unit fbi quest, please answer
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unit fbi quest, please answer
WingDrag=0.035;
WingAngle=0.04;
3. what is that for ? its effect to speed ?
Drag=0.0025;
4. How this different with WingDrag ?
frontToSpeed=0.05;
speedToFront=0.035;
5. What is the difference between both ?
myGravity=0.2;
maxBank=0.02;
maxPitch=0.005;
6. what is myGravity do ?
and when its MaxPitch used ? I means did aircraft ever pitch ? when they straffing ground target
turnRadius=1465;
7. is this replacing turnrate ? and in pixel ?
maxAileron=0.002;
maxElevator=0.002;
maxRudder=0.0014;
8. ??err....
Did this about changing aileron and elevator of model ?
The wiki doesnt have a very good description, but it helps (Scroll right to the bottom).Search for any of the above on the Spring wiki, it'll give you the default values at the end of some unit FBI page.
Be careful how you mess with them though. AA/BA's Stealth Fighters deviate from the default values, and this appears to cause an error that makes the fighter jump up really high in the air far beyond the range of anti-air fire (But that doesnt stop them trying to hit it! Which can cause it to fall back down on top of your base).
By this you mean they do not apply to the gunship style movement (HoverAttack=1;)? Otherwise, what defines a fighter from a bomber?They only apply to fighters.
The difference is (or at least was last time i looked) that bombers have a dropped (bomb/torpedo) weapon as weapon 0. But both fighters and bombers use those values for handling. They just have a bit different AI for how they try to move (bombers fly above targets fighters at them etc). Gunships (hoverattack = 1) is handled completly different though.
damn, knowing their default value and knowing what they do/for is totally different thingCaydr wrote:Search for any of the above on the Spring wiki, it'll give you the default values at the end of some unit FBI page.
They only apply to fighters.
"What is Sichuan fried duck ?"
"See the price list!"
^%$(^($&($
Drag= same as brakes but for planes (0.0 to 1.0)
WingDrag= braking effects caused by a change of direction, mimicks wing effects (0.0 to 1.0)
WingAngle= basically how much of a turn before WingDrag kicks in (0.0 to 1.0)
From the descriptions I'd make the following guesses:
maxBank= cosmetic look of a turn
maxPitch= cosmetic look for climb, has no impact on maximum climb rate
turnRadius= educated programmer's guess for ai planning, but has no real control of turn rate
myGravity= basically control of its climb rate
maxAileron= maximum roll rate (pivots on axis front to back, controls roll clockwise and counterclockwise)
maxElevator= maximum pitch rate (pivots on axis side to side, controls nose up and down)
maxRudder= maximum yaw rate (pivots on axis top to bottom, controls nose right and left)
frontToSpeed= how far nose can be offline before accelleration(?)
speedToFront= rate for the nose to align to new (true) direction change(?)
WingDrag= braking effects caused by a change of direction, mimicks wing effects (0.0 to 1.0)
WingAngle= basically how much of a turn before WingDrag kicks in (0.0 to 1.0)
From the descriptions I'd make the following guesses:
maxBank= cosmetic look of a turn
maxPitch= cosmetic look for climb, has no impact on maximum climb rate
turnRadius= educated programmer's guess for ai planning, but has no real control of turn rate
myGravity= basically control of its climb rate
maxAileron= maximum roll rate (pivots on axis front to back, controls roll clockwise and counterclockwise)
maxElevator= maximum pitch rate (pivots on axis side to side, controls nose up and down)
maxRudder= maximum yaw rate (pivots on axis top to bottom, controls nose right and left)
frontToSpeed= how far nose can be offline before accelleration(?)
speedToFront= rate for the nose to align to new (true) direction change(?)
If you just give it a missile with a really long range it will fly directly at its target. You want it not to do this, but keep its distance, right? Like a sort of artillery plane.btw is aircraft as long range missile platform possible ?
The most simple way to do this is give it gunship movement (HoverAttack=1; ). It will stay at its maximum range and keep firing at its target. However, it will travel in a circle around the target- which could be just as annoying. If you make it very slow (As presumably, air artillery would be) then this might not be a problem.
If you want it to sit perfectly still and fire from a stable position, you can give it airhoverfactor=0;. This will make it sit in one spot (and not land). If you give it a weapon with enough tolerance or a turret (IE a large enough aiming arc) a plane with these settings can be made made to just sit perfectly still in the sky firing. The problem with this is it will sometimes acquire a target and then begin to circle it, you might be able to get around that somehow with firestandorders or such, im not sure.
Does anyone know how to make a plane break off and go for another run once its fired its weapon, rather than only breaking off once its passed its target? There is probably a much more elegant scripting solution to this but im just an FBI monkey.