[Code] Energy bleed in jets

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Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

[Code] Energy bleed in jets

Post by Drunkenup »

Obviously, if you are knowledgeable in fighter aircraft (or any aircraft for that matter) you know that in turns of any degree they bleed energy or momentum and subsequently loose speed. Some fighters more than others (F-15 being the best at maintaining energy and the F-14 probably being the worst). What I've been trying to explorer is how to implement into BF2, obviously in a turn you loose maybe 10 ingame units of speed at the most, and adding drag in the code has no effect whatsoever (neither does changing mass, or inertia) on energy in turns.

So what I have in mind, is implementing a engine at the front of an aircraft, that receives input through pitch, but does not respond at lower speeds inorder to not interfere with taxing and the sort (I know there is a code for this somewhere..)

What do you guys think?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Energy bleed in jets

Post by Rhino »

could work, give it a shot and see how well it works :)
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Energy bleed in jets

Post by AquaticPenguin »

Sounds good to me. Good luck in trying to implement it ^_^

Incidentally, wasn't there a plan by the guys doing combined arms to try and improve the way the jets gain lift?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Energy bleed in jets

Post by Rhino »

AquaticPenguin wrote:Incidentally, wasn't there a plan by the guys doing combined arms to try and improve the way the jets gain lift?
the "CA" method is already there in PR and what Drunkenup was referring to in the post above but doesn't do much, unless there was a new method that never went further than the drawing board but if there was, haven't heard of it.
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Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Energy bleed in jets

Post by Drunkenup »

before I begin, do you guys know how to raise the flight ceiling in map?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Energy bleed in jets

Post by Rhino »

Ye its:

Code: Select all

physics.airdensityzeroatheight 5000
Put that in the init.con of the map.

BTW I would advise you to use the "Test Airfield" map I made for testing aircraft, although I've just realized its missing that line of code from it's init.con so you will need to put in in, but other than that, best map for testing jets on ;)

https://www.realitymod.com/forum/f354-c ... eased.html
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AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: Energy bleed in jets

Post by AncientMan »

The air density is common across all maps in faction_init.con ;) .
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Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Energy bleed in jets

Post by Drunkenup »

'[R-DEV wrote:Rhino;1675642']Ye its:

Code: Select all

physics.airdensityzeroatheight 5000
Put that in the init.con of the map.

BTW I would advise you to use the "Test Airfield" map I made for testing aircraft, although I've just realized its missing that line of code from it's init.con so you will need to put in in, but other than that, best map for testing jets on ;)

https://www.realitymod.com/forum/f354-c ... eased.html
I downloaded the map, had trouble at first because it kept crashing with a ambienteffect file.. but it works now and I got CliveWil's F-14 in it too. Works like a charm.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Energy bleed in jets

Post by Drunkenup »

anyone know of a command that'll have a engine not effect a object until x speed? nothing in the editor seems to do what they are named or are incomprehensible to understand what they might do..
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