F22 Fighter with working missiles


#1

I decided to get into the modding scene myself. I’ve a functional prototype of an F22 Raptor in game, firing actual missiles. So far, I’ve yet to restat them to be fighter killing missiles, but they do attempt to home in on fighters.

Anyone got any suggests on how to increase their hit rate on fighters? they miss about 60% of the time at the moment.

Ps. This isn’t actually done for a mod, I just decided the F22 was a good decent model to start with so I had the time to work on the actual way it’s laid out without having to create a model.



#2

Tracking greatly increases hit rate. Also, those look freaking legit.


#3

I wants a F22! Post an image of it so we can use it! Or better yet, make an Independence Day challenge (Even if there were no F22s)


#4

Increase Tracking Speed (Has to be Better or Equal to the Speed of the Target or gets a Auto 2% Hit Rate i thinks)
and Missile Turn Speed (Im Pretty Sure this helps as most missiles just go flying off while these can Circle Around)

And i would recommend that you turn ‘has_splines = 1’ on, it just looks so much cooler


#5

Has Splines on the missile itself or on the aircraft?

And I need to finish writing up the auto-cannon that they have at the front. (Also, they are… OP as fighters go at the moment. I’ve had 2 wings of them take down the entire tutorial with only 3 losses, since the missiles shred armour (as said, not re-statted for fighter scale yet)


#6

on the missiles, its for a Smokey trail effect,’
and i wonder who would win, my Bi-planes or your Raptors?


#7

Tried it, didn’t like the way it looked.




I think I’ve got the missiles hitting and missing like I want them to. I’m still not sure how, if it’s even possible, to get the missiles to only fire on a forward arc, and the nose cannons to do the same. Once that’s done, if it can be, I’ll upload a finished copy.


#8

its imposable to have weapons with a Arc of fire. of course until Cliff Makes it Possible, But that may be a while off yet


#9

Buggery.

Well, here’s the files for you guys to play with. I’ve reduced the stats so they don’t overwhelm existing ships too much. I’m uploading them as code so you can look them through without having to download.

F22 Hull

[code][config]
classname = fighter
name = Federation F22 Fighter
guiname = F22 Fighter Hull
sprite = F22.dds
damagetexture = F22_damaged.dds
hulktexture = F22_damaged.dds
hulkUVstart = 0
hulkUVend = 3
width = 11
height = 11
powerproduced = 3
cost = 44
racename = federation

[bonuses]
0 = INTEGRITYBOOST,0.1
1 = POWERBOOST,0.12

[runninglights]
0 = 89.50,213.00,300.00,1.44,1
1 = 165.00,211.50,300.00,1.44,0
2 = 127.50,0.00,300.00,1.44,0

[contrails]
0 = 128,254,40,500,1.5,4

[targets]
0 = 99.00,88.00,0,0,
1 = 193.00,176.00,0,1,192.00,142.50,209.50,207.00,
2 = 71.00,155.00,0,1,43.00,127.50,79.50,176.00,
3 = 48.50,185.50,0,1,40.50,176.00,68.50,208.00,
4 = 119.00,225.50,0,1,112.00,225.00,124.50,284.00,(damage_sprite_smoke-119.00-225.00),

[slots]
0 = 129.00,209.50,STANDARD,
1 = 180.50,169.50,TURRET,
2 = 79.00,175.00,TURRET,
3 = 128.00,49.00,TURRET,(136.50-17.00),(119.00-18.50),
4 = 156.50,209.50,STANDARD,
5 = 102.00,209.50,STANDARD,
6 = 127.00,124.00,STANDARD,
7 = 127.00,158.50,STANDARD,

[explosions]
0 = 0.00,128.00,128.00,EXP_STARTBREAKUP
1 = 0.00,128.00,45.50,EXP_FIGHTER_DESTROYED_LOD
2 = 0.00,171.50,183.00,EXP_FIGHTER_DESTROYED
3 = 0.00,94.50,160.00,EXP_BLASTGLARE
[/code]

F22 fighter missiles

[code][config]
unlockcost = 0
lockable = 0
armour_penetration = 4
category = “WEAPONS”
classname = “SIM_MissileModule”
cost = 139
crew_required = 0
damage = 3
description = “Missiles have substantial targeting advantages over mere energy weapons, and as long as your target doesn’t outrun, zap or scramble your missiles, they are dead meat.”
fire_interval = 1950
fuel = 1900
guiname = “Fighter Missile Launcher”
has_decoys = 0
has_flare = 0
has_splines = 0
hitpoints = 15
icon = turret
min_range = 140
max_range = 900
missilelength = 2.0
missilespeed = 0.35
missilewidth = 1.0
name = “fighter missile”
powerconsumed = 0.3
shield_penetration = 5
size = “FIGHTER”
sound = data/sounds/missile_launch.ogg
soundvolume = 1.0
tracking_speed = 5000
trail_fade_time = 1000
turnspeed = 2.5
turret_sprite = “turret_miss_v3”
turretsize = 0
warhead = EXPLOSIVE
weight = 120
slot_type = TURRET
uisortpos = 1140

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL
[/code]

F22 Nose Mount Cannon - Requires TRIBE for functionality

[code][config]
armour_penetration = 2
category = “WEAPONS”
classname = “SIM_BulletWeaponModule”
color = 0
cost = 16
crew_required = 0
damage = 1
description = “Its a cliched weapon purely because it’s so effective. The best choice for blasting enemy fighters and bombers is this classic, effective projectile weapon.”
fire_interval = 60
guiname = “Fighter Auto-Cannon”
height = 4
hitpoints = 6
icon = turret
lockable = 0
max_range = 300
min_range = 20
name = “fighter_laser”
optimum_range = 240
powerconsumed = 0
shield_penetration = 2
size = “FIGHTER”
slot_type = TURRET
sound = tribe/data/sounds/cruiser_autocannon.ogg
soundvolume = 0.25
speed = 20
tracking_speed = 0.8
turret_sprite = “turret_auto_v2”
turretsize = 0
unlockcost = 0
weight = 2.5
width = 1.55
uisortpos = 1000

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = optimum_range,DECIMAL
12 = min_range,DECIMAL
[/code]

Federation F22 Fighter.rar (65.7 KB)


#10

For the ‘requires TRIBE’ isnt it just for the sound file, As most of my guns use Kinetic and all im using is Default GSB\

and if you want (or want me To) i Can Get these Files Uploaded Here https://sites.google.com/site/gsbmodsandstuff/fighter-modules
just for Archiving files


#11

Sure, if you want. This was mostly so I could learn how the various bits linked together and functioned.


#12

Ive Uploaded the Files to my Database, Feel free To use & abuse, you can use the Database for C&C etc…, Quicklinking to Mulitipule Pages

hey nice avatar by the way, and does that say NZ as in NewZealand By any chance?


#13

N7

It’s the rank and field of Commander Shepard in Mass Effect (the bioware CRPG).

N for special operations, 7 being the highest ‘level’ you can reach in the field.


#14

wasnt Shepard in SG-1?


#15

No. It’s a commonly used name, since there was Alan Shepard, the astronaut in the Apollo program.

There’s also Adrian Shepard, Half Life: Opposing force.
Commander Shepard, mass effect & mass effect 2.
Colonel John Shepard, Stargate Atlantis.

As a ps. on this, I’m about to test if I can make limited ammunition weapons using the salvo and reload time options.


#16

you have to watch out with that, as i think weapons have to reload When they Spawn in, Unless a patch changed that


#17

Yeah. It doesn’t seem to like that idea. Damn.

Cliffski needs to add those two variables (arc of fire (min, max, in degrees from a centre line. Defaults to 360 if no values are set) and ammo (defaults to infinite if not set))


#18

All though, I think you should be able to turn ammo limits on and off in the options menu, if it gets implemented of Course


#19

how do you install those wepons? i cant seem to do it…


#20

Arc of fire should be a nice idea for balancing more weapons and make the game more interesting… but limited ammo??? i dont think that is gonna ever exist. Its just impossible.