OHM Airwolf Copter

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Author: gattispilot

A Redone B222 "Airwolf". 
D Opens selected
B  opens/closes gun pod
N  opens/close flare doors
O  opens/close rockets
+ keypad fire turbo
V changes camera

PODS open
4 fires guns texture and sound
5 stops guns

HAs VC



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\o/ Thank you Gattispilot.
 
YAY, more helicopters! :cool:

Not just a helicopter. This is the AIRWOLF! ceiling of 100,000ft, weapons, mach 2+, invisible to radar...... thank you Gattispilot! :thumbup:
 
Wow, thanks! I like this TV series and the helicopter too! :thumbup:
 
Thanks. I guess one the combat module is finished you could fire the missiles and guns.
I thought about added at least a sound of the guns if fired.
 
Particle emmiters could emulate guns with ease. It won't destroy anything but still may look nice.
 
Like adding an exhaust?

IF so I can add that and find a sound. Or just show barrel light up
 
Here is effect of quick test (spacecraft3 DG with retros altered to guns)

guns.jpg


and spacecraft3 particle definition
Code:
[PARTICLESTREAM_1]
NAME=DGMain
SRCSIZE=0.2
SRCRATE=15
V0=450.0
SRCSPREAD=0.0
LIFETIME=3.0
GROWTHRATE=0
ATMSLOWDOWN=0.1
LTYPE=EMISSIVE
LEVELMAP=LVL_SQRT
LMIN=1
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1
AMAX=1
TEX=Themis-A\srb-particle-fire
 
Looks good. So I show add retro engines and use the particles for it. And then use the fire gun key to fire retro?
 
and second piccy (as you can see bullet stream angles correctly to DG movement)

guns2.jpg
 
I'd define just key triggered particle emiter and not tie it to engines. I'm not a coder and I'm limited to spacecraft3 but I think it's possible without any real thruster

---------- Post added at 08:17 PM ---------- Previous post was at 08:15 PM ----------

If you engage retros Orbiter shutdowns main engines.

---------- Post added at 08:33 PM ---------- Previous post was at 08:17 PM ----------

I noticed that

Code:
ATMSMAP=ATM_PLOG
AMIN=1
AMAX=1

this should be altered as guns don't work above 2000 meters (that's atmospheric cutoff for smoke rendering). You'll have to experiment with different settings to achieve satisfactory results.
 
They're so close to eachother that texture will merge upon firing. I'd say 2 are just enough for particles but you can light up all guns while shooting.

---------- Post added 01-15-13 at 12:25 AM ---------- Previous post was 01-14-13 at 08:35 PM ----------

BTW I've noticed that "bullets" bounces off the ground :P
 
I'd replace stream texture with something more yellowish:

guns3.jpg
 
If you engage retros Orbiter shutdowns main engines.

Mains are tied to the turbo thrusters, correct? If so, I can't recall in the show ever seeing the guns fire (or even deployed) while the thrusters were being fired.

Just my :2cents:
 
What I did is made fake main thrusters. 0 thrust
Code:
SURFHANDLE 	gun_tex = oapiRegisterParticleTexture ("srb-particle-fire");

static PARTICLESTREAMSPEC gunfire_main = {
		0, .2, 15, 500, 0.0, 3.0, 0, .1, PARTICLESTREAMSPEC::EMISSIVE,
		PARTICLESTREAMSPEC::LVL_SQRT, 1, 1,
		PARTICLESTREAMSPEC::ATM_PLOG, 1e-5, 0.1,
		gun_tex
		
	};	

th_main[1] = CreateThruster (_V(-3.285,-1.347,3.822), _V(0,0,-1), 0, hpr, PB_ISP);
	AddExhaustStream (th_main[1],_V(-2.48,-1.347,3.822),&gunfire_main);
	AddExhaustStream (th_main[1],_V(2.48,-1.347,3.822),&gunfire_main);
And then if firing full thrust of the engine
 
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