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Happy Holidays All!
Don't know you have noticed but RAZBAM is having a "going out of the FSX business" sale. You can get their planes for a song…if somebody will pay you $10 for singing…but I digress.
I filled out my RAZBAM military titles - A-7s and Harriers. The aircraft were some of the first aircraft that had expendable ordnance (Navy for for "droppable bombs and rockets that go whoosh…and all go "Bang" when they hit the ground).
That said, "No AI or static scenery are injured" in the Free Flight air strikes. However, they do mention that it is possible to include destructible scenery in Missions. So how would one go about that?
I've built a replica of the NAS Fallon target ranges (a base and an area where I have had way to much experience with over my time in the Navy…why the heck were we always scheduled in the winter! Cold!).
I assume that if I wanted to have one of the range targets actually "get blown up" the following is, in general, how the mission would be coded.
Assumption: Once a bomb, missile or rocket (maybe just the bombs) is released from the aircraft, it becomes an AI aircraft. For a bomb, essentially a glider with a VERY poor gliding ratio. In Free Flight mode, once the bomb "lands"/crashes it is replaced at that point with an object with a fire/smoke effect. (they may even be using the default FSX effect).
Misson Coding:
1. Set a piece of scenery (e.g. building - an ammo bunker mockup - I'd use one of those Farm quonset huts) into the mission scenery.
2. Establish an area around it - a bit bigger than the object - size depending on the ordnance to be used; the bigger the bomb, the larger its area of "primary ordnance effect"…i.e. a bigger boom=more blast effect.
3. Set an area trigger so that anything entering the area sets off the trigger.
4. If the trigger is tripped, the resulting action are:
- Removed the scenery area.
- Insert sert custom made "smoking rubble" (RABAM effects automatic?)
- Insert "secondary explosions" with sound if applicable
- Insert sound "Ah Ha! Jester's Dead!" or appropriate line from Top Gun or The Flight of the Intruder.
5. There is no step five unless it is part of a Goal, then add all the goal actions.
I am pretty sure this wold work for mobile/AI scenery. Thus you could do the same with a moving truck or boat.
However, before I go down this path, I'd like to be fairly are t is not dead end.
Any thoughts or ideas on the above?
(Please note I am specifically discussing training/range work missions. As a 28 year Navy veteran (non aviator) who has had more than my fair share of planning real world missions–and all that comes with it–I have issues with FSX becoming a "Military sim"…albeit that ship has sailed with the release of TacPack…still)
Don't know you have noticed but RAZBAM is having a "going out of the FSX business" sale. You can get their planes for a song…if somebody will pay you $10 for singing…but I digress.
I filled out my RAZBAM military titles - A-7s and Harriers. The aircraft were some of the first aircraft that had expendable ordnance (Navy for for "droppable bombs and rockets that go whoosh…and all go "Bang" when they hit the ground).
That said, "No AI or static scenery are injured" in the Free Flight air strikes. However, they do mention that it is possible to include destructible scenery in Missions. So how would one go about that?
I've built a replica of the NAS Fallon target ranges (a base and an area where I have had way to much experience with over my time in the Navy…why the heck were we always scheduled in the winter! Cold!).
I assume that if I wanted to have one of the range targets actually "get blown up" the following is, in general, how the mission would be coded.
Assumption: Once a bomb, missile or rocket (maybe just the bombs) is released from the aircraft, it becomes an AI aircraft. For a bomb, essentially a glider with a VERY poor gliding ratio. In Free Flight mode, once the bomb "lands"/crashes it is replaced at that point with an object with a fire/smoke effect. (they may even be using the default FSX effect).
Misson Coding:
1. Set a piece of scenery (e.g. building - an ammo bunker mockup - I'd use one of those Farm quonset huts) into the mission scenery.
2. Establish an area around it - a bit bigger than the object - size depending on the ordnance to be used; the bigger the bomb, the larger its area of "primary ordnance effect"…i.e. a bigger boom=more blast effect.
3. Set an area trigger so that anything entering the area sets off the trigger.
4. If the trigger is tripped, the resulting action are:
- Removed the scenery area.
- Insert sert custom made "smoking rubble" (RABAM effects automatic?)
- Insert "secondary explosions" with sound if applicable
- Insert sound "Ah Ha! Jester's Dead!" or appropriate line from Top Gun or The Flight of the Intruder.
5. There is no step five unless it is part of a Goal, then add all the goal actions.
I am pretty sure this wold work for mobile/AI scenery. Thus you could do the same with a moving truck or boat.
However, before I go down this path, I'd like to be fairly are t is not dead end.
Any thoughts or ideas on the above?
(Please note I am specifically discussing training/range work missions. As a 28 year Navy veteran (non aviator) who has had more than my fair share of planning real world missions–and all that comes with it–I have issues with FSX becoming a "Military sim"…albeit that ship has sailed with the release of TacPack…still)
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