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Author Topic: P-47D Alt 50cal Ammo 50K and M2 Fire Different  (Read 2546 times)

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SAS~Storebror

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #24 on: October 15, 2023, 11:37:22 AM »

Yes, looks quite reasonable.
If anyone could back this up with some real-life data, we might even be able to decide what's right or wrong beyond just exchanging opinions.

]cheers[
Mike
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #25 on: October 15, 2023, 11:57:07 AM »

Vasya,
Is powerType=2 incendiary? If so, would that support the tracer smoke in the absence of a tracer glow? Is the incendiary charge already ignited upon firing, or it it 'activated upon the impact of the bullet?

I see for two rounds assigned powerType=0 and no tracer glow that nonetheless a tracer smoke is set. I had thought that such a smoke trail which would be at all visible must result from a burning of some chemical.
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Vasya

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #26 on: October 15, 2023, 12:20:14 PM »

Yes, looks quite reasonable.
If anyone could back this up with some real-life data, we might even be able to decide what's right or wrong beyond just exchanging opinions.

]cheers[
Mike
I just did a Google search on the topic:
50 caliber Browning cartridges.
I read various forums and copied data from tables and descriptions of 50 caliber cartridges/bullets.
Since there are more search opportunities in the English-speaking sector of the Internet and there are accurate historical data, I do not pretend to the historicity of the figures in the 50-caliber Browning class, which was shown above.
He tested the power of 50-caliber machine guns in various missions, firing at bombers.
The results satisfied me.
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Vasya

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #27 on: October 15, 2023, 12:34:23 PM »

Vasya,
Is powerType=2 incendiary? If so, would that support the tracer smoke in the absence of a tracer glow? Is the incendiary charge already ignited upon firing, or it it 'activated upon the impact of the bullet?

I see for two rounds assigned powerType=0 and no tracer glow that nonetheless a tracer smoke is set. I had thought that such a smoke trail which would be at all visible must result from a burning of some chemical.
Yes, game 2 recognizes it as an incendiary substance.
I don’t know how it is activated in the game.
Prescribed for “greater historicity.”
The smoke trail from a bullet in the game looks more like air swirling when a bullet flies, so I left it in the slot.
But it can be removed. It depends on the preferences of the modders.
I have an effects mod installed in the game, which I assembled based on the Sound Tracers mod.
(http://forum.aviaskins.com/showthread.php?t=3565)
I have a more complete mod of most of the cannon and submachine gun weapons for the game, which I have been using for several years.
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #28 on: October 15, 2023, 02:26:51 PM »

For bombs and rockets, powerType=2 certainly is incendiary, and is used--along with power and powerRadius values as further differentiators--to assign appropriate effects. Such as napalm and thermite/phosphorous.

But I see no place where such a differentiation is applied for bullets (including cannon shells). Bullet hit effects are handled in Explosions.generateExplosion() and Explosions.generateShot(). Currently hit flash effects are 'global' to each main 'size' category, with no distinction whatever being made otherwise. I should think the bullet property of powerType=2 for incendiary could be adapted so as to have assigned for these projectiles a more potent hit flash, for example...
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #29 on: October 15, 2023, 02:49:17 PM »

Reviewing Explosions.class, I see that method generateExplosion() already imports powerType, and so is ready to use. This method assigns effects for hits against land/water and aircraft.

Method generateShot() handles effects for hits against land/water and objects other than aircraft.

This schizophrenic overlap for land/water hits has been the cause of an oddity that I recently overcame in my scheme of rationalization, about which a (very) small book could be written.  ;)

To get generateShot() to pass on powerType to the various other methods in Explosions.class which assign the actual hit effects against objects, it would be necessary to apply method overloading to generateShot(), and the call to this method in Bullet.class, by including the property powerType.
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Vasya

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #30 on: October 15, 2023, 04:45:46 PM »

Reviewing Explosions.class, I see that method generateExplosion() already imports powerType, and so is ready to use. This method assigns effects for hits against land/water and aircraft.

Method generateShot() handles effects for hits against land/water and objects other than aircraft.

This schizophrenic overlap for land/water hits has been the cause of an oddity that I recently overcame in my scheme of rationalization, about which a (very) small book could be written.  ;)

To get generateShot() to pass on powerType to the various other methods in Explosions.class which assign the actual hit effects against objects, it would be necessary to apply method overloading to generateShot(), and the call to this method in Bullet.class, by including the property powerType.
That would be very good!
I mean your ideas for writing code into classes.
Since I'm not a programmer, I can't write the code myself.
The most I can do is read the code and assemble a class from ready-made methods (sections, lines) - like assembling a panel house from ready-made blocks, or a children's Lego constructor.
It turns out (sometimes) to achieve a result and the log file does not write errors.
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #31 on: October 15, 2023, 05:37:34 PM »

I'm no programmer! If one were generous, I might charitably be said to have barely graduated from chimp to caveman. In the main, I'm at a monkey see-monkey do level. A few things here and there have filtered through the dense ivory of my skull, but I'm still groping in the dark!  ;)

Now, I might mention that back in the 80s, 90s and into the early 2000s I did dabble in BASIC. The most ambitious project was a program to generate star plots in small 640x480 sections (the screen limit, from which I made screen captures). These small sections were mosaiced together in Photoshop to make much larger images comprised of 15 such sectional plots. That was done for book and magazine illustration projects. If you ever see the 3rd or later Edition of The backyard Astronomer's Guide (Dickinson and Dyer), the last chapter features a 10 chart atlas of the milky way I created for the book that is the result of that BASIC software.

But OOP (Object Oriented Programming) is something like Egyptian hieroglyphics to the linear-thinking and increasingly ossified nerve bundle at the top of my spinal cord.
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SAS~Storebror

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #32 on: October 16, 2023, 01:38:00 AM »

Gentlemen, not trying to piss on your parade but things are a tad more complex.
"powerType" from BulletProperties only gets evaluated to create a corresponding explosion effect on impact. Just the effect. Not the actual damage.
"powerType = 2" as such defines a "Napalm" explosion effect. Not incendiary but "Napalm". That's because there is no incendiary explosion effect in IL-2.
A bullet colliding with a valid actor creates a "SHELL" type "Shot" hit ("SHELL" equals a mine shell aka explosive round) if the "powerRadius" is not zero.
Otherwise it creates an API type "Shot" hit if the "power" is not zero, and otherwise ("powerRadius" and "power" equal zero) an "AP" type "Shot" hit.
Furthermore, if both "power" and "powerRadius" are greater than zero, an additional Explosion will be created accordingly (which may or may not result in further hits to the actor, e.g. Splinter hits).

That being said, "powerType = 2" is just cosmetic and your API(T) bullets would rather need to set "power" > 0 and "powerRadius" = 0.

]cheers[
Mike
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #33 on: October 16, 2023, 03:24:51 AM »

Mike,
This is the kind of 'pissing on parades' I like and want to see!  ]salut[  Actual useful info.

Much of what you just wrote has been dawning on me in recent months, and you've filled in a couple of holes in my understanding.

While there is just the napalm type explosion (for bombs/rockets), the stock game did perform an ad hoc differentiation for phosphorous munitions via use of threshold values for power and/or powerRadius, using this to generate the TermitW and TermitS effects. I have built upon this (unfortunately limited) scheme to further differentiate for incendiaries and their particular effects.

For phosphorous bombs/rockets, I have an initial flash, white burst smoke, numerous small glowing bits with 'fingers' of white smoke, and a longer lasting cloud of smoke drifting downwind for a bit.


For incendiary munitions I have an initial scattering of glowing bits, followed by a pattern of tiny glows becoming small fires that gradually get bigger and then fade away over a period of time.
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Wing Walker

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #34 on: November 03, 2023, 02:36:01 PM »

Just back to original questions about the P-47D+'s...

- Why do all 8 guns fire off at once?
- Why is the sound effect messed up?
- Why is the tracer effect so different from the more realistic tracers of all other 50cals types in IL2

Maybe I missed something in the techy stuff posted?
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WxTech

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Re: P-47D Alt 50cal Ammo 50K and M2 Fire Different
« Reply #35 on: November 03, 2023, 05:16:43 PM »

Remind us of your game version.

List any mods which involve the plane(s), as well as any weapons mods that might conceivably include the .50 of any variant (including in a sound mod.)

If no mods are involved, then the stock plane and weapon classes will tell the tale. Chances are I won't have the relevant classes to look at, but someone else who can check them might hopefully chime in...
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