Advanced weapon

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Advanced weapon

Postby syrphid » Tue Feb 19, 2013 7:26 pm

The VSF weapons seem to have a tendency to be more complete. And the latest VSF features call them into being.

Thus the suggestions:
• weapon animation (or something like tail.x in the Micro Flight)
• a delay in motor start up after the release of a missile

An animated missile could, for example, deploy its folded wings and tail surfaces after launch.
The launch sequence from an internal bay requires a delay in engine start up.
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Re: Advanced weapon

Postby syrphid » Fri Sep 20, 2013 10:44 pm

Advanced weapon could be no weapon at all. VSF has almost everything for this:
• [kill_radius] enables to reduce to zero the destructive effect;
• "Weapon Smoke" removes smoke.
And now we have safe payload of the vehicle.
The exhample is drop tank (see Fuel_Tank and Fuel_1400 in the weapon folder) or supply container.

Suggestion is: Drop-away engines

A booster rocket should be configured like a simple missile but only has to stay attached to the vehicle to augment the vehicle's thrust.

As soon as booster engine cuts-off it is dropped away
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Re: Advanced weapon

Postby Sailorjohn » Sat Sep 21, 2013 3:09 am

Just a quick observation on your suggestions, Coleco. In VSF the towline position is controlled by elements "cable" xyz for towed vehicle, and "anchor"xyz for towing vehicle. While it seems reversed, remember that VSF was originally intended as replacement for MF, not VS...hence these were aircraft parameters. Where possible, "anchor" position on towing vessel should be towing bitts forward of the rudder post, to facilitate proper steering control. FWIW, I did a LOT of towing in the USCG...and one of my commands was an ex-USN WWII seagoing tug/salvage vessel.

EDIT: This was in reference to your post of VSF suggestions, apparently deleted during my reply.
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Re: Advanced weapon

Postby syrphid » Sat Dec 21, 2013 3:28 pm

Once again about the drop tank.
As a matter of fact this is the suggestion.
[time_max] is additional fuel time which is added to the vehicle when the drop tank is started.


The following is a summary of suggestions

• drop tanks
• drop-away engines
• weapon animation
• delay in motor start up
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Re: Advanced weapon

Postby syrphid » Tue Apr 08, 2014 6:30 pm

"Healing" weapon

Weapon with [kill_radius]<0 should "heal" all targets in [kill_radius] absolute value.

For example, this should be good to simulate fire appliances.
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Re: Advanced weapon

Postby syrphid » Mon Jan 12, 2015 7:59 pm

"Kamikadze"

When the vehicle crashes its weapon detonates (always or if selected).
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Re: Advanced weapon

Postby syrphid » Fri Jan 13, 2017 7:52 am

"Complete weapon"

At [time_max] the weapon should change to the vehicle with the same name instead of self destructing.

The minus sign should be used as a switcher

[time_max]<0
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Re: Advanced weapon

Postby syrphid » Sat Sep 30, 2017 7:03 pm

syrphid wrote:"Healing" weapon

Weapon with [kill_radius]<0 should "heal" all targets in [kill_radius] absolute value.

For example, this should be good to simulate fire appliances.


Fire Flight is by far the best implementation of the Suggestion :!:
What a wonderful surprise and spectacular event in a world of simulation.
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