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PostPosted: Fri Aug 28, 2015 00:41 am 
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Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4402
Cant remember how to make a ship engage targets but not turn the ship towards the target...

Another words, it isn't realistic for a ship to turn towards an aircraft to engage it...

I want to make the ship slew its weapons, which are set to auto slew, but not turn its hull towards me when flying an attacking aircraft.

So what settings do I change when building a ship to accomplish that? I used to know how to do that but its been to many years...

Read this in the editing tips but will it work for vertically launched sams and antiship missiles?

Quote:
How to have missiles on ships and vehicles aim at 180 degrees automatically.

There are two ways to get this to happen. One, is to make the missile a gun in the toolkit. In the missile's main editing window, change it's TYPE to Gun, and then in the Ordnance Info menu check "Object is a Gun". Because missiles are not slewed in Fighters Anthology, but guns are, the ship or vehicle will slew now the weapon. Another way is to keep it tagged a missile, but edit a line in the .JT file toward the bottom. This line controls the horizontal field of view (FOV) for the missile when loaded on vehicles and ships. Here's an example excerpt from the .JT file:

"byte 31 <-------- AI vehicle horizontal FOV (change to 180 for all aspect firing)
word 1400
word 1668
word 0
word 120
word 260
word 5460
word 2730
byte 100
byte 100

============ Section removed to save space =============
word 0
word 750
word 35

;---------------- END OF PROJ_TYPE ----------------

:ot_names
string "SA-3"
string "SA-3 Goa"
string "SA3.JT"
:shape
string "goa.SH"
:loopSound
string "&salmis.11k"
:si_names
string "SA-3"
string "SA-3 Goa"
string "SA3.JT"
:fireSound
string "&saltmis.11k"
end"

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PostPosted: Sat Sep 05, 2015 15:37 pm 
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Joined: Fri Feb 07, 2003 19:00 pm
Posts: 763
CAG,

Changing the FOV as you indicate in the .PT file will work for vertically launched weapons, provided you also set their targeting FOV to 90 or 180 degrees in the Toolkit. For a ship to slew it's weapons toward you as if on a turning launcher, I believe you need to check the box in the toolkit to designate that the weapon is a gun. However, this results in the weapon making the sound of bullets flying by instead of a missile flying by ("whoosh") if it misses, and in the debriefing the weapon's hit and miss stats will be in the gun category instead of the SAM category. I could be mistaken about the requirement to make it a gun, but this is how I have done it.

Zephyr


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PostPosted: Sat Sep 05, 2015 16:08 pm 
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Thanks Zephyr...

Was wonder will changing the fov on targeting make it that much harder to beat the missile with maneuvers once its inflight? If so maybe I do need to make it a gun in the toolkit...

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PostPosted: Tue Sep 08, 2015 20:20 pm 
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If you make the FOV 180, yes, the missile could turn back around and try to re-engage a target if it misses the first time. But you should only need to change the FOV to 90 for a vertical launch missile.


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PostPosted: Wed Sep 16, 2015 14:02 pm 
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Thanks Zephyr... How do you remember all this stuff from so long ago?

I no longer have any space left in my cranial storage!

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PostPosted: Fri Sep 18, 2015 07:55 am 
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Joined: Sun May 23, 2004 18:24 pm
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Location: Indiana
Perhaps the time has come to start a thread of absolute knowledge, where everyone contributes every trick they know. After a couple years, that knowledge can be copy/pasted into a document.


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PostPosted: Sat Sep 19, 2015 18:34 pm 
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Wish we had a LIKE Button!

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