482
edits
Line 177: | Line 177: | ||
* Link the -bombableinclude.xml file to the aircraft's existing model XML file | * Link the -bombableinclude.xml file to the aircraft's existing model XML file | ||
<?xml version="1.0"?> | |||
<PropertyList> | |||
<!-- Nasal code --> | |||
<nasal> | |||
<load> | |||
<![CDATA[ | |||
print("Loading F-15E ", cmdarg().getPath()); | |||
var nodeName = cmdarg().getPath(); | |||
##checks whether it has been initialized already; if so, just return | |||
if ( bombable.check_overall_initialized (nodeName) ) return; | |||
############################################ | |||
#FUNCTION object_init, INITIALIZER | |||
var object_init = func() { | |||
# Datas of this object are under: cmdarg().getPath() | |||
var thisNodeName = cmdarg().getPath(); | |||
var thisNode = props.globals.getNode(thisNodeName); | |||
# Add some useful nodes | |||
######################################################################## | |||
######################################################################## | |||
# INITIALIZE BOMBABLE | # INITIALIZE BOMBABLE | ||
# | # | ||
Line 225: | Line 216: | ||
# These routines are found in FG/nasal/bombable.nas | # These routines are found in FG/nasal/bombable.nas | ||
# | # | ||
######################################################################## | |||
# INITIALIZE BOMBABLE Object | # INITIALIZE BOMBABLE Object | ||
# This object will be slurped in the object's node as a child | # This object will be slurped in the object's node as a child | ||
Line 233: | Line 224: | ||
# location | # location | ||
# | # | ||
thisNodeName = cmdarg().getPath(); | thisNodeName = cmdarg().getPath(); | ||
var bombableObject = { | var bombableObject = { | ||
objectNodeName : thisNodeName, | objectNodeName : thisNodeName, | ||
objectNode : props.globals.getNode(thisNodeName), | objectNode : props.globals.getNode(thisNodeName), | ||
Line 247: | Line 238: | ||
#update time faster than about 1/3 seems to have a noticeable effect | #update time faster than about 1/3 seems to have a noticeable effect | ||
#on frame rate | #on frame rate | ||
######################################### | ######################################### | ||
# ALTITUDE DEFINITIONS | # ALTITUDE DEFINITIONS | ||
Line 254: | Line 245: | ||
altitudes : { | altitudes : { | ||
wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level). For most objects this is 0 but some models need a small correction to place them exactly at ground level | wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level). For most objects this is 0 but some models need a small correction to place them exactly at ground level | ||
minimumAGL_m : | minimumAGL_m : 300, #minimum altitude above ground level this object is allowed to fly | ||
maximumAGL_m : | maximumAGL_m : 50000, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling | ||
crashedAGL_m : 0.6, #altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001. | crashedAGL_m : 0.6, #altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001. | ||
}, | }, | ||
Line 266: | Line 257: | ||
maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged | maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged | ||
minSpeed_kt : 112, #minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground. | minSpeed_kt : 112, #minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground. | ||
cruiseSpeed_kt : 550, #cruising speed, typical/optimal cruising speed, V C for aircraft | |||
attackSpeed_kt : 900, #typical/optimal speed when aggressively attacking or evading, in | |||
#level flight for aircraft | |||
maxSpeed_kt : 1400 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft | |||
damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second | damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second | ||
#The terminal velocities are calculated by opening the 'real' AC | |||
#in FG, level flight, full throttle, then putting | |||
#the AC at different angles of attack with the autopilot, | |||
#and noting the terminal airspeed & vertical speed velocities. | |||
#For best results, do it near sea level, under 5000 feet altitude. | |||
#One or two each of climb & dive velocities are probably sufficient. | |||
#However if you do more we may be able to use the more precise | |||
#data in the future. | |||
# | |||
#Note that these are intended to be true airspeed whereas FG's | |||
#/velocities/airspeed-kt reports indicated airspeed, so some | |||
#conversion or reference to groundspeed-kt is needed. | |||
# | |||
#In FG /velocities/groundspeed-kt is equal (or close | |||
#to equal, except for wind . . .) true airspeed when pitch=0 | |||
#but as pitch increases or decreases that will change. | |||
# | |||
diveTerminalVelocities: { | |||
point1: { airspeed_kt : 1060, vertical_speed_fps : - 337}, | |||
point2: { airspeed_kt : 1230, vertical_speed_fps : - 755}, | |||
}, | |||
climbTerminalVelocities: { | |||
point1: { airspeed_kt : 468, vertical_speed_fps : 236}, | |||
point2: { airspeed_kt : 843, vertical_speed_fps : 251}, | |||
#point3: { airspeed_kt : 1100, vertical_speed_fps : 161}, | |||
}, | |||
}, | }, | ||
# | # | ||
Line 278: | Line 306: | ||
dodgeDelayMax_sec : 15, #max time to delay/wait between dodges | dodgeDelayMax_sec : 15, #max time to delay/wait between dodges | ||
dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges | dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges | ||
dodgeMax_deg : | dodgeMax_deg : 88, #Max amount to turn when dodging | ||
#90 degrees = instant turn, unrealistic | #90 degrees = instant turn, unrealistic | ||
#up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast | #up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast | ||
#>85 is usually very unrealistic. You must test this in your scenario, however. | #>85 is usually very unrealistic. You must test this in your scenario, however. | ||
dodgeMin_deg : | dodgeMin_deg : 83, #minimum amount to turn when dodging | ||
rollRateMax_degpersec : 300, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll | |||
dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging. 90% means 90% right turns, 50% means 50% right turns. | dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging. 90% means 90% right turns, 50% means 50% right turns. | ||
dodgeAltMin_m : - | dodgeAltMin_m : -8000, #Aircraft will begin to move up or down | ||
dodgeAltMax_m : | dodgeAltMax_m : 8000, #Max & Min are relative to current alt | ||
dodgeVertSpeedClimb_mps : | dodgeVertSpeedClimb_mps : 1500, #Max speed to climb when evading | ||
dodgeVertSpeedDive_mps : | dodgeVertSpeedDive_mps : 1500, #Max speed to dive when evading | ||
}, | }, | ||
# | # | ||
Line 297: | Line 326: | ||
# other aircraft | # other aircraft | ||
attacks : { | attacks : { | ||
maxDistance_m : | maxDistance_m : 30000, #max distance to turn & attack main aircraft | ||
minDistance_m : | minDistance_m : 4000, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again | ||
continueAttackAngle_deg : | continueAttackAngle_deg : 80, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead | ||
altitudeHigherCutoff_m : | altitudeHigherCutoff_m : 30000, # will attack the main aircraft unless this amount higher than it or more | ||
altitudeLowerCutoff_m : | altitudeLowerCutoff_m : 30000, # will attack the main aircraft unless this amount lower than it or more | ||
climbPower : | climbPower : 8000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger | ||
divePower : | divePower : 10000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver | ||
rollMin_deg : | rollMin_deg : 82, #when turning on attack, roll to this angle min | ||
rollMax_deg : | #for sedate, Cessna-like manuevers make rollMin low. If you want an aggressive, | ||
#attacking, aiming fighter keep it close to rollMax, or even almost equal to rollMax | |||
rollMax_deg : 87, #when turning on attack, roll to this angle max | |||
#90 degrees = instant turn, unrealistic | #90 degrees = instant turn, unrealistic | ||
#up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast | #up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast | ||
#>85 is usually very unrealistic. You must test this in your scenario, however. | #>85 is usually very unrealistic. You must test this in your scenario, however. | ||
rollRateMax_degpersec : 120, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll | |||
attackCheckTime_sec : 10, # check for need to attack/correct course this often | attackCheckTime_sec : 10, # check for need to attack/correct course this often | ||
attackCheckTimeEngaged_sec : 0.5, # once engaged with enemy, check/update course this frequently | attackCheckTimeEngaged_sec : 0.5, # once engaged with enemy, check/update course this frequently | ||
}, | }, | ||
# | # | ||
######################################### | ######################################### | ||
Line 327: | Line 358: | ||
name : "Machine Gun", # name presented to users, ie in on-screen messages | name : "Machine Gun", # name presented to users, ie in on-screen messages | ||
maxDamage_percent : 5, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent | maxDamage_percent : 5, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent | ||
maxDamageDistance_m : | maxDamageDistance_m : 2000, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent | ||
weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed. | weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed. | ||
# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc. | # 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc. | ||
weaponOffset_m : {x:2, y:0, z:0}, # Offset of the weapon from the main aircraft center | weaponOffset_m : {x:2, y:0, z:0}, # Offset of the weapon from the main aircraft center | ||
weaponSize_m : {start:.1, end:.1}, # Visual size of the weapon's projectile, in meters, at start & end of its path | weaponSize_m : {start:.1, end:.1}, # Visual size of the weapon's projectile, in meters, at start & end of its path | ||
}, | }, | ||
sidewinder_missile : #internal name - this can be any name you want; must be a valid nasal variable name | |||
{ | |||
name : "Sidewinder guided missile", # name presented to users, ie in on-screen messages | |||
maxDamage_percent : 40, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent | |||
maxDamageDistance_m : 6000, # maximum distance at which the aircrafts main weapon/machine guns will be able to damage an opponent | |||
weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed. | |||
# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc. | |||
weaponOffset_m : {x:2, y:0, z:0}, # Offset of the weapon from the main aircraft center | |||
weaponSize_m : {start:1, end:1}, # Visual size of the weapon's projectile, in meters, at start & end of its path | |||
}, | |||
}, | }, | ||
# | # | ||
######################################### | ######################################### | ||
Line 341: | Line 385: | ||
# | # | ||
# All dimensions are in meters | # All dimensions are in meters | ||
# | # | ||
# | # | ||
dimensions : { | dimensions : { | ||
Line 347: | Line 391: | ||
length_m : 16.26, #length of your object, ie, for aircraft, distance nose to tail | length_m : 16.26, #length of your object, ie, for aircraft, distance nose to tail | ||
height_m : 4.47, #height of your object, ie, for aircraft ground to highest point when sitting on runway | height_m : 4.47, #height of your object, ie, for aircraft ground to highest point when sitting on runway | ||
damageRadius_m : 8, #typically 1/2 the longest dimension of the object. Hits within this distance of the | damageRadius_m : 8, #typically 1/2 the longest dimension of the object. Hits within this distance of the | ||
#center of object have some possibility of damage | #center of object have some possibility of damage | ||
Line 354: | Line 398: | ||
crashRadius_m : 6, #It's a crash if the main aircraft hits in this area. | crashRadius_m : 6, #It's a crash if the main aircraft hits in this area. | ||
}, | }, | ||
# | # | ||
Line 362: | Line 406: | ||
vulnerabilities : { | vulnerabilities : { | ||
damageVulnerability : 9, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill. | damageVulnerability : 9, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill. | ||
engineDamageVulnerability_percent : 6, #Chance that a small-caliber machine-gun round will damage the engine. | engineDamageVulnerability_percent : 6, #Chance that a small-caliber machine-gun round will damage the engine. | ||
fireVulnerability_percent : 5, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire. | fireVulnerability_percent : 5, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire. | ||
fireDamageRate_percentpersecond : .1, #Amount of damage to add, per second, when on fire. 100%=completely damaged. Warthog is relatively damage-resistant. | fireDamageRate_percentpersecond : .1, #Amount of damage to add, per second, when on fire. 100%=completely damaged. Warthog is relatively damage-resistant. | ||
fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out. | fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out. | ||
fireExtinguishSuccess_percentage : 45, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant. | fireExtinguishSuccess_percentage : 45, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant. | ||
explosiveMass_kg : 27772 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives. | explosiveMass_kg : 27772 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives. | ||
}, | }, | ||
Line 392: | Line 436: | ||
damageLivery : [ ] | damageLivery : [ ] | ||
}, | }, | ||
}; | }; | ||
######################################### | ######################################### | ||
# INITIALIZE ROUTINES | # INITIALIZE ROUTINES | ||
Line 422: | Line 466: | ||
# damagedengine | # damagedengine | ||
bombable.startSmoke("jetcontrail", thisNodeName ); | bombable.startSmoke("jetcontrail", thisNodeName ); | ||
#F-15E already has contrails, we're leaving this out | |||
# | # | ||
# END INITIALIZE BOMBABLE | # END INITIALIZE BOMBABLE | ||
######################################################################## | ######################################################################## | ||
######################################################################## | ######################################################################## | ||
} | |||
object_init(); | |||
]]> | |||
</load> | |||
<unload> | |||
<![CDATA[ | |||
print("Unload F-15E."); | |||
var nodeName= cmdarg().getPath(); | |||
bombable.de_overall_initialize( nodeName ); | |||
bombable.initialize_del( nodeName ); | |||
bombable.ground_del( nodeName ); | |||
bombable.location_del (nodeName); | |||
bombable.bombable_del( nodeName ); | |||
bombable.attack_del( nodeName ); | |||
bombable.weapons_del (nodeName); | |||
# </unload> | |||
]]> | |||
</unload> | |||
</nasal> | |||
</PropertyList> | |||
===Link the -bombableinclude.xml file to the existing F-15 model file=== | ===Link the -bombableinclude.xml file to the existing F-15 model file=== |
edits