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unit fbi quest, please answer

Posted: 31 Dec 2006, 02:47
by maestro
:cry:

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 ?

Posted: 31 Dec 2006, 05:28
by Caydr
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.

Then, you increase them all (or in certain cases, like drag, mygravity, etc, decrease) to improve handling. They don't modify the model in any way, no.

They only apply to fighters.

Posted: 31 Dec 2006, 10:08
by Saktoth
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.
The wiki doesnt have a very good description, but it helps (Scroll right to the bottom).

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).
They only apply to fighters.
By this you mean they do not apply to the gunship style movement (HoverAttack=1;)? Otherwise, what defines a fighter from a bomber?

Posted: 31 Dec 2006, 12:31
by KDR_11k
Bombers use a different unit class in the code AFAIK. No idea what defines a bomber, Spring is very arbitrary since it's designed to interpret OTA files, not be a good platform for new mods.

Posted: 31 Dec 2006, 13:26
by Saktoth
So does anyone know what tag exactly defines the bomber movementclass?

Posted: 31 Dec 2006, 16:31
by SJ
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.

Posted: 01 Jan 2007, 02:32
by maestro
Caydr 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.
damn, knowing their default value and knowing what they do/for is totally different thing
"What is Sichuan fried duck ?"
"See the price list!"
^%$(^($&($
:roll:

Posted: 02 Jan 2007, 03:37
by MadRat
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(?)

Posted: 02 Jan 2007, 11:18
by maestro
hi thx
btw is aircraft as long range missile platform possible ?
I means something like super etendard, b-52 with cruise missile etc
they will shot the target from thousand pixel away without turning over/to their target

Posted: 02 Jan 2007, 13:35
by Saktoth
btw is aircraft as long range missile platform possible ?
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.

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.

Posted: 03 Jan 2007, 15:04
by VonGratz
Hi friend!
Im utilizing the turnback, usually found in fighters to avoid fly through the target.The only dif is that the plane is a fast maneuvrable attacker, not a heavy weight B-52.The plane is the SeaRavage, from my mod, inspired in the russian Backfire.
VonGratz :wink: