GreyW00lf
  • GreyW00lf
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago
Hello All,
I Just wanted to share my A-10 Thunderbolt edit. Warning this is a bit Overpowered, so i put a limit of 2.
(Edit #1 there is now a 15.5 second Delay on stealth after firing, also adjusted the Scatter on the GAU-8 from 12.5 to 25)

Updated Custom A-10


Object AmericaJetA10_THunderBolt_II


; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures



Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End

ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = RUBBLE

ParticlesAttachedToAnimatedBones = Yes

End

; ***DESIGN parameters ***
DisplayName = OBJECT:A10Thunderbolt
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 400.0
ShroudClearingRange = 285
Scale = 0.9
Prerequisites
Object = AmericaAirfield
; Object = AmericaStrategyCenter
End

WeaponSet
Conditions = None
; -----
Weapon = PRIMARY GAU_8
PreferredAgainst = PRIMARY VEHICLE
; -----
Weapon = SECONDARY A10_Anti_Tank_Missile
PreferredAgainst = SECONDARY INFANTRY VEHICLE STRUCTURE
; -----
End

ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End


BuildCost = 750
BuildTime = 45
ExperienceValue = 50 50 75 100 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GenericCommandSet
MaxSimultaneousOfType = 2

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = A10ThunderboltAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 360.0
InitialHealth = 360.0
End

Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_A10ThunderboltMissileStrike1
End

Behavior = CountermeasuresBehavior ModuleTag_04
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 9 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 75% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Behavior = ExperienceScalarUpgrade ModuleTag_05
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.5 ;Increases experience gained by an additional 100%
End

Behavior = JetSlowDeathBehavior ModuleTag_06
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_07
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = PhysicsBehavior ModuleTag_08
Mass = 500.0
End

Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End

Behavior = StealthUpdate ModuleTag_10
StealthDelay = 15000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
; not currently used... but maybe someday? (srj)
;RevealDistanceFromTarget = 600.0f
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 75.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End

Behavior = JetAIUpdate ModuleTag_11
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 3000
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL A10Thunderbolt2Locomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor

Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End


Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.

End


Weapon Objects


Object SpectreHowitzerShell2

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVSpectreShell1
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 10.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 1.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = FX_NukeGLA
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_09
Mass = 1
End

Behavior = DumbProjectileBehavior ModuleTag_10
End

; Locomotor = SET_NORMAL SpectreHowitzerShellLocomotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Scale = 0.6 ;Scaling

Shadow = SHADOW_DECAL
End

;------------------------------------------------------------------------------
Object WartHog_AntiTankMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
; @todo -- need real art here
Model = UVRockBug_m
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 18000
InitialVelocity = 50 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 300
DistanceToTargetForLock = 10
IgnitionFX = FX_BuggyMissileIgnition
End
Locomotor = SET_NORMAL WartHog_AntiTankMissileLocomotor

Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0

End


Locomotors


Locomotor WartHog_AntiTankMissileLocomotor
Surfaces = AIR
Speed = 900 ; in dist/sec
MinSpeed = 175 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 50 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 115
AirborneTargetingHeight = 30
PreferredHeightDamping = 0.7
End


Locomotor A10Thunderbolt2Locomotor
Surfaces = AIR
Speed = 120 ;55 ; in dist/sec
SpeedDamaged = 120 ;40 ; in dist/sec
MinSpeed = 45 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 175
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = -1200 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS

PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End


Weapons


;------------------------------------------------------------------------------
Weapon A10_Anti_Tank_Missile
PrimaryDamage = 600.0
PrimaryDamageRadius = 0.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 35.0
AttackRange = 1200.0
MinimumAttackRange = 500.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 4500
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
ProjectileObject = WartHog_AntiTankMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 8000
ClipSize = 8
ClipReloadTime = 30000
AutoReloadsClip = RETURN_TO_BASE
FireSound = HumveeWeaponTOW
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiGround = Yes
ShowsAmmoPips = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
End


NEW edit of GAU_8 Weapon


;------------------------------------------------------------------------------
; - - - Custom Weapons - - -
;------------------------------------------------------------------------------

Weapon GAU_8
PrimaryDamage = 30.0
PrimaryDamageRadius = 3.0
AttackRange = 1200.0
MinimumAttackRange = 500.0
ScatterRadius = 25
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 999.0
ProjectileObject = SpectreHowitzerShell2
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_GenericTankGunNoTracer
ProjectileDetonationFX = FX_SpectreHowitzerExplosion
FireSound = TechnicalWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0.0016
ClipSize = 240
ClipReloadTime = 30000
AutoReloadsClip = RETURN_TO_BASE
AntiGround = Yes
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
End



Edit added in the command button as well to be able to build this

CommandButton Command_ConstructAmericaJetA10_THunderBolt_II
Command = UNIT_BUILD
Object = AmericaJetA10_THunderBolt_II
TextLabel = CONTROLBAR:ConstructAmericaJetRaptor
ButtonImage = SAWarthog
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor
End
Sponsor
CommieDog
9 years ago
Cool, I've seen more than one person request something like this over the years.

But why is the A-10 stealth?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
GreyW00lf
  • GreyW00lf
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago


But why is the A-10 stealth?

Originally Posted by: CommieDog 




The stealth is there to mimic how real A-10's seem to appear out of nowhere and kill a tank, structure, etc. etc, and also in my private mod Basic Rifle Infantry have more 50% more range and can shoot at Aircraft.

Edit #1
This A-10 are slower then all other aircraft and can sometimes be Shot down pretty quick if it wasn't for the counter-measure Flares and stealth. And so I have put a longer Delay on the stealth since I have posted this edit

Edit #2
I wish I could find a way to make it so that the stealth never comes back on after the A-10 fires either Primary or Secondary Weapons and it has to regain it's stealth at Airfield.


Edit #3
I have updated the First post with the newer Edits of the A-10 and it's primary Weapon (GAU-8)
CommieDog
9 years ago

The stealth is there to mimic how real A-10's seem to appear out of nowhere and kill a tank, structure, etc. etc, and also in my private mod Basic Rifle Infantry have more 50% more range and can shoot at Aircraft.

Originally Posted by: GreyW00lf 


Ah, I see. That's probably because the A-10 generally flies low to the ground and can be hard to see coming with ground-based radar.

But if you want to go that route and still have some balance, perhaps you could give other aircraft the ability to detect the A-10.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Zatsupachi
9 years ago


But why is the A-10 stealth?

Originally Posted by: CommieDog 



Kek.
I fix this by having it travel in supersonic(without exactly setting a new locomotor, the supersonic locomotor is the same as the one it already has)...
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
GreyW00lf
  • GreyW00lf
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago


Ah, I see. That's probably because the A-10 generally flies low to the ground and can be hard to see coming with ground-based radar.

But if you want to go that route and still have some balance, perhaps you could give other aircraft the ability to detect the A-10.

Originally Posted by: CommieDog 



Indeed that is true on all accounts. I did post the updated edits that I made into the First post with Longer Delay on the stealth from 3 (or so) secs to 15 secs and more Scatter from 12.5 to 25 on the primary Weapon.

This A-10 is set-up to be a Ground attacker with no anti air ability. Also in my Test that I did After I posted the new edits this A-10 gets ripped apart by China's Gatling turret if there is more then 1 turret (2 is all that's needed it seems), I bumped the A-10 build limit to 4 from 2 and it was still getting ripped apart I'd lose 2 out of the four.



Kek.
I fix this by having it travel in supersonic(without exactly setting a new locomotor, the supersonic locomotor is the same as the one it already has)...

Originally Posted by: Zatsupachi 



This A-10 was meant to have a few strengths and weakness's, being Slow is one of it's weakness's, long stealth delay and on other side of the coin (strength wise) is the insane amount (240) of Primary ammo it carries and Secondary (8) Anti-Tank (& Structures) Missiles

The primary weapon Ammo 240 amount is offset by the high Rate of fire set at 0.0016 and it's scatter set at 25.

The Secondary Weapon has 8 missiles that fly like mini cruise missiles to their target meaning they are flying at the same height as the plane that fired them then once near target, it dives down in a top down attack.
Zatsupachi
9 years ago
Mayhaps you've not seen how supersonic works in this game?

If you look at the aurora, it's actually untargetable when attacking hence why even instant weapons couldn't hit them.
As far as I know, you can set the supersonic and sluggish locomotor to be whatever(they can all be the same locomotor) so long as it has it. It becomes vulnerable once it empties out a weapon.

You can make it tanky if you want it to resist Gatling fire. Or right out give it Tank Armor.(Unless you are happy with it getting ripped apart by gatlings).
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
GreyW00lf
  • GreyW00lf
  • 50.25% (Neutral)
  • Captain Topic Starter
9 years ago

Mayhaps you've not seen how supersonic works in this game?

If you look at the aurora, it's actually untargetable when attacking hence why even instant weapons couldn't hit them.
As far as I know, you can set the supersonic and sluggish locomotor to be whatever(they can all be the same locomotor) so long as it has it. It becomes vulnerable once it empties out a weapon.

You can make it tanky if you want it to resist Gatling fire. Or right out give it Tank Armor.(Unless you are happy with it getting ripped apart by gatlings).

Originally Posted by: Zatsupachi 



well I didn't know that, I learnt something new today thanks

edit #1
so I Could remove the stealth? if i used this setup?
Zatsupachi
9 years ago
Yes. You can remove stealth.
"It's precision_bomber."
Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mods/death-label/downloads/death-label-ver-099 
Next Episode:
precision_bomber's Zero Hour SCIENCE!
Macca2016
9 years ago
I hope you use a good sample on just how that A-10 sounds when it hits it's targets. I think everyone who loves A-10's know what I am talking about. What could be cool as well would be if another unit of the A-10 be made where it drops napalm in a long line.
sgtmyers1988
9 years ago
In my TDR mod I had played around with the A-10 and made it a playable unit too. Its a awesome plane in real life and in-game.

The suggestion to give it Tank armor is good just make sure to lower its HP to keep it from being OP in survivability.

I would agree to keep the ARMOR_PIERCING damage type in the weapon code as it is very lethal to vehicles as it was intended to be IRL. I did the same with my version.

To elaborate with what Zatsupachi said, aircraft can use the following locomotor sets:

Locomotor = SET_NORMAL StealthJetLocomotor
Locomotor = SET_SUPERSONIC none ;can be whatever as long as it is flying
Locomotor = SET_SLUGGISH none ;can be whatever as long as it is flying
Locomotor = SET_TAXIING BasicJetTaxiLocomotor


Macca2016
9 years ago
Grey Wolf, is there a link to the mod to add this to the game?