OHM Airwolf Copter

OrbitHangar

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Author: gattispilot

A Redone B222 "Airwolf". 
D Opens selected
B  opens/closes gun pod
N  opens/close flare doors
O  opens/close rockets
+ keypad fire turbo
V changes camera

PODS open
4 fires guns texture and sound
5 stops guns

HAs VC



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Loru

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\o/ Thank you Gattispilot.
 

garyw

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YAY, more helicopters! :cool:

Not just a helicopter. This is the AIRWOLF! ceiling of 100,000ft, weapons, mach 2+, invisible to radar...... thank you Gattispilot! :thumbup:
 

Scorpius

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Wow, thanks! I like this TV series and the helicopter too! :thumbup:
 

gattispilot

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Thanks. I guess one the combat module is finished you could fire the missiles and guns.
I thought about added at least a sound of the guns if fired.
 

Loru

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Particle emmiters could emulate guns with ease. It won't destroy anything but still may look nice.
 

gattispilot

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Like adding an exhaust?

IF so I can add that and find a sound. Or just show barrel light up
 

Loru

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Here is effect of quick test (spacecraft3 DG with retros altered to guns)

guns.jpg


and spacecraft3 particle definition
Code:
[PARTICLESTREAM_1]
NAME=DGMain
SRCSIZE=0.2
SRCRATE=15
V0=450.0
SRCSPREAD=0.0
LIFETIME=3.0
GROWTHRATE=0
ATMSLOWDOWN=0.1
LTYPE=EMISSIVE
LEVELMAP=LVL_SQRT
LMIN=1
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1
AMAX=1
TEX=Themis-A\srb-particle-fire
 

gattispilot

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Looks good. So I show add retro engines and use the particles for it. And then use the fire gun key to fire retro?
 

Loru

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and second piccy (as you can see bullet stream angles correctly to DG movement)

guns2.jpg
 

Loru

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I'd define just key triggered particle emiter and not tie it to engines. I'm not a coder and I'm limited to spacecraft3 but I think it's possible without any real thruster

---------- Post added at 08:17 PM ---------- Previous post was at 08:15 PM ----------

If you engage retros Orbiter shutdowns main engines.

---------- Post added at 08:33 PM ---------- Previous post was at 08:17 PM ----------

I noticed that

Code:
ATMSMAP=ATM_PLOG
AMIN=1
AMAX=1

this should be altered as guns don't work above 2000 meters (that's atmospheric cutoff for smoke rendering). You'll have to experiment with different settings to achieve satisfactory results.
 

Loru

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They're so close to eachother that texture will merge upon firing. I'd say 2 are just enough for particles but you can light up all guns while shooting.

---------- Post added 01-15-13 at 12:25 AM ---------- Previous post was 01-14-13 at 08:35 PM ----------

BTW I've noticed that "bullets" bounces off the ground :p
 

Loru

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I'd replace stream texture with something more yellowish:

guns3.jpg
 

n122vu

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If you engage retros Orbiter shutdowns main engines.

Mains are tied to the turbo thrusters, correct? If so, I can't recall in the show ever seeing the guns fire (or even deployed) while the thrusters were being fired.

Just my :2cents:
 

gattispilot

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What I did is made fake main thrusters. 0 thrust
Code:
SURFHANDLE 	gun_tex = oapiRegisterParticleTexture ("srb-particle-fire");

static PARTICLESTREAMSPEC gunfire_main = {
		0, .2, 15, 500, 0.0, 3.0, 0, .1, PARTICLESTREAMSPEC::EMISSIVE,
		PARTICLESTREAMSPEC::LVL_SQRT, 1, 1,
		PARTICLESTREAMSPEC::ATM_PLOG, 1e-5, 0.1,
		gun_tex
		
	};	

th_main[1] = CreateThruster (_V(-3.285,-1.347,3.822), _V(0,0,-1), 0, hpr, PB_ISP);
	AddExhaustStream (th_main[1],_V(-2.48,-1.347,3.822),&gunfire_main);
	AddExhaustStream (th_main[1],_V(2.48,-1.347,3.822),&gunfire_main);
And then if firing full thrust of the engine
 
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