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Author Topic: Guns overheating and ammo counter  (Read 3407 times)

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Crash_MX06

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Guns overheating and ammo counter
« on: June 19, 2013, 01:55:17 PM »

Hi,
could it be possible to create an ammo counter for "arcade" that we could activate in the options. And a add the overheating of the guns.
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12doze12

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Re: Guns overheating and ammo counter
« Reply #1 on: June 19, 2013, 03:13:32 PM »

Guns overheating seems like an awesome idea and I don't know any mod that does it ...
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Fresco23

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Re: Guns overheating and ammo counter
« Reply #2 on: June 19, 2013, 06:54:25 PM »

I don't think that ww2 fighter pilots would ever know their guns were overheating would they? They couldn't know. Likely, the only evidence would be from something like damage to the gun (likely causing a jam). But I don't see it affecting your flying much... I mean, a p-47 pilot with overheated guns... and one is jammed from overheating... probably won't even notice it till he returns, and.. if he did... he will still fire the other 7 guns if the need arises. Now on the other hand... a Zero pilot might notice.. the guns are right there in his face! O.o so I guess I can see it being use full after all. Would also be useful in WWI aircrafts. Especially if there were a charge weapons command as in ROF to clear jammed guns!
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S3231541

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Re: Guns overheating and ammo counter
« Reply #3 on: June 19, 2013, 08:44:26 PM »

Gun overheating and jamming is possible idea. add to aircraft class something like this:

Code: [Select]
public void Overheat()
    {
    if(((FlightModelMain) (super.FM)).CT.Weapons[0] != null)
            g1 = ((FlightModelMain) (super.FM)).CT.Weapons[0][0];
    int heat = 970 + (int)(Math.random()*2000);
    if(t2  + 8000L < Time.current())
    {
    t2 = Time.current();
    rate = g1.countBullets() + cool;
    } else
    if(g1.isShots() && (rate - g1.countBullets())>100)
    {
    if(((Interpolate) (super.FM)).actor == World.getPlayerAircraft())
                HUD.log(AircraftHotKeys.hudLogWeaponId, "Machine guns: Overheat");
    }
    if(g1.isShots() && (rate - g1.countBullets())>120 && heat<1500)
    {
    if(((Interpolate) (super.FM)).actor == World.getPlayerAircraft())
                HUD.log(AircraftHotKeys.hudLogWeaponId, "Machine guns: Jammed");
    ((FlightModelMain) (super.FM)).CT.Weapons[0][0] = null;
    }
    if(rate - g1.countBullets() !=0)
    {   
    cool = (rate - g1.countBullets())/5;
    }
    return;
    }

Basically, what said above is: over a period of time, let's say 8 second if the fire rate exceed 100, the'll be a message saying Guns is overheated, but no detriment, however when fire rate exceed 120 there is a high chance that your guns will be jammed and unusable. After a period of time there'll be cooling factor that help cool your guns, but not totally.

The above code is for 1 gun, however, this can be expand to multiple guns aircraft.
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barrett_g

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Re: Guns overheating and ammo counter
« Reply #4 on: June 19, 2013, 09:26:55 PM »

The real trick would be making the AI adhere to keeping their guns cool... Sometimes those tail gunners lay on the trigger and won't let go!
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PlaneEater

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Re: Guns overheating and ammo counter
« Reply #5 on: June 19, 2013, 09:41:24 PM »

Cookoff and runaway guns (a gun that continues to fire until it jams or runs empty) is just as much of a risk as a straight-up jam.  The early USAF F-51 manual explains the risks of shooting bursts that are too long or without enough cooling time in between, and that's just for the M2 .50 cal.

I'd really love to see this implemented, but I'd also like to see it get a little more love and detail than just a simple temperature gauge before a jam.
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S3231541

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Re: Guns overheating and ammo counter
« Reply #6 on: June 19, 2013, 09:48:40 PM »

how would you like it to be implemented? what are the condition and circumstances? If you can provide specific conditions and different case, I might try to code it. Also if you go into very little details, different guns will act in a different ways, thus have to dig into that as well, which is a pain. With the above code, it's not that when you pass certain value, it's certain jam, but put you in a position where you can easily get a jam. Also I haven't test yet, during the implementation I think it'll get more sophisticate than that.
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Crash_MX06

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Re: Guns overheating and ammo counter
« Reply #7 on: June 19, 2013, 11:54:53 PM »

And, we must to think that the overheat of the guns is faster in the desert (for exemple) than in Russia or at high speed/low speed and high altitude/low altitude. Beacuse in the air we loose 1°C all 150m or 6.5°C by km. That influences the temperature of the engine, the guns....
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S3231541

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Re: Guns overheating and ammo counter
« Reply #8 on: June 20, 2013, 12:00:21 AM »

temperature, airspeed and altitude can be implemented in to the code. Should it be, higher the temperature, the easier it can go jam, same for speed. However, gun get jam easier at low altitude?
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mikoyan99

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Re: Guns overheating and ammo counter
« Reply #9 on: June 20, 2013, 12:47:17 PM »

I've heard in reality the opposite was often the problem, with guns freezing, to the extent some weapons had heating jackets on the barrels. Remember as well that the airflow over the barrels would help cooling greatly.
I'm not saying weapons didn't overheat, just that it wouldn't have been anything near as frequently as on the ground.
-Matt
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PlaneEater

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Re: Guns overheating and ammo counter
« Reply #10 on: June 20, 2013, 02:16:45 PM »

I've heard in reality the opposite was often the problem, with guns freezing, to the extent some weapons had heating jackets on the barrels. Remember as well that the airflow over the barrels would help cooling greatly.
I'm not saying weapons didn't overheat, just that it wouldn't have been anything near as frequently as on the ground.
-Matt

Gun heaters were definitely present on a number of aircraft.  I know some Mustangs had them, I'm assuming others did as well.

The biggest issue are the number of factors involved.  Here's the major ones that I can think of off the top of my head:

- barrel temperature from altitude, wind chill, gun heater, sustained firing (hot barrels more likely to cause barrel obstruction jams)
- chamber temperature, different from barrel temperature (will cause cookoff)
- Open bolt vs closed bolt action (open will cook off less easily but will runaway if it does, closed bolt will cook off one round but not run away)
- electrical vs percussion priming
- G forces
- charging system, if any (for loading or clearing weapon from cockpit)

All that varies widely between gun types across planes.
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Fresco23

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Re: Guns overheating and ammo counter
« Reply #11 on: June 20, 2013, 05:02:19 PM »

Don't forget the jams caused by G forces on wing guns as in 109s.
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