So I want to know if it's at all possible to create multi-stage cluster weapons in this game, using the magic of Funky Trees.
For example, a custom made cluster missile that functions as follows:
When fired, the missile tracks its target normally, and when it gets a certain distance away from said target, detachers on the missile fire off their own submunitions, may they be bomblets, micro missiles, or something else entirely. When the cluster missile fires off additional micro missiles, said micro missiles will track the target that was initially locked onto. If bomblets, I guess it doesn't matter because they can't track, and will just hit whatever.
Can something be programmed to have this happen, or is it simply not possible, and just a limitation of the game and/or Funky Trees?
@AWESOMENESS360 ok, so could you maybe upload the missile or send me the xml plane file? I think I just know how to do it. And how many stages do you want?
@SILVERPANZER ok so I've switched up the missile a little bit, now instead of firing micro missiles it fires unguided rockets, but they're programmed to air burst around the main missiles target. I still can't figure out how to use the FT inputs, would it be too much of an inconvenience for me to tag you in an unlisted post of the project for help? I just want the missile to fire off like normal, and then when the detachers come within a certain distance of the target, they fire off the rockets. I think that's doable, atleast it should be?
I know it can be done...
@SILVERPANZER aight. Sorry for so many questions, but which of these go on the detachers, and which go on the micro missiles?
@SILVERPANZER ok this sounds pretty legit, how would I use these FT Codes precisely? Like what overload values in the "name" and "value" section go where, I am very thankful for your input here
TGx:
Longitude+TargetDistance*cos(TargetElevation)*sin(TargetHeading)
TGy:
Altitude+TargetDistance*sin(TargetElevation)
TGz:
Latitude+TargetDistance*cos(TargetElevation)*cos(TargetHeading)
FCTRx:
TGx-FCLongitude
FCTRy:
TGy-FCAltitude
FCTRz:
TGz-FCLatitude
FCTRr:
sqrt(FCTRx*FCTRx+FCTRy*FCTRy+FCTRz*FCTRz)
Detacher_Fuse: FCTRr<500
FCLongitude, FCAltitude, FCLatitude - Flight Computer outputs.
500 - fuse distance.
@PPLLAANNEE nice!
i think you can, using secondary cockpits with it's associated variables, idk how but you can i think.... I only know the speed variable and i used that to extend the missile wings
@Yish42 it works. you need to make the part holding the bomblets glass so it breaks and releases them easily. Also you might need to lower the explosion power of the missile so it only destroys the glass
@PPLLAANNEE i have thought of that one time,i just didn't make it
So it does work?
maybe you can use proximity detonation to destroy a part that holds the bomblets and make them spread out. in my Parachute Missile, proximity detonation triggers a small explosion that breaks glass that a bunch of nets are attached to, spreading the nets out over the target. you could try the same concept where proximity detonation spreads bomblets over an area.
@Yish42 ah, I was afraid of that. I need to be able to have more than one and also not have the cockpit attached to it, so that's a bit of a problem. Thanks for the help anyway, much appreciated!
Well there is one way to make it but you have to put the cockpit in the missile,and you cannot make more than one of these missile per craft here how it should work:
Let's say you want the bomblet to drop at a distance of 100 meter the ft code is very simple:
(TargetDistance<100)
The missile will lauch,and when the cockpit (wich is in the missile) reach a distance of a 100 meter,the detacher will do its job and the bomblet will release.