.maxAngleLock 25 ObjectTemplate.seek.maxDistLock 375 ObjectTemplate.seek.directionBonus 0.8 ObjectTemplate.seek.reLockTime 200 rem ---EndComp --- rem ---BeginComp:DefaultFollowComp --- ObjectTemplate.createComponent DefaultFollowComp ObjectTemplate.follow.maxYaw 7 ObjectTemplate.follow.maxPitch 7 ObjectTemplate.follow.changePitch 1 ObjectTemplate.follow.changeYaw 1 ObjectTemplate.follow.minDist 5 rem ---EndComp --- rem ---BeginComp:DefaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp ObjectTemplate.penetrate.allowSolidPenetration 0 ObjectTemplate.penetrate.allowLiquidPenetration 0 rem ---EndComp --- ObjectTemplate.geometry aim9m_sidewinder ObjectTemplate.setCollisionMesh aim9m_sidewinder ObjectTemplate.mapMaterial 0 metal 32 ObjectTemplate.drag 1 ObjectTemplate.mass 20 ObjectTemplate.gravityModifier 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Point ObjectTemplate.collisionGroups 8 ObjectTemplate.material 53 rem ------------------------------------- ObjectTemplate.addTemplate S_aim9m_sidewinder_Looping ObjectTemplate.addTemplate e_missile_trail ObjectTemplate.setPosition 0/0/-1.52564 rem ------------------------------------- ObjectTemplate.timeToLive CRD_NONE/12/0/0 ObjectTemplate.material 53 ObjectTemplate.hasOnTimeEffect 1 ObjectTemplate.damage 500 ObjectTemplate.acceleration 50 ObjectTemplate.maxSpeed 175 ObjectTemplate.activeSafe Sound S_aim9m_sidewinder_Looping ObjectTemplate.modifiedByUser ljo ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/rocket_engine_start_idle.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.85 ObjectTemplate.pitch 1.2 ObjectTemplate.reverbLevel 1 ObjectTemplate.minDistance 3 ObjectTemplate.halfVolumeDistance 6
Objective 1.
To create balance between J10 and F35B by depending their strenghts and weaknesses. Almost complete. Needs finetuning.
What has been changed?
Jets
*J10s control response lowered across the board
*J10s roll speed lowered significantly
*J10s sprint factor lowered (how much does J10 get additional speed using boost)
*F35B control response increased across the board
*F35B turn radius lowered
*F35B sprint recovery time lowered to match the lack in afterburners compared to J10. Balance in bigger picture.
Objective 2
Create a missile system which would rely on skill as much as possible. Final objective is to create missiles that can be ditched using multiple maneuvers. Secondary objective would be missile system which has missiles with extremely high shoot-to-hit probablity, but the aquiring of their lock would be more demanding. Also creating suitable flaring system to match "Killer-missiles".
Missile system
*velocity addon from missile "launchers" on jets removed/decreased. Missiles start from jets initial speed now, and gain extra speed using their own "speed" and "acceleration". Missiles appear slow at first, but they regain speed and their terminal velocity is still significantly higher than jets.
*Missiles acceleration decreased significantly, while maximum velocity has been left untouched. Missiles terminal velocity is now calculated with (jets speed+missile speed) as opposed to (jets speed+cannon launch speed+missile speed).
*Increased missile lock-on time for both jets to 2 seconds
*Decreased missiles lock angle to avoid BS shots, that is, outside missile lock area. Missiles without lock will now most probably never relock.
*Increased missiles "tick time"
*Decreased missiles maneuverability
*Decreased missiles lifetime
*Tampered around with missiles weight, trying even 36tonnes
Contents of the Readmes
Code:
ObjectTemplate.addTemplate S_AIR_F35B_FlapL_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation 0/-15/0 ObjectTemplate.setMaxRotation 0/15/0 [B]ObjectTemplate.setMaxSpeed 0/200/0 (from 150)[/B] ObjectTemplate.setAcceleration 0/-25/0 ObjectTemplate.setInputToPitch PIRoll ObjectTemplate.setAutomaticReset 1
Code:
ObjectTemplate.addTemplate S_AIR_F35B_ElevatorR_RotationRpm rem ------------------------------------- [B]ObjectTemplate.setMinRotation 0/-9/0 (from 8) ObjectTemplate.setMaxRotation 0/9/0 (from-8) ObjectTemplate.setMaxSpeed 0/350/0 (from 400)[/B] ObjectTemplate.setAcceleration 0/-30/0 ObjectTemplate.setInputToYaw PIPitch ObjectTemplate.setInputToPitch PIPitch ObjectTemplate.setInputToRoll PIPitch ObjectTemplate.setAutomaticReset 1
Code:
ObjectTemplate.addTemplate S_AIR_F35B_RudderR_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation 0/-20/0 ObjectTemplate.setMaxRotation 0/20/0 [B]ObjectTemplate.setMaxSpeed 0/400/0 (from 300)[/B] ObjectTemplate.setAcceleration 0/-50/0 ObjectTemplate.setInputToPitch PIYaw ObjectTemplate.setAutomaticReset 1 ObjectTemplate.setPositionOffset 0.0721/0.4788/-1.9435 ObjectTemplate.setWingLift 0.3 ObjectTemplate.setFlapLift 0.3 ObjectTemplate.activeSafe Sound S_AIR_F35B_RudderR_RotationRpm
Code:
rem ---BeginComp:MultiFireArmTargetComp --- ObjectTemplate.createComponent MultiFireArmTargetComp ObjectTemplate.target.maxDistance 375 ObjectTemplate.target.targetSystem TSHeatSeeking ObjectTemplate.target.lockDelay 1.5 [B]ObjectTemplate.target.lockAngle 10 (from 15 to 10)[/B] rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp [B]ObjectTemplate.ammo.nrOfMags 6 (from 1) ObjectTemplate.ammo.magSize 1 (from 6)[/B] ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.reloadWithoutPlayer 1
Code:
ObjectTemplate.projectileTemplate aim9m_sidewinder [B]ObjectTemplate.velocity 10 (from 75 to 10)[/B] ObjectTemplate.itemIndex 1 ObjectTemplate.setSoldierExitLocation -2/-3/4 0/0/0 ObjectTemplate.altSoldierExitPosition -2.2/-1.2/5 ObjectTemplate.exitSpeedMod 0.5 ObjectTemplate.seatInformation air_f35b 0/1.09134/5.78426 0/0/0 ObjectTemplate.seatAnimationSystem Objects/Vehicles/Air/Air_f35b/3p_air_f35b_pilot_animSys.inc ObjectTemplate.soundFilter airplane [B]ObjectTemplate.sprintRecoverTime 25 (from 30)[/B]
Video uploading, done in 20 minutes.
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