'Windows' as a CFS3 weapon

mongoose

SOH-CM-2023
We have windows as an aircraft, but AFAIK we never have had a 'bomb' or the windows equivalent as a 'weapon' to be dropped by bombers. Anyone have any ideas on that?
 
Wouldn't having it as an "effect" be better? If it were a weapon, the window could be a muzzle flash, for example.
Don't ask me how though!
 
As I said, we have windows as an aircraft, but what I was thinking is something more like 'bomb' flares or incendiaries which would 'work' just after release from the bomber. I have no idea how the windows ac works and sadly I forget who made it quite a while back.

This is the aircraft xdp if it gives any ideas. m3d any use? The air file is interesting; no engines!

<?xml version="1.0"?>
<UnitData>
<General Allegience="1" LongName="Window" ShortName="Window" ModelName="window.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="7/24/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="level_bomber" Country="britain" AllowSpawn="n">
</General>
<GunStations/>
<Seats>
<Seat Name="Pilot">
<Stations>
<Station Name="Pilot" Type="pilot_station" View="0" FovUp="25" FovDown="15" >
<PadlockLimit AzimuthMin="-134" AzimuthMax="134" ElevationMax="90" ElevationMin="-45"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-30"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="30"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
<View Event="HeadPitchDownLeft" Azimuth="-134" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="134" Elevation="0"/>
</Views>
</Station>
</Stations>
</Seat>
</Seats>
<Description String="Window"/>
<Moving MinSpeed="38" MaxSpeed="191" CruiseSpeed="107" GroupSize="4" Type="0"/>
<Weapon WeaponType="Bomb" ImpactDice="1" ImpactDieSize="1" ImpactOffset="10000" BlastDice="1" BlastDieSize="1" BlastOffset="5000" FireDice="1" FireDieSize="1" FireOffset="100" BlastRadius="5"/>
<Loadouts/>
<DamageBoxes>
<Box ID="damagebox_nose" Parent="damagebox_nose">
<BoxMap SystemID="pilot" Probability="100" Points="1"/>
</Box>
</DamageBoxes>
<Systems>
<System ID="pilot" Name="">
<Threshold Level="50" Effect="Library" Parameter="fx_struct_damage_l" Location=""/>
<Threshold Level="50" Effect="Break" Parameter="" Location=""/>
<Threshold Level="80" Effect="Library" Parameter="fx_struct_rubble_l" Location=""/>
<Threshold Level="80" Effect="Break" Parameter="" Location=""/>
</System>
</Systems>
<Aircraft MinAlt="50" MaxAlt="12500" CruiseAlt="7391" DryWeight="1" MaxWeight="1" FuelWeight="0" CrewSize="1" CombatRadius1="289" CombatRadius2="289"/>
</UnitData>
 
Such an effect is possible, but wouldn't have much purpose. It would not confuse enemy fighters or flak because it wouldn't be seen as a target. The window "aircraft" works because the game treats it as one, thereby cluttering the TAC, attracting the attention of AI fighters and flak, and also messing with the chances of Steve's radar app giving you a genuine target to pursue. The air file is just set up to be all messed up so the AI can't actually fly it and it just flutters erratically until eventually it hits the ground. As an effect, such as a muzzle flash effect, it is completely invisible to all forms of AI and radar in the sim, and at night, it's invisible to you too!
 
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