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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.