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Realistic Torpedo Plane
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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Mon Oct 05, 2020 10:42 pm    Post subject:  Realistic Torpedo Plane
Subject description: It is Possible?
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I want to create a torpedo plane that fires a projectile that hits the water and turns into a torpedo to hit the target. It's possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 06, 2020 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

no, because there's no way to prevent it from firing the torpedo while over land as well (afaik).

Though if you don't care about that, it could be easily done via a fitting firing anim (showing a dropping torpedo with a final water splash) and a delayed projectile launch to match the anim duration.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Oct 06, 2020 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I would imagine LandTargeting=1 and NavalTargeting=5 would solve the problem of it firing at land.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Oct 06, 2020 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Won't you always have the problem that if the naval target is close to shore that your plane could drop the torpedo on land?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Oct 06, 2020 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
I would imagine LandTargeting=1 and NavalTargeting=5 would solve the problem of it firing at land.
Those only check target's position, not the firer's. So as long as target is on water the firer would still try to launch a torpedo from land.
One way to get out of it is to use initial payloads with fake passenger that can only swim.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 06, 2020 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a working torpedo bomber in D-day, it uses an Airburst/Splits weapon with the first stage being the torpedo dropping with a parachute. It then detonates when it hits the water & spawns a second stage that then attacks the target.

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Wed Oct 07, 2020 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I have a working torpedo bomber in D-day, it uses an Airburst/Splits weapon with the first stage being the torpedo dropping with a parachute. It then detonates when it hits the water & spawns a second stage that then attacks the target.


Interesting, you have the code?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Oct 07, 2020 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

This is the main code, the rest is the usual basic stuff.

Dropping=yes
Parachuted=yes
CourseLockDuration=9999
Airburst=yes
AirburstWeapon= (second stage here)
Splits=yes
Cluster=1
RetargetAccuracy=1.0

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snmiglight
Grenadier


Joined: 25 Aug 2007

PostPosted: Sun Oct 25, 2020 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Mon Oct 26, 2020 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 30, 2020 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater gave you the code already.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Fri Oct 30, 2020 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not certain how it's done, but I'm pretty sure there's a way to make ballistic projectiles fall to the ground 2 cells from the firer. As I recall, it was an unintended outcome of one of the attempts to make a straight-firing cannonball. Anyone remember how that was achieved?

If that can be combined with Splits=, it might be a more ideal effect than parabombs.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Dec 21, 2020 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I am sorry for asking but I don't understand how splits actully works. I tried copy-paste and the. still not working. Am I doing anything wrong?

I have registered both weapons and projectiles. What am I missing?

Code:

[MaverickE]
Damage=300
ROF=10
Range=9
Projectile=BombtoTorpedo ;AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=2;4

[BombtoTorpedo]
Image=SUBT
Dropping=yes
Parachuted=yes
CourseLockDuration=9999
Airburst=yes
AirburstWeapon=SubTorpedoE ; << This is just regular typhoon torpedo.
Splits=yes
Cluster=1
RetargetAccuracy=1.0
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 21, 2020 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Two things I forget to mention, you need ProjectileRange= on the weapon to make it detonate just before it hits the water. Use AnimList=H2O_EXP3 on the warhead to make it look like it hit the water though.

Using Level=yes on the secondary stage also results in the torpedo working inconsistently, so you need to make a new torpedo weapon without it.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Dec 21, 2020 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosh almost perfect. I don't know what cause the torpedo to go sideway before retarget to the target.





Code:

[ASWBomb2]
Damage=50
ROF=3
Range=10
MinimumRange=3
ProjectileRange=3
Projectile=DepthCharge2
Speed=30
Warhead=APSplash3
Report=OspreyAttack

[DepthCharge2]
Shadow=no
Image=DRAGON
Dropping=yes
Parachuted=yes
CourseLockDuration=9999
Airburst=yes
AirburstWeapon=AirplaneTorpedoE ; << This is just regular typhoon torpedo.
Splits=yes
Cluster=1
RetargetAccuracy=1.0

[AirplaneTorpedoE]
Damage=100
ROF=120
Range=7
Projectile=AirplaneTorpedo
Speed=18
Report=SubAttack
Warhead=APSplash
DecloakToFire=no

[APSplash3]; for units whose missiles are having trouble hitting
CellSpread=.5
PercentAtMax=.8
Wall=yes
Wood=yes
Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100%
;Conventional=yes
InfDeath=3
AnimList=H2O_EXP3
ProneDamage=50%

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Dec 22, 2020 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Show me the code for the AirplaneTorpedo projectile

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Tue Dec 22, 2020 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
Show me the code for the AirplaneTorpedo projectile


[AirplaneTorpedo]
AA=no
AG=yes
ROT=10
Image=SUBT
Acceleration=100
Proximity=yes
Shadow=no
Ranged=yes

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