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Author Topic: Arado 234 with V-1 rocket  (Read 3091 times)

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SAS~Storebror

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Re: Arado 234 with V-1 rocket
« Reply #12 on: September 22, 2022, 07:22:21 AM »

It's a bit like flying to the moon.
You pour some hydrogen in one bottle, oxygen in another, mount it on a tube with cones on both ends, erect it, take yourself a seat on top and open the valves.
My grandma could do it if only she was still alive.

]cheers[
Mike
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Vampire_pilot

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Re: Arado 234 with V-1 rocket
« Reply #13 on: October 03, 2022, 02:28:47 AM »

Since I happen to know a thing or two about docking planes together and have tested one or the other thing over time, I might as well drop a few comments here, in case anyone ever wants to look into this unsound contraption:

Making V-1 and Ar-234 connectable in some fashion would take me less than 30 minutes I suppose.

BUT.

a) A dockport hook (_Dockport0) is fixed in space after spawn for all I know. It cannot be moved with a mesh part.
Meaning: even if you place the hook on a movable part and move the part in flight, the docked aircraft does not move with it. It stays in place.
So, making  a docked V-1 move along with some struts would need serious new java, if possible at all.

b) The V-1 with its tiny, tiny wings initially drops like a stone after undocking, until the FM catches on, no matter the speed.
So, after you'd undock a V-1, it will drop and fall through the queen. No idea if making it peel away up could be achieved at all.


So, putting a V-1 on top of an Ar-234 for the optics is easy. But the bells and whistles are not.
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SAS~Storebror

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Re: Arado 234 with V-1 rocket
« Reply #14 on: October 03, 2022, 03:08:29 AM »

making  a docked V-1 move along with some struts would need serious new java

This should be possible by using the same code like we do for the moving weapon hooks e.g. for wing mounted weapons on planes with folding wings.
I've reworked this for Ultrapack and added it to the SAS Common Utils, it's as easy as calling "AircraftTools.updateExternalWeaponHooks(this);" in an aircraft's "moveWingFold" method now.
However this depends on whether or not the dockport counts as a weapon hook... we might need to adjust this a bit, but here's the code behind for reference already:

Code: [Select]
    private static boolean doUpdateExternalWeaponHooks(Aircraft aircraft) {
        boolean retVal = true;
        String[] weaponHookArray = Aircraft.getWeaponHooksRegistered(aircraft.getClass());
        int[] weaponTriggerArray = Aircraft.getWeaponTriggersRegistered(aircraft.getClass());
        for (int i = 0; i < weaponHookArray.length; i++) {
            if (weaponTriggerArray.length > i && weaponTriggerArray[i] > 9) continue;
            try {
                BulletEmitter be = aircraft.getBulletEmitterByHookName(weaponHookArray[i]);
                if (be instanceof Pylon) {
                    Pylon py = (Pylon)be;
                    py.pos.getRel().set(0, 0, 0, 0, 0, 0);
                    py.set(aircraft, py.getHookName());
                    continue;
                }
                if (be instanceof GunGeneric) {
                    GunGeneric gg = (GunGeneric)be;
                    gg.pos.getRel().set(0, 0, 0, 0, 0, 0);
                    try {
                        Hook localHook = aircraft.findHook(weaponHookArray[i]);
                        gg.pos.setBase(aircraft, localHook, false);
                    } catch (ActorException e) {
                        continue;
                    }
                    gg.pos.changeHookToRel();
                    gg.visibilityAsBase(true);
                    gg.pos.setUpdateEnable(false);
                    gg.pos.reset();
                    Eff3DActor shells = (Eff3DActor)Reflection.getValue(gg, "shells");
                    if (shells != null) {
                        shells.pos.getRel().set(0, 0, 0, 0, 0, 0);
                        try {
                            Hook localHook = aircraft.findHook(dumpName(weaponHookArray[i]));
                            shells.pos.setBase(aircraft, localHook, false);
                        } catch (ActorException e) {
                            continue;
                        }
                        shells.pos.changeHookToRel();
                        shells.visibilityAsBase(true);
                        shells.pos.setUpdateEnable(false);
                        shells.pos.reset();
                    }
                    continue;
                }
                if (!be.haveBullets()) {
                    continue;
                }
                if (be instanceof BombGun && !be.getHookName().toLowerCase().startsWith("_external")) continue;
                if (BaseGameVersion.is410orLater() && be instanceof RocketBombGun && !be.getHookName().toLowerCase().startsWith("_external")) continue;
                int bullets = ((aircraft == World.getPlayerAircraft()) && !World.cur().diffCur.Limited_Ammo) ? -1 : be.countBullets();
                be.loadBullets(0);
                be.loadBullets(bullets);
            } catch (Exception e) {
                e.printStackTrace();
                retVal = false;
            }
        }
        return retVal;
    }

No idea if making it peel away up could be achieved at all.

That should be possible, similar to the "drop" pattern used for guided missiles.
We just need to make sure that after release from the mothership, the first few seconds we don't apply "real" flight physics but let the V-1 follow a predefined flight path instead.
That's what gets done for the K-5/R-55 missiles for instance.

]cheers[
Mike
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SAS~GJE52

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Re: Arado 234 with V-1 rocket
« Reply #15 on: October 03, 2022, 06:52:27 AM »

The IL2 guru has spoken … ;)
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bomberkiller

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Re: Arado 234 with V-1 rocket
« Reply #16 on: October 03, 2022, 09:41:57 AM »

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SAS~Storebror

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Re: Arado 234 with V-1 rocket
« Reply #17 on: October 04, 2022, 01:28:17 AM »



]cheers[
Mike
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SAS~GJE52

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Re: Arado 234 with V-1 rocket
« Reply #18 on: October 04, 2022, 01:38:57 AM »

:D :D :D
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Yaro59

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Re: Arado 234 with V-1 rocket
« Reply #19 on: October 04, 2022, 01:44:41 AM »

           Storebror, master, this is very, very interesting.
It would be very exciting to create a mission with it. And good fun.
Surely my opinion is shared by many people.
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KingTiger503

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Re: Arado 234 with V-1 rocket
« Reply #20 on: October 04, 2022, 02:11:48 AM »

Did you make something Mike, I felt like awesome.



Best Regards KT503
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SAS~Storebror

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Re: Arado 234 with V-1 rocket
« Reply #21 on: October 07, 2022, 07:55:50 AM »

One more teaser (sorry for the initial quality, HD version takes forever on Youtube today):



]cheers[
Mike
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Yaro59

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Re: Arado 234 with V-1 rocket
« Reply #22 on: October 07, 2022, 08:15:06 AM »

 Yes ... Armored army groupings, bunker fortified regions, battleships and aircraft carriers.
Of course, I have no idea whether in B.A.T this could be done. But it is beautiful , isn't it.  ]headbang[
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Vampire_pilot

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Re: Arado 234 with V-1 rocket
« Reply #23 on: October 07, 2022, 08:42:17 AM »

it is in BAT, no worries ;)
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