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Hardpoints
Posted: Wed Jun 16, 2004 8:12 pm
by Darkhawkt
Is there a maximum number of 9 hardpoints?[&:]
RE: Hardpoints
Posted: Thu Jun 17, 2004 3:30 am
by John DiCamillo
I don't believe there is any upper limit on the number of hardpoints for a ship design.
That said, there is only room for eight (8) of them to be edited in the loadout screens.
RE: Hardpoints
Posted: Thu Jun 17, 2004 2:28 pm
by Pheagey
what? no scroll bar?
RE: Hardpoints
Posted: Thu Jun 17, 2004 5:25 pm
by TheDeadlyShoe
Hmm, there's an idea- It'd be nice if there were loadpoint groups?
RE: Hardpoints
Posted: Fri Jun 18, 2004 2:58 am
by John DiCamillo
"loadpoint groups" ? What does that mean?
RE: Hardpoints
Posted: Fri Jun 18, 2004 11:23 am
by Deadmannumberone
Hardpoints that can mixes of weapons. Like the external mounts
on the F-22.
RE: Hardpoints
Posted: Fri Jun 18, 2004 1:54 pm
by John DiCamillo
From the linked picture, the F-22 only hangs multiple types of weapons on a single hardpoint in ferry configuration. That means that the missiles can't be launched, they're just be hauled as cargo. Notice that the missiles in ferry configuration only have downward pointing fins (probably because there isn't underwing clearance for the top fins when the missiles are strapped to the side of the hardpoint).
RE: Hardpoints
Posted: Fri Jun 18, 2004 5:58 pm
by TheDeadlyShoe
Actually, what I was thinking of with hardpoint groups (typo earlier, sorry), was that you could select one weapon on the selection screen and that would devolve onto multipler hardpoints. But that isn't really necessary if we can put >1 missile on one hardpoint, which it seems we can... Um, how do we do that? Like how the SRM has 2/hardpoint.
RE: Hardpoints
Posted: Fri Jun 18, 2004 6:32 pm
by Mehrunes
I'm betting it requires bizarre rituals involving animal sacrifice.
RE: Hardpoints
Posted: Sat Jun 19, 2004 5:22 am
by John DiCamillo
Code: Select all
missile: {
name: Javelin,
group: SRM,
target_type: 0x000f00ff,
value: 2,
ammo: 2,
recharge_rate: 10,
refire_delay: 1,
salvo_delay: 2,
charge: 1,
min_charge: 1,
damage: 2.5e3,
lethal_radius: 200,
speed: 5e3,
life: 10,
visible_stores: true,
attachment: (-1, 0, 0),
attachment: ( 1, 0, 0),
self_aiming: true,
aim_az_max: 1,
aim_el_max: 1,
min_range: 5e3,
max_range: 25e3,
max_track: 60e3,
carry_mass: 0.54,
carry_resist: 2,
guided: 1,
mass: 0.5,
thrust: 3e3,
drag: 2,
roll_drag: 4,
pitch_drag: 4,
yaw_drag: 4,
roll_rate: 1,
pitch_rate: 4,
yaw_rate: 4,
graphic_type: 1, // solid
scale: 0.15,
light: 200,
model: "missile03.mag",
trail: "smoke.pcx",
trail_width: 2,
trail_dim: 7,
flare: "drive.pcx",
flare_scale: 0.25,
sound: "missile.wav",
sound_min_dist: 1e3,
sound_max_dist: 15e3
}
RE: Hardpoints
Posted: Sat Jun 19, 2004 7:26 pm
by Pheonix Starflare
ORIGINAL: John DiCamillo
Code: Select all
attachment: (-1, 0, 0),
attachment: ( 1, 0, 0),
I take it it's these 'attachment' parameters that determine where the various visible stores appear?
RE: Hardpoints
Posted: Sat Jun 19, 2004 10:05 pm
by Mehrunes
I was close!
RE: Hardpoints
Posted: Sun Jun 20, 2004 12:11 am
by John DiCamillo
Yeah, the two things you need to do are to set the ammo parameter to something greater than one, and to define as many attachment points as there are missiles.