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Aircraft Questions/Example?

Started by TheJamsh, November 12, 2008, 08:04:34 AM

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TheJamsh

I posted here seeing as this is for pb4a...

What im looking for is a well-tuned aircraft, so far others have been very jerky and awful to fly around. They are actually for space maps, unless i decide that hovercraft class actually suits better.

Im wondering if there are any aircrafts in the patch13.pak?


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

Space Map

your looking for m-76 combat fighter. thats my best tuned aircraft atm.



*****General BlackDragon*****

TheJamsh

testing

not a bad start. this tuning is going to take ages. trouble is they need to work in space and in-atmo


BZII Expansion Pack Development Leader. Coming Soon.

AHadley

#3
There's an EDF fighter in FE 1.2's pak. That might be useful. I also converted the scout sub into a fighter craft once.

EDIT: No, there isn't. I looked and can't find it.

TheJamsh

yeh but the EDF ones a hovercraft class probably. even if it isnt aircraft in 1.2 are useless...


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

Maybe useless, but still fun to fly! Anyways, tuning aircraft is such a pain in the butt, its unreal.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

AHadley

I keep trying to use a 'n' d and then wonder why I'm spinning round in circles.

General BlackDragon




*****General BlackDragon*****

mrtwosheds

This is an odd little flying thing, not entirely bug free.

[GameObjectClass]
baseName = "dvwing"
geometryName = "dvpara00.xsi"
classLabel = "aircraft"
geometryScale = 0.875
scrapValue = 10
scrapCost = 65
customCost = 75
buildTime = 10.0
maxHealth = 4000
maxAmmo = 5000
addHealth = 5
addAmmo = 6
aiAddHealth = 7
aiAddAmmo = 8
unitName = "ParaDalek"
//explosionName = "xsuiscav"
aiName = "AirCraftFriend"
aiName2 = "AirCraftEnemy"
heatSignature = 4.0
imageSignature = 0.5
radarSignature = 2.0
isAssault = 0
CanSnipe = 0
armorClass = l
//collisionRadius = 8.0
boxCollide = 1
Mass = 15000
SmartIsAirUnitCheck = false
provideCount = 2
provideName1 = "dvpara"
provideName2 = "flier"

requireCount = 3
requireName1 = "dbfact"
requireText1 = "Dalek Factory Required"
requireName2 = "Dbemper"
requireText2 = "Emperor Required"
requireName3 = "dbmaster"
requireText3 = "Build Master Dalek"

lightHard1 = "hp_light_1"
lightName1 = "eyeblue"
lightHard2 = "hp_light_3"
lightName2 = "earlight"

weaponMask = 00011
weaponHard1 = "HP_special_1"
visualHard1 = "HP_DOCK_S"
weaponAssault1 = 1
weaponName1 = "gparabb"
weaponHard2 = "HP_special_2"
visualHard2 = "HP_DOCK_T"
weaponAssault2 = 1
weaponName2 = "gparabb"
weaponHard3 = "HP_cannon_1"
visualHard3 = "HP_DOCK_H"
weaponAssault3 = 0
weaponName3 = ""
weaponHard4 = "HP_cannon_2"
visualHard4 = "HP_DOCK_P"
weaponAssault4 = 0
weaponName4 = ""
weaponHard5 = "HP_SHIELD_1"
weaponAssault5 = 1
weaponName5 = ""


[CraftClass]
AircraftAttackMustDeploy = true
PathingType = 4 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer
UseAssaultSpecials = true
rangeScan = 450.0f
periodScan = 4.0f
velocJam = 5.0f
engageRange = 300
//weaponPitch = .35
selectWaitMsg = "iobey.wav"
selectAttackMsg = "intrlok.wav"
selectFollowMsg = "iobey.wav"
selectGoMsg = "extallhum.wav"
selectOtherMsg = "iobey.wav"

goMsg = "extallhum.wav"
attackMsg = "regasnme.wav"
followMeMsg = "dmove.wav"
followMsg = "iobey2.wav"
repairMsg = "iobey2.wav"
reloadMsg = "iobey.wav"
rescueMsg = "identifh.wav"
recycleMsg = "exterm.wav"
otherMsg = "extallhum.wav"
holdMsg = "stay.wav"

user1Msg = "" 
killedMsg = "supreme.wav"
diedMsg = ""


[AirCraftClass]
AltitudeLookahead = 2.0
attackTask = "DefendArea"
defendTask = "DefendArea"
waitTask = "DefendArea"
velocSet(L) = 5.0 // minimum velocity
velocSet(M) = 15.0 // cruising velocity
velocSet(H) = 40.0 // maximum velocity
accelThrust = 20  // thrust acceleration
accelBrake = 10 // 10.0 // brake acceleration
accelDrag = 50 // 60.0 // drag acceleration -- affects sliding sideways
// mouse as rudder
omegaSteer(L) = 1.5  // 2.5 // steer turn rate at minimum
omegaSteer(M) = 1.25  // 2.0 // steer turn rate at cruising
omegaSteer(H) = 1.0 // 1.5 // steer turn rate at maximum
// strafe affecting rudder
omegaStrafe(L) = 0.75 // airbrake turn rate at minimum
omegaStrafe(M) = 0.55 // airbrake turn rate at cruising
omegaStrafe(H) = 0.35 // airbrake turn rate at maximum

//this affects steering but not sliding
alphaSteer = .75 // steering angular acceleration
// more = more turning from strafing
alphaStrafe = .1 // 0.01 // airbrake angular acceleration


alphaDamp = 17 // 12 // damping angular acceleration
//a low values under 5 get insanely tippy
pitchPitch = 1.57 //  maximum pitch angle

rollSteer = 0.5 // 0.5 // maximum roll angle from steering
rollStrafe = 0.5 //0.5 // maximum roll angle from airbraking

//added stuff
OverWaterFlying = true
OverWaterLanded = false
MaxTakeoffSpeed = 34.0
aiAltitude = 40 // default = minAltitude + 25% of dist between min, maxAltitude
LiftSpring = 30.0 // all craft/pilots, during takeoff/landing
AILiftSpring = 30.0 // AI craft ONLY, when flying to get to aiAltitude.
minAltitude = 35.0
maxAltitude = 200.0 
alphaLevel = 7 //5 // 10.0 // how fast you can change pitch/ overall manuver

soundThrust = "dtech4.wav"
soundTurbo = "dtech6.wav"
soundDeploy = "elev8.wav"
soundUndeploy = "dzzowk.wav"
soundBrake = "dtech12.wav"
timeDeploy = 6.0 // 2.0 // time to deploy
timeUndeploy = 2.0 // 2.0 // time to undeploy

[Lod1]
geometryName = "dvpara01.xsi" ;geometry for lod1
distance = 50

AHadley

He may have trouble actually using that in his mod, maybe just the physics section would have been better to post  :-D

@GBD: I don't know what you're laughing about, he who creates self-cloning bomber bays :P

mrtwosheds

I just post the whole thing, some of the other bits are useful too, its not as if there are many examples around to work from. Obviously anyone wishing to use it would need to alter bits referencing stuff they don't have

TheJamsh

thats easy enough lol... i have a few figures to play with. just need to seriously tune the stuff.

would like to get them to behave as efficiently as hover tanks, and not as horribly jerky... but in an aircraft way...


BZII Expansion Pack Development Leader. Coming Soon.

TheJamsh

what about those taking part in ARC MOD? they have anything to say? i know ARC uses a lot of space-based stuff...


BZII Expansion Pack Development Leader. Coming Soon.

Nielk1

It (aRc) is on hold 'till I finish everything else or I get some kind of team together.

Click on the image...

AHadley

I'll help map, just need a brief.