Author Topic: MIRV-like Weapon  (Read 7294 times)

0 Members and 1 Guest are viewing this topic.

Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads. Now, my missile will use that multiple warhead system though it, of course, can't be named MIRV because the RV stands for reentry vehicle. The problem is that so far, the spawning flags only release warheads in a sphere, not a cone. Is there a certain code that I'm missing, or is it just not implemented. Otherwise, this would make an interesting feature for the SCP. If it can be done by scripting, I can't do it since I have zilch knowledge about scripting for now.
I have created a masterpiece.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
You should be able to do it with $Spawn_Angle: table option and "inherit parent target" weapons flag - the flag is in code atm but i do not think there are any builds that are new enough to have it. You achieve almost the same without the flag though just bu using the 'spawn angle' option
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Oooo pls post screenies when you get it to work!
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads.

I tried something similar a few nights ago for TBP. I just couldn't get it to work. i tried to use the spawn/cluster bomb system to make a shrapnel weapon that sent a hundred sharp splinters towards the target in a roughly 40o cone. I think the problem may have been that none of the splinters were hitting the target. It is hard enough to time remote detonations but to get one close enough that the splinters have any chance of hitting is extremely difficult. I certainly couldn't do it.

Then again i wanted bomblets that damaged on collision. If you just want bomblets that auto explode after being thrown a certain distance from the delivery weapon that's do-able. Check out TBP's Venom 1 missiles.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...

EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.

« Last Edit: February 27, 2007, 01:19:10 pm by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Dysko

I'd put also in the flags "Spawn Trebuchet, 500", but such a weapon would be a bit unbalanced... :lol:
My aviation photography website: GolfVictorSpotting.it

 
$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...

EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.



Huh, wouldn't that cause the child missiles to spawn at a single point?

Don't know if this should be in the SCP thread, the scripting thread, or this one so if appropriate, go ahead and move this thread if it does fall into one of those. Now, I wanted to create a sort of MIRV weapon, a missile that approaches a target and launches like a dozen missiles or bombs TOWARD a target. For those who don't know what MIRVs are, they, today, are ballistic missiles that circumvent several warhead payload treaties by loading a missile with multiple warheads.

I tried something similar a few nights ago for TBP. I just couldn't get it to work. i tried to use the spawn/cluster bomb system to make a shrapnel weapon that sent a hundred sharp splinters towards the target in a roughly 40o cone. I think the problem may have been that none of the splinters were hitting the target. It is hard enough to time remote detonations but to get one close enough that the splinters have any chance of hitting is extremely difficult. I certainly couldn't do it.

Then again i wanted bomblets that damaged on collision. If you just want bomblets that auto explode after being thrown a certain distance from the delivery weapon that's do-able. Check out TBP's Venom 1 missiles.

I wanted the missile to detonate a certain time after launch and then launches the mini missiles. Is that possible?
I have created a masterpiece.

 

Offline Mobius

  • Back where he started
  • 213
  • Porto l'azzurro Dolce Stil Novo nella fantascienza
    • Skype
    • Twitter
    • The Lightblue Ribbon | Cultural Project
Yesm you can. I think you can set the detonation time by changing the lifetime value.

M.I.R.V. is already used in Ace Combat 3.

*runs*
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito

  

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
$Detonation Radius: another quite recent table option that sets the distance from the target where the weapon detonates...

EDIT: Also try setting spawn angle for the parent weapon to zero and set massive $FOF: for the child weapon.

Huh, wouldn't that cause the child missiles to spawn at a single point?

They spawn at a single point no matter what settings are used - the new 'launch angle' is just different.

If you use spawn angle values you get (iirc) perfectly even dispersal of submunitions.. This may well prevent the submunitions from flying along the course of the original weapon. With $Fof: you get random dispersal sort of like shotgun. so some of the submunitions may actually fly straight and hit something
Do not meddle in the affairs of coders for they are soggy and hard to light

 
oops, my wording was screwed up, I meant spawned in a straight line as in merging with one another. I have a bit of an update:

My tests failed because I forgot a comma before the spawn number syntax, I'll be testing again soon. Because of this small error the only thing spawned were subach looking lasers.

Yesm you can. I think you can set the detonation time by changing the lifetime value.

M.I.R.V. is already used in Ace Combat 3.

*runs*

The lifetime thing affects the locking range. This is a missile that homes in and then shoots the missiles. Also, the MIRV is used in AC5 and Zero, just to show you how much I like this weapon.
I have created a masterpiece.

 

Offline Raptor

  • 210
What you're trying to create is exactly like the missile system I devised for my Hera destroyer... :nervous:  This is getting spooky...

To work (at least the way I wanted it to) it needs the '$Detonation Radius:' tbl entry, but I don't know if that line is included for the build I'm using... or even if it's totally comitted yet.
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 
I'm using the official 3.6.9 release and it doesn't recognize detonation radius but the wiki says $Detonation Range: is included. This will do for now but is quite inconvenient because you have to memorize how far the missile will have to go after being released. Meaning if the range of detonation is 1000, shooting any closer will not release the munitions and setting it to 800 seems too close.

EDIT:
I'm getting pissed:

Error: weapons.tbl(line 4710:
Error: Required token = [#End] or [$Name:], found [$Detonation Range:   1000]
in weapon: Diapason.

It is listed in the Wiki but why is this not working?! I hate this error more than anything!
I have created a masterpiece.

 
Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.

This is what they look like  coming at me. All I did was glide backwards and shoot, the missile was launched in reverse apparently


The missiles did about 8 points of damage against the sath. Impressive. The blob turrets managed to shoot a few down but the plan worked, the majority of the warheads got through and hit. Yep, I got killed by a beam at the last second!
I have created a masterpiece.

 

Offline bizzybody

  • 29
  • Space Viking
    • Fandemonium 2008!
I'd like to see something like the laser heads from David Weber's "Honor Harrington" book series.  Those warheads use a spherical array of nuclear bomb pumped X-Ray lasers, shooting out in all directions. 'Course they go off far enough away from the launching ship so as to not present a danger from beams that're aimed backwards.
"They were really only teeny little A-bombs, honest!" Dr. Charles Dart

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
Er? Are you talking about the NOVA from like 4 years ago maybe???



"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 
To tell you the truth, because I misplaced that comma in the spawn flag, that was the effect I saw, though much smaller. Ok, well the missiles do release as expected however that "inherit parent target" flag would really come in handy as these missiles don't home in on big targets like capital ships, I only dumb fired these so far.
I have created a masterpiece.

 

Offline Getter Robo G

  • 211
  • Elite Super Robot Pilot
I love that effect, I was gonna go back someday and figure out how to make red, green, yellow, and white ones out of it to use as "Fire Works"... We need them for the Wedding scene.   :nervous:
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline takashi

  • Better than TrashMan
  • 29
i like these weapons. i want the finished versions =D

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Update: I got a recent build and now it works. Problem is that this build doesn't recognize Jpg or Tga textures and some of my older yet still used textures ARE jpgs and tgs.
For new builds, -jpgtga is enabled by default, so the flag has been removed because its not needed anymore.
The Trivial Psychic Strikes Again!

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Phreak has already done this.
"Load sabot. Target Zaku, direct front!"

A Feddie Story