Emitters, Multi barrel AA guns

Daiwilletti

Charter Member
Hi Slipstream,
thought I'd reply here rather than highjack Jaycee's thread any further. [quote hi daiwilletti. from the rexplaination, i'll assume the anwser is. its still in idea form.i didn't want to burst your bubble but for the 6 years i've been here this idea has been brought up every year,at least once.lot of us were working on different approches to a solution.the finial posting around 2 years ago was this; the gun would have to be scrach built. 2 emmiters would have to be placed on each side of the center line of the bore of the barrel.that would allow 2 different types of ammo to be used in one barrel.but the project went neverware.]

I don't think you've burst any bubble, we seem to be saying the same thing. However also note that for an existing two or four-gunned AA model, there's no need to get so complicated. It's all about symmetry. So long as the multiple barrels are even numbered you only have to go into the xdp and assign half to a shell or cannon firing weapon, and half to a flak_gun, and make sure the rate of fire in the round's xdp is accurate for the modelled AA gun, not the selected gun type in the xdp.

Really can't see how it would fail, in fact as I said I seem to recall getting a few bullet holes to appear but it was a wee while ago and I've been distracted with other things in real life. :running:

cheers
D
 
Hi Guys. I am dabbling in this, have tried a couple of things, but no bullet holes show with the twin flack so far, The thing is i am new to gmax, and dont really know what i am doing, i will keep trying. i may have been able to do something had i known about this before i started the gun, but adding nodes after its finnished may or may not work,because of the hierarchy ect, but i dont know, if any g-maxers would like the source to try and fix this that would be cool, PS. i have the tracers on the cannons set to 0 (zero) and the tracers on the guns set to 100 for testing and so far i have not seen any tracers, so i cant get maching guns to work yet, i will keep on trying.
 
hi D very courtious of you to start a new thread. as "bursting your bubble" goes. guys far better than us,real weapons builders. discreet,thrasmussen ect.tried the 2 guns put togeather as one with the second gun m3d invisible.they couldn't get it to work. it was discarded in favor of useing one gun, placeing 2 emmiters at the end of each barrel.no additional m3ding. but it went neverware so no additional word was heard.your idea was the first one,and was a good one,those involved had high hopes it would work.
jim i'm glad a gmaxer has taken this "hard code" project on.just because your a rookie gmaxer doesn't mean you can't beat this.we all started at the beginning.you already have basic procedure down.thats the biggie!!!
form the finial conversation on the 2 emitter idea the emitters had to be placed dureing the gmax build stage that attempting to add on later might not work.also the emitters shouldn't over lap positions.they also talked about placeing the emitters end to end.the rear emitter would be inside the textured barrel. try useing two different tracer colors on 100.have you tried useing a gun caliber like the 50cal. with the cannon flak round? you have taken this the farthest thats been posted,so your the spear point now. :kilroy:
 
Multiple types of ammo

Several years ago avhistory set a standard on how to name the gunstations in your aircraft. I usually stick to this however once in a while I become lazy. :kilroy:

The issue is when you build a gun from scratch you have the opportunity to name your guns in a few ways. For instance, JC's quad and twin flak guns can have the gun with four emitters or four guns and one emitter each or one gun with two emitters or two guns with one emitter respectively. In the xdp then you either have one line for the gun or two/four lines, one line for each gun. If you do the latter, then you can have your gun fire two or four different types of ammo.

In the case of JC's guns they fire tracers because in the xdp in the weapon folder, I added a command in the effects area to include a tracer, CFS3 does not have tracers for flak rounds, you must add this. Of course you need the effect in the effects folder, and in this case if you have ETO you do.

Bottom line, JC if you want to fire multiple types of ammo you must have two (four etc) guns:

(gun0_l_r and gun0_fore_aft and then just have two(four) gun_grps like
gun_grp0b0, gun_grp1b0 etc. ((this approach is easiest and saves on framerates)) These are the names of the emitters placed at the end of the barrel and of course you need to have the correct lines in the xdp. Instead of one line defining the type of ammo the gun fires, you just have two (four)

I do this all the time, just take a look at one of the xdps for the HE 219 or Ju388 or Ju88's and you'll see the number of lines and the corresponding gunstation entries in the xdp)

Really is an easy concept, the only issue is that you need to do this when building the gun.
 
Hi Slip Stream, I have never been called a spear point before, probably not the sharpest spear in the armoury LOL.



Nachtpiloten. Thanks for the heads up, now what i have to do is be able to make a working gun by myself:banghead: if i eventully manage this, then presumably what i can do, is load the twin flak into gmax delete the hierarchy ect. do what you suggest, then button it up again.

I have just spent hours and hours trying to add nebelwerfer sounds to the rockets i made earlier, but this was another fruitless effort of mine, if i could have got the rockets to fire without the stock rocket sound this would have been a start but no go, just thinking about this again gives me a sore head, i am now away for a drink, (a large 0ne) :icon29: Cheers,
 
Jaycee,
I posted a mod that gives the option to add sounds to different rockets.
it should be easy to do with this mod.

http://www.sim-outhouse.com/sohforums/showthread.php?t=23649

I have just spent hours and hours trying to add nebelwerfer sounds to the rockets i made earlier, but this was another fruitless effort of mine, if i could have got the rockets to fire without the stock rocket sound this would have been a start but no go, just thinking about this again gives me a sore head, i am now away for a drink, (a large 0ne) :icon29: Cheers,
 
wow, man, i´ve missed this post up to now:banghead:. will have a good time or sleepless night now by modding the nebelwerfer to my most loved bird of prey (don´t need to mention that it´s your FW).
Thank you dancat:ernae:
 
hi D very courtious of you to start a new thread.
...have you tried useing a gun caliber like the 50cal. with the cannon flak round? . :kilroy:

Hi slipstream, thanks for useful info and also to Nacht for reminding us of the fundamentals as only a true GMaxer can (not me - I'm only an xdp/xml file dabbler who can ad the odd flak or tracer effect).

When I dabbled in this a while ago I did just as Nacht suggested and looked at the multi-barreled guns to find one with an xdp with all four barrels listed as separate guns. I think from memory it was a 50cal quad and its still sitting in one of my installs - I just have to find it...

And yes the idea of adding a flak-gun to one of the quads gunstations is very much in line with what I thought would be worthwhile, especially as the ETO team has already added the tracer and muzzleflash parameters to their xdp files so as long as the effects xml has the goodies it should be good to go.

At the moment I am refining the PTO campaign I wrote and I'm struggling to get the default spawning nation from Japan_AAF to Japan_IJN for some reason, which means enemy ships don't spawn because I think PTO only has IJN ships.

So I'll put this idea for the mixed guns on the list for further investigation soon.

cheers,
D
 
hi D jaycee may be inspired enough to keep wacking away at the dual emmiter idea.we'll just have to wait and see what he can come up with.
do you remmember that pto has a basic era switcher.it changes from ijn held islands to american held islands.that may be why your ships won't spawn.just a guess.
 
hi D jaycee may be inspired enough to keep wacking away at the dual emmiter idea.we'll just have to wait and see what he can come up with.
do you remmember that pto has a basic era switcher.it changes from ijn held islands to american held islands.that may be why your ships won't spawn.just a guess.

WTF? I had better take another look at what state my Global layer.csv is in, and who "onws" what islands. Thanks slipstream I'll look into it :running:
 
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