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Author Topic: Anyone else seeing AI-fired RS82 rockets explode much sooner than player-fired?  (Read 271 times)

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WxTech

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This has long been an insoluble issue for me (Currently flying B.A.T. 4.0). When I fire RS82 rockets into the blue they will fly through the air for a very long time (maybe something like 10 seconds?) before exploding in a terminal burst.

But the AI bots firing the same rockets will have them burst after what seems to be 1.2 seconds (at least that's the stock timeLife property value in RocketRS82.class.) And so even when getting reasonably close to ground targets, the rockets uselessly explode in the air well short of the intended destination. The plane would have to practically crawl right up the target's ass before letting loose.  ;)

If I increase the timeLife value in the weapon class this has no effect. Even though the other properties related to the illumination from the motor flame which I have altered are being applied.

I'm flummoxed. The huge difference in player- and AI-fired durations before air bursting is most puzzling to start with. The inability to effect a change in timeLife adds to the head scratching.

So. Does anyone else have the same difference in AI vs player air burst times for the RS82 rocket? My test bed has been the I-15P; I should try other planes to see if this is universal...
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Frankiek

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Player can adjust the timing of the rocket explosion on the plane arming screen before starting the mission 10 seconds is the default delay but naturally you can increase or decrease similar to the bomb fuse. Most likely you will have a dedicated class file that controls the timing adjustment
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WxTech

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With the default rocket delay at 10s, that would explain my observation of the~10s interval I get before the air burst. When I set this to, say, 3s, .my delay is correspondingly shortened. But the AI timing remains unchanged, it being always fixed at about 1.2s, which was the stock timeLife property value (which I've increased to 5.5s, but to no effect.)

It's as though the AI is forced to use a different class for the otherwise same rocket. Kind of reminiscent of the way cod files work.

Incidentally, for all rockets I've reduced by a factor of 10 the values for the illumination intensity and range attached to the motor. The stock illumination on the terrain is grotesquely bright. Furthermore, I apply a linear scaling during the period of twilight which further reduces these values by a factor of between 1/2 (Sun >18° below the horizon) and 1/10 (Sun on the horizon.) This makes the illumination invisible on the ground in daytime, becoming progressively more prominent as darkness proceeds. Even at full night there is no vast area brightly lit up as it was before.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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