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Originally Posted By: Col. Gibbon


That statement was what I was replying too, Ray.



The community at large knows I wasn't making light of the sacrifice of transport pilots. Yet in a discussion about what should or shouldn't be in the game you went off topic and implied that it was the case.

It was another one of those sniping comments that sent us down the rabbit hole a couple of days ago. Maybe you don't realize you're doing it, I don't know but please, for the sake of the community think about it before you post.

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OK, let us say I miss understood your post, and leave it at that.

There are differences between English, English, and US English.

Quote:
Maybe you don't realize you're doing it, I don't know but please, for the sake of the community think about it before you post.


Works for me, but this a a two way street.


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I haven't seen this much sniping and BS here since the VBH war

WTF????

Do I need to box up some Pamprin and post it to y'all?

Sure,I am no longer truly active around here,but it does bother me to see the remains of the once glorious EAW community descend into what looks like ego-driven destruction.....c'mon guys,its a game...an OLD game,and certainly NOT worth getting your knickers twisted up over.
We have a term for what I've been reading around here...."Snarkiness"



Quit it!!!!!



y'all have a great weekend cheers

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Originally Posted By: Col. Gibbon


Works for me, but this a a two way street.


See, here's the crux of the whole mess.

I didn't say anything the least bit off topic and now WE BOTH have a problem.

No, this has to stop.

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Back to this thread I have now got the parachute drop working better, even without the CARGO designation.

The last entry on each data line in "weapons.dat" is "Handle".
It is never used and the value is always zero.
So I used it


I re-jigged the editor to display the "Handle" column (the heading is "*Null"), and added two new lines to the real SPAW "weapons.str" file:


Note that the "Handle" value for the two new items = 1

I copied SPAW planeset13, as planeset14, and made the A20-G use the A20-G(Transport)_FM which has this "load.dat" data:

For mysterious reasons a dummy bomb is needed along with the parachutes to get the AIs to drop them

I flew an escort with Planeset14 smile





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For sure adds a bit of atmosphere to the girl ..I'm lost have we the ability to add fighter cover to these missions...I know after they land there's no ground troops animation..But would be nice with fighter cover like we escort bombers...All in all great work from all modders Nice to see the co-operation


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Originally Posted By: MrJelly
For mysterious reasons a dummy bomb is needed along with the parachutes to get the AIs to drop them


Yep, that's what I've been saying.

Not sure if original EAW exhibited this but I know in SPAW if you don't drop or fire the ordinance that is assigned to the "drop tank" key that ordinance will drop or fire when you release the ordinance assigned to the "bomb" or 'rocket" key.

Says it right in the SPAW readme file.

Might it have something to do with the fact the the drop tank key doesn't arm but rather hitting the key immediately releases the ordinance, while the bomb and rocket key have to be armed first before firing?


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Hi,

Most of this thread is way over my head but a thought occurs to me - would this work with parachute mines? I am assuming that when the RAF went "gardening" the mines they dropped had a parachute as I cannot imagine they were free-fall, so could this mod you are working on allow me to use a Hampden or whatever to drop a "vegetable" off the coast of Norway or in the Dortmund - Ems canal? Clearly we need a large object on the end of the chute which will not explode when it hits the sea. Moggy wishes to do a Falschirmjaeger drop but I rather fancy something more "explosive" and Rotton's "para-frags" won't do as they explode. A mining mission would involve the risk of flak from ships and the shore when "gardening" in estuaries, and later in the war there would also night fighters. Sorry if the facility already exists.

Pete


With increasing age should come wisdom and tolerance, but as the saying goes, "there is no fool like an old fool" as I prove regularly!

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No, it makes sense as long as you don't want to see the mines do something after they've hit the water. The problem as far as game play is that you wouldn't get any points because you haven't destroyed anything.

The 250 lb parafrag model would be a good starting point for this.

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OK, so this kicks off a new set of 3dz mods like paratroops x at least 3, cargo drop cylinders, and mines of various types.

Silly question, who building the mods? Our Studio does not work with the chute folding code, so making a new model will not be easy. wink


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I didn't bother with the chute folding code for the parabombs. They just pop into view fully deployed when they're released so that might not be necessary.

The mines and cargo cylinders could be fashioned pretty easily from the 250lb parabomb. Chop off the tailfins and push a few elements around and you've got a cylinder.

Sounds like more of a skinning job than a 3dz job. Could be done in an afternoon.

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Here is Pob's Pilot 3dz, which needs a bit of extra kit adding to it to make a decent paratroop. Looking at pics of the 101st they must have weighed a ton, with all the kit they jumped with!

http://www.sandbagger.uk.com/pobsadd.html



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Just being my usual prick self.

We went from I want simulated paratroopers to I want full 3D paratroopers.

Jelly, your a better man then I could ever be.


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Hi Allen.

The 3D paratrooper is the icing on the cake.

Tony has done a great job of tweaking the code, to make it work. It now just needs a proper paratrooper, one for each side, British, German and American.

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Fortunately I have the luxury of being able to borrow graphics files in order to test the code. It will be up to others to make them smile

Now, I have finally cracked something that has bugged me for days on end smile


I added copy and paste buttons to the weapons editor, and gave the parachute exactly the same values as the 1000lb bomb apart from the image and the "Handle (*Null)" value.
Previously I had needed the dummy bomb, but this time no more.
Without it the AI bombers returned to base without dropping the "bombs".

So I wondered why having the values for the 1000lb bomb made the difference, and started reducing them to zero.
The breakthrough came when I changed "*Weight" to zero. The bombers returned to base.
I have not checked, and may not need to, but I guess the exe is using weight to check if loadout is still available, which results in a total of zero when all has been dropped.
If the item weight is set to zero then the total is already zero, so no loadout and RTB smile

Even a weight value of 1lb makes the mission run properly smile


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

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Ray
What I can report is that this only works with the AIs of the "TypeNum" is set to 1 (bomb).
If I set it to 3 (bomb and rocket), 5 (bomb and drop tank ), or 7 (bomb, rocket and drop tank) then the AIs return to base.

The "order of release" code which is great for your aircraft in SPAW single missions cannot apply to AIs you are escorting or intercepting.


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Mark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.

I am now of an age at which I no longer need to suffer fools gladly
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