The stupid aircraft need help... - Page 2

The stupid aircraft need help...

Requests for features in the spring code.

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VonGratz
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Joined: 03 May 2005, 05:25

Post by VonGratz »

Strategia wrote:
NOiZE wrote:
Kloot wrote:You mean like this? :)

(Can't get them to land on the ocean floor, though.)
that's better then now, but they should land on the oceanfloor.
No, they shouldn't. Well, in all fairness, the ability to mod both (i.e. surface and ocean floor) would be the best, but IMO that pic is the best alternative. After all, real-world seaplanes land on the surface of the water too, right? And despite cool sci-fi submaplanes, a plane that floats on the surface of the water would be a lot easier engineering-wise than a submaplane. From this article:
Following a particularly depressing scene, the main character, a robot boy, casts himself into the sea in the middle of what was once Manhattan. Fortunately, a robot friend is watching and pilots a helicopter which miraculously turns into a submarine and dives under the water to rescue the robot boy.

Needless to say, design parameters for helicopters are almost complete opposites of design parameters for submarines. Helicopters require light-weight construction to be able to fly. Subs need heavy-weight construction to sink and resist pressure. Helicopters rise using complex aerodynamic principles, while subs rise primarily using Archimedes' principle. Helicopters use air-breathing engines. Subs use electric motors. Subs must resist extreme external pressure differentials├óÔé¼ÔÇØat least 10 atmospheres greater than the pressure inside (generally more)├óÔé¼ÔÇØwhile helicopters must withstand only modest internal pressure differentials├óÔé¼ÔÇØless than 1 atmosphere greater than the external pressure├óÔé¼ÔÇØif any pressure differential at all.

The difference between internal and external pressure differentials is a major design issue in itself. Soda pop bottles can resist around 5 atmospheres of internal pressure differential. Yet, an empty soda bottle can be crushed with light external finger pressure thanks to a nasty little detail called elastic instability. It takes far more wall thickness and/or material strength to protect against an external pressure differential than the same internal pressure differential.

In theory, a mechanism could be designed to equalize pressure on both sides of a sub's walls by altering the internal air pressure as the sub changed depths. Since a sub can go up and down rapidly, this would require a large air supply with high flow rates. When the sub ascended, it would have to expel large quantities of air. People in the sub would also have to remember to exhale or risk having their lungs pop from overpressure. Such a system would add complexity and safety problems without any real weight advantage.

We could go on at length, but suffice it to say that designing a dual-purpose helicopter/submarine would be an engineering nightmare and is not likely to happen anytime in the foreseeable future.
And yes, I know it's about helicopters, but a lot of the design issues mentioned here also apply to planes.
Well, firstly...
we need a way to specify aircraft to move in a formation and not bunch up like morons and much better response from the aircraft..
I think that isnt a plane movement, but a group..is it included in the tags above??In all cases I agreed that it deserves a fix.
And seaplanes dont land in the water >_<
Id also love to see seaplanes waiting in the bottom of the sea to attack 8)

About hull pressure...its only to LIMIT the deep of the seaplane "hydrolanding" and apply some new material...Please, we are in the future :wink:

Since WW2 some designs of subplanes appeared(the first was a soviet one ), at least in paper, but the concept ,along with a LOT of new gameplay options, still exist and we need only to browse Google to find new projects like a scout plane launched from a submerged sub.

Also the SPRING interface doesnt have any trouble with planes (all of them :roll: )below the water level...Ive tested amphibious pads for my Limited Fuel & Ammo mutation and planes are replenished when the pads are very deep in the water...what led me to remove the "amphibious" tag from pads for while..
VonGratz


Soviet... http://www.tauniverse.com/forum/showthread.php?t=34002
New...http://images.google.com.br/imgres?imgu ... D%26sa%3DN and....http://www.cnn.com/2006/TECH/space/02/2 ... index.html
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BlackLiger
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Post by BlackLiger »

Aren't TA planes made of nanites? Those could shift their density and such while retaining a lighter wieght, if necessary.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

Does the old zero velocity guided missile trick work in Spring for single-dropped laser guided bombs?
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Argh
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Post by Argh »

The last time I checked (and this was a while ago)... yes.

I'm going to do a very specific test with a bomber unit in my current projec this evening, and see what works. I will get back to folks when I have results... I really think, though, that I will be able to find ways around most of these problems.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

@VonGratz:

What's this 'amphibious' tag you speak of? Currently there's no way to distinguish regular planes and sea planes reliably, so a tag like that could be very useful.
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PauloMorfeo
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Post by PauloMorfeo »

Argh wrote:...

Code: Select all

tdfparser.GetDef(ud.wingDrag, "0.07", "UNITINFO\\WingDrag");				//drag caused by wings
...
...
PauloMorfeo wrote:...

Code: Select all

	
	WingDrag=0.07; //drag caused by wings
...
...
I guess you haven't realized that what i posted is just exactly that source code deprived of unusefull stuff and formated into something that can be directly used in FBIs (just copy and paste).
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VonGratz
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Post by VonGratz »

Kloot wrote:@VonGratz:

What's this 'amphibious' tag you speak of? Currently there's no way to distinguish regular planes and sea planes reliably, so a tag like that could be very useful.
The tag from the MOBILE PADS :cry: :cry: :wink: :lol: that were amphibious, and, during the sea travel, received visits of a lot of amphi planes( that have the tag you had cited amphibious=1;) ) and NOT amphi planes below the water :!: :!: :!: A new bug was created :-)
Also I intend to test script modifications about sub levels in seaplanes, because
they not emmit any bubbles when cross the water level during this "bug" to "land" in the submerged pads..
VonGratz
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Thats great that we can sort of semi approximate one bomb being dropped using a hackish work around and some other nonsense..

Id like the current system to be made workable so that such nonsense is not neccessary. Considering how major aircraft are this is not some sort of silly obscure request, these things need to be addressed. Hackish workarounds are not the order of the day..
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Tobi wrote:Committed the patch, so please test whether it improves stuff or breaks things.

http://www.osrts.info/~tvo/spring/
Okay that fixed my complaints about planes and didn't seem to break anything.
bwansy
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Joined: 02 May 2006, 05:21

Post by bwansy »

Kloot wrote:You mean like this? :)

(Can't get them to land on the ocean floor, though.)
Which mod were you using? It doesn't work in Balanced Annihilation.
Kloot
Spring Developer
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Post by Kloot »

None, I changed the soure code.
bwansy
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Post by bwansy »

I see.
IMO the greatest value of seaplane is like other amphibious units - surprise. Imagine a squad of bombers flying across a sea with absolutely no AA ships, and suddenly 20 seaplane fighters emerge from the bottom of the water and intercept them...
And floating seaplanes are mostly useful in mods where aircraft are limited by the fuel system. Instead of patroling above the ocean waiting for dispatch, while having to refuel every few minutes, they can simply float on the water and consume no fuel. Of course submersible seaplanes have this advantage, too.
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VonGratz
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Post by VonGratz »

Kloot, did you modify the sourcecode a little more to submerge the planes? :-)
And floating seaplanes are mostly useful in mods where aircraft are limited by the fuel system.
I would like to test it, is it possible?My mod is one with fuel limitation and the quote above gave me some new options for these floatplanes.
Also I think that these seaplanes deserves floaters.
Something like this...
VonGratz :wink:
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Kloot
Spring Developer
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Post by Kloot »

Well, I tried that briefly, but they always landed on the surface. Will take a closer look at it though. :)

A bigger problem however is that there is no way to tell normal- and seaplanes apart from within the code, so unless a tag like "isSeaplane" is added to UnitDef most normal planes will also be able to float/submerge...
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VonGratz
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Post by VonGratz »

Kloot wrote:Well, I tried that briefly, but they always landed on the surface. Will take a closer look at it though. :)

A bigger problem however is that there is no way to tell normal- and seaplanes apart from within the code, so unless a tag like "isSeaplane" is added to UnitDef most normal planes will also be able to float/submerge
Detailing..
most normal planes will also be able to float
Do you are talking about a future test when planes will submerge? or all planes that already are capable to land in water surface due your code modification?

VonGratz :wink:
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PauloMorfeo
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Post by PauloMorfeo »

If only bursts worked with bombers, we could make bombers have a reload time of something like 5 secons, and then we could define exactly how many bombs we would want in the burst (and he would always fire the complete burst of bombs). The problem is that the bursts don't work in Bombers .. nor BeamLasers...
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

I'm starting to think the way that aircraft attack needs to be rethought altogether.
Dropped weapons are too spammed, and non-turreted missiles require a nosedive.
Addin the unlevel flight planes already suffer from and you have gimpy, kludged air
units. Basically you either settle for an unbalanced air attack or one that means pretty
much certain death to the unit.

Dropped=1 suggestion:

Allow burst rate and reload times to work so that the bomb quantities can be strictly
regulated. Also cruisealtitude should be measured from sea level so that planes do
less gimpy flight. All those unnecessary pitch changes makes them unnecessary
prone to missile fire that ought to miss under most circumstances, but the velocity is so
drastically cut in a noseup event it doesn't work out that way.

Turret=0 suggestion:

Allow attackrunlength= to be defined so that the approach to the target can be fine-tuned
by the mod. As it is now that take a deadman's approach towards gun-armed units
and suffer losses needlessly. Also that immelman's turn needs to be controlled by
the unit fbi so that we can fire and forget. Perhaps your escape after launch could be
more like the turret controls, where you use three numbers to define the x-y-z evade
direction preferred. And there needs to be a divebomber=1 tag to make the unit dive,
otherwise it should fly level over the target by default. That way the modder can
either use a high tolerance for off-boresight shots ( like in TA) or dive at the target.
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Neddie
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Post by Neddie »

I know somebody interested in the bomber code and behaviours, so I will see if he can do anything about it.
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