B-52 Stratofortress FEATURES - 84 x MK82 bombs - 20mm Vulcan Tailgun - Bombbay doors - Undercarriage - Dragchute
Virtual Bomber FEATURE - Enables most bombers with freefall weapons to become proper "non dive-bombing" bombers.
Spawned by the fact; > this disableAI "target" < stops planes from swooping tagets (but produces side effect that need controlling! ) . This addon is a pack of scripts only.
Demo Missions - 2 SP Missions - Both use / demonstrate the Virtual Bomber (VBomber) addon - 1 mission uses the B-52 Stratofortress - 1 mission uses the lovely F-111 addon by Skaircro
---------------------------------------- | Boeing B-52H Stratofortress "BUFF" | | by Gnat | | | | beta 1 | ---------------------------------------- Sept 2005 Based on the beta by Zack and SoldierBen Dragchute and scripts by CSJ Tailgun based on stuff by Footmunch and Gecko "Air Traffic Control" implementation by UNN "Naming" help from Bart.Jan Thanks to these guys as well as those who answered my various script and O2 questions :) ------------------------ ---- ACTUAL HISTORY ---- ------------------------ Function: Heavy bomber Supplier: Boeing Crew: Five (aircraft commander, pilot, radar navigator, navigator and electronic warfare officer) Unit Cost: US$50+ million Powerplant: Eight Pratt & Whitney engines TF33-P-3 turbofan Dimensions Length: 159 feet, 4 inches (48.5 meters) Wingspan: 185 feet (56.4 meters) Height: 40 feet, 8 inches (12.4 meters) Weights Empty: 185,000 lb (83,250 kilograms) Maximum Takeoff: 488,000 pounds (219,600 kilograms) Performance Speed: 650 miles per hour (Mach 0.86) Ceiling: 50,000 feet (15,151.5 meters) Range: Unrefueled 8,800 miles (7,652 nautical miles) Armament Approximately 70,000 pounds (31,500 kilograms) mixed ordnance bombs, mines and missiles. Modified to carry air-launched cruise missiles, Harpoon anti-ship and Have Nap missiles. First Service: A - 1954, H - 1961 ------------------- ---- THE ADDON ---- ------------------- There are one version of the B52 in this PBO: Each plane has; 1 x Pilot 1 x Gunner 1 x Tailgunner 84 MK82 Bombs Bombs dropped in burst of 14, 0.5 seconds between each bomb 20mm Vulcan tailgun, 400 rounds ------------------------- ---- VERSION CHANGES ---- ------------------------- Beta 1: - Fully functional undercarriage - Functioning Bomb Bay doors - Fully functional Tailgun --------------------- ---- CLASS NAMES ---- --------------------- B52 : GNTB52 MK82 Launcher : B52BombRail MK82 Ammo : B52Bomb Tailgun : GNT_B52_Gun Tailgun Ammo : GNT_B52_Bullet ---------------------------- ---- SCRIPTING FEATURES ---- ---------------------------- > Bomb Doors < -------------- For AI piloted/Gunned B52s the Bomb Bay Doors will open automaticily when it spots a target and goes into "COMBAT" behaviour mode. The doors will auto close once the crew have not seen a target for a while > Armourment < -------------- The B52 will only be "armed" when the Bomb Bay doors open. The B52 will be disarmed once the doors close. > Vapour Trail < ---------------- Trail script only has CPU load once unit speed > 30 Vapour trail changes colour relative to altitude to simulate the Water Injection takeoffs and High Altitude vapour trails. Vapour Trail feature can be switched off by setting; GNTB52StopVapour = true Once off, switch it back on with; GNTB52StopVapour = false [this] exec "\GNT_B52\Vapour.sqs" > Tailgun < ----------- Tailgun is actually a seperate vehicle scripted into a position where it "follows" the B52. Because of this many assumptions are out the window. Scripting includes feature like if the pilot ejects, the tailgunner will eject, be ejected. NOTE: The tailgunner is NOT joined to the pilots group. ---- The reason is because if he is the pilot screws up waypoints and assigned move points. Probably because of the mixed vehicle classes. > Tailgun Naming < ------------------ If a name between "B52_1" and B52_10" is assigned to a B52 in the editor (or createvehicle) the corresponding Tailgun "vehicle" will be called the same except "_TG" is added to the end of the name. eg if the B52 is called "B52_3" the tailgun is called "B52_3_TG" > Assigning a Tailgunner < -------------------------- If an empty B52 is named per above, a tailgunner can be moved into place via a script command like; A1 moveInGunner B52_3_TG An AI gunner will be assigned automaticily to a crewed B52, but if you want to assign another AI or a player use a (brutal) script like; gunner B52_3_TG setDammage 1 A1 assignAsGunner B52_3_TG A1 moveInGunner B52_3_TG NOTE: These commands do not work in an addons INIT ---- field, likely because of "name" timing. Use a trigger or a script. ------------------------ ---- FUTURE CHANGES ---- ------------------------ - Better textures - Other armourments - Better cockpit - Better flaps - Extra detail like wing tip undercarriage - Better vapour trail ------------------------ ---- N O T E S !!!! ---- ------------------------ ++ DIVING ++ ------------ Before you start whining about the B52 always diving targets and exploding with the bombs it drops, understand this is an OFP Engine limitation. This can not be fixed but it can be controlled a fair amount by using; ---------------------------------- >>> Gnats Virtual Bomber Addon <<< ---------------------------------- If you dont use this but still want to stop the bomber from diving target and *maybe* drop bombs, use the following code on each B52; this disableAI "target" This will stop the AI diving but will not let the B52 change course to attack tarets. The Gunner *may* drop bombs if you fly _directly_ over an enemy unit. ++ AA Attack ++ --------------- Some AA vehicles like the ZSU will not attack the B52, probably because its so big, but most MISSILE based AA units (men and vehicles) will attack a B52. Most aircraft will attack the B52 also. ++ Armour Attack ++ ------------------- Some Tanks etc will attack the B52, its actually trying to attack the tailgun but will usually never get a hit. Fix next release ... maybe ++ Realistic Flight ++ ---------------------- No, the real B-52 couldn't roll and pitch like that, but this is OFP and I had to soften the config values so that OFP and VBomber wouldnt have too much trouble getting it from waypoint to waypoint. Otherwise it took up the whole island either trying to climb or turn !! ++ Tailgun Icon ++ ------------------ Sometimes the tailgun is represented by a armour icon on the map screen. Fix next time ..... The author can be contacted at the official forums at: www.flashpoint1985.com or [email protected] If you use any part of the addon please at least credit the author(s). Not for commercial use with VBS =================== Disclaimer: ======================== This is NOT an official Addon. Use it at your own risk. ======================================================== ====================================================== -------------------------- | Virtual Bomber Addon | | by Gnat | | | | beta 1 | -------------------------- ------------------------ ---- ACTUAL HISTORY ---- ------------------------ Spawned by the fact; > this disableAI "target" < stops planes from swooping tagets (but produces side effect!) ------------------- ---- THE ADDON ---- ------------------- There is one version of the Vitual Bomber in this PBO. This addon has been tested in Single Player games but not in Multiply Player. It will probably not work in MP. This addon is purely scripts and have been designed to allow other peoples "bomber" addons that are loaded with either free-fall dumb bombs or smart bombs to simulate aerial strikes. The scripting uses 3 hold way points for the bombers to cycle between while waiting for a bomb run call. The scripting uses another 3 waypoint to determine a bomb run at a target. The bomb run call is made up of these 3 points assigned by the player; Run Start --------- From where ever the bombers are at the time of the call (usually between Hold points) they will travel to this point before heading to the target. This assigned point can not be too close (<1000 meters) to the intended target so as all airplanes have a chance to maintain formation and level flight. Target ------ From the first point they will now travel to the Target. This assigned point can not be too close to the previous point so as all airplanes have a chance to maintain formation and level flight. At a calculated point prior to reaching the Target the script will "fire" the bomb drop. If the Run End ------- From the Target point the bomber then moves to the third point, from there the bomber group will then return to the Hold points. Any number of bombers can be in the assigned group, up to the limit of 12 AI crew. >> TIPS << ---------- Its better to have a long run between the first an second point, especially for a big beast like the B52, not a small turning circle! Generally the longer the better, but if it takes longer than 4 mins to travel between the points (unlikely), the bombers will abort. Third point is less critical but if its too close to the target the bomber will miss the point and fly back (near the target) to connect. Primarily the best idea is to place 3rd point past the 2nd point (target) but to the side a bit. This can for example avoid the bomber flying back over enmy hostiles when returning to the Hold points. Hold points should be placed far enough apart to allow for the planes turning circle. Bomb dropping in or near large hills or mountainous terrain will be less than successful because the "terrain following" feature of OFP planes can not be switched off, thus causing drop location calculation problems. Dont have the difference between the "Bombing Height" and the "Holding Height" too great, otherwise some planes will have trouble climbing. ------------------------- ---- VERSION CHANGES ---- ------------------------- Beta 1: - Single Player only --------------------- ---- CLASS NAMES ---- --------------------- NA ---------------------------- ---- SCRIPTING FEATURES ---- ---------------------------- Map Markers ----------- All required map markers are predefined in the demo missions. If a West bomber is to be used the following markers are required; WHoldA, WHoldB, WHoldC, WFirst, WSecond, WThird If a East bomber is to be used the following markers are required; EHoldA, EHoldB, EHoldC, EFirst, ESecond, EThird To track the leader of the bomber group, use a marker called; VBomberTrack Player ------ To allow the player to assign HOLD points, the player (of the same side as the bomber) requires the following script call; this addaction ["Assign Holds","\GNT_VBomber\HoldmapClicks.sqs"]; To allow the player to assign BOMB points, the player (of the same side as the bomber) requires the following script call; this addaction ["Assign Bomb Run","\GNT_VBomber\BombmapClicks.sqs"]; Bombers ------- To use a bomber or group of bombers, call this for the bomber leader; [[A1,A2,A3],"West",250,300,"B52BombRail","B52Bomb",0A,1B,1C,0.2D] exec "\GNT_VBomber\VBomber.sqs" Where in this example; [A1,A2,A3] is a group of NAMED planes "West" is the side, = either "West" or "East" 250 Bombing Height - altitude used on bomb run 300 Holding Height - altitude used on holding pattern "B52BombRail" Weapon definition of the bomber you are using "B52Bomb" Ammo definition of the bomber you are using 0(A) Bomb drop horizontal adjustment in meters 1(B) Bomb drop vertical adjustment in decimal vs 1 1(C) Number of bomber (bursts) dropped 0.2(D) Delay between each bomb (bursts) in seconds Notes on VBomber.sqs call ------------------------- > Hold Height When the script is first called all bombers are forced this height > Weapon and Ammo Check the other readme for further details of other bombers > Horizontal Adjustment Usually 0 meters but if a particular bomber seems to be always falling short or long use this to adjust > Vertical Adjustment Usually a factor of 1, but if bomber is becoming inaccurate at differing heights try using this factor of height to adjust. This problem is almost always related to the differing definition of an addon bombs "air friction" value. > Number of Bursts For bombers that release multiple bombs in one "fire" event as with the B-52, this may only need to be 1. If the bomber you use only fires one bomb at a time, place the number bombs you want dropped per bomb run here. > Delay Between Bombs If you need to force multiple bombs to create a burst, this number in seconds determines the delay between each "fire". Note that the number should be equal or greater than what the used addon allows as some addons may have a "reload" time greater than your "delay" See other Weapon and Ammo readme for details of reload times. ------------------------ ---- FUTURE CHANGES ---- ------------------------ - Multiplayer - Allow formation changes - Script call with pre-assigned points - Proper calc for bombs "airfriction" - Allow definition of Hold and Bomb "speed" - Better removal of a downed (but alive) AI Leader - Better or automatic target line-up - AI target calls (maybe) - Better sequence cancels in event of problems ------------------------ ---- N O T E S !!!! ---- ------------------------ ++ MID-AIRS ++ -------------- You may get a bunch of crashing B-52s and F-111s as you test these missions. My problem was finding a good location on an island that EVERYONE will have. The problems of crashes stem from; - B-52s and low flying F-111s more-so with big mountains around ! - B-52s or F-111s having to execute tight turns to reach assigned points Other addons will likely be no different, its weird, with all OFP AI crewed aircraft the Leader can ALWAYS execute tighter turns and can result in collisions, bit of a problem. ++ DEAD LEADER ++ ----------------- If during a bomb run the group leader of the bombers is killed then it can happen that the others in the group become "lost". Time-outs in the scripting has been included to avoid this, but there is a delay. OFP automaticily assigns a new leader when the current dies. ++ TESTING NEW BOMBERS ++ ------------------------- To determine how accurate the VBomber targeting calc is for a new bomber and to determine if any "adjustment" numbers are required beyond the defaults noted above, place targets boats over water spaced at predefined meters apart and fly the bombers to these targets over ocean and not land to get the best accuracy. ++ SPEED ++ ----------- Currently the Hold speed is NORMAL and Bombing speed is NORMAL. If the Hold speed it dropped lower there is a higher chance of mid-air collisions. The author can be contacted at the official forums at: www.flashpoint1985.com or [email protected] If you use any part of the addon please at least credit the author. Not for commercial use with VBS =================== Disclaimer: ======================== This is NOT an official Addon. Use it at your own risk. ========================================================
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