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Thread: guns on tankers

  1. #1
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    guns on tankers

    Good day to you all,

    Thanks to Kodiak (famous name of past times) I can add anti aircraft guns on moving ships.

    I have two questions:
    - Is their a way to add the Bofors_StandAlone on the gun platforms of static tankers?
    Or:
    - Is their ingame under Properties an adjustment for making moving ships not to start moving?

    Hope someone can help me here.

  2. #2
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    Re: guns on tankers

    Quote Originally Posted by Barraclough View Post
    Good day to you all,

    Thanks to Kodiak (famous name of past times) I can add anti aircraft guns on moving ships.

    I have two questions:
    - Is their a way to add the Bofors_StandAlone on the gun platforms of static tankers?
    Or:
    - Is their ingame under Properties an adjustment for making moving ships not to start moving?

    Hope someone can help me here.
    Yes you can put a Bofors on a static tanker in the same way as on a moving ship, edit the mission file

    define the guns ;
    [Stationary]
    1_Static Artillery.Bofors_StandAlone de 0.00 0.00 0.00
    2_Static Artillery.Bofors_StandAlone de 0.00 0.00 0.00

    add one to to a moving ship under [Chiefs]:

    16_Chief Ship.Tanker_Medium1 de /sleep 1200/skill 0/slowfire 2/skin0 materialsSummer1_gray/pax_skin0 materials_RAF/tow00_00 1_Static

    and the other on a static tanker under section [Stationary]:

    Static0 ShipUnit.Tanker_Medium1 de 25874.75 19850.12 -475.00 /sleep 1200/skill 2/slowfire 1/tow00_00 2_Static

    There is a waypoint-timeout function but it isn't clear to me if it works. Give a moving ship a journey length of 10 cms, what is the difference with a static ship?

    NB the tanker has two gun platforms, you can put a gun on both like this with two 'tows':

    Static0 ShipUnit.Tanker_Medium1 de 25874.75 19850.12 -475.00 /sleep 1200/skill 2/slowfire 1/tow00_00 2_Static/tow00_01 1_Static

    static tanker with two bofors

    Last edited by Bonditaria; Apr-08-2021 at 09:53.

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  4. #3
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    Re: guns on tankers

    Thanks a lot Bonditaria for your speedy send of a detailed instruction!

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  6. #4
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    Re: guns on tankers

    Quote Originally Posted by Barraclough View Post
    - Is their ingame under Properties an adjustment for making moving ships not to start moving?

    Hope someone can help me here.
    Under properties & waypoint, look for "Timeout". There are blanks for __:__ which means hours:minutes.

    Also note that the timeout or 'pause' happens at the END of that segment. So if the segment if, drive 5 miles north with timeout 5 minutes, then it will drive five miles north and THEN stop for 5 minutes.

    If you want the vehicles to stop at the beginning of their course, just add a new waypoint at the beginning, have them drive 5 feet or some other small amount, then timeout.

    Tip: Here's how the 'TimeOut' function works for Vehicles - in the example, waypoint 0(3) has a Timeout of 2 minutes (0:2). At 07:00 when the mission begins, our J2 and Tug vehicle will move out from waypoint 0 to waypoint 1. When it arrives at waypoint 1 it will stop for 2 minutes before moving out again to waypoint 2. So in other words the TimeOut is a movement pause that applies at the end of the movement associated with the waypoint to which the TimeOut was applied. It seems a bit ass backwards, but it is a common theme in the FMB that actions apply at the end of a waypoint, rather than the beginning - if that makes any sense at all! Keep this principle in mind - action at the end of the waypoint - often it's the solution to an FMB problem.
    Source: https://www.sas1946.com/main/index.php?topic=23364.0
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    Re: guns on tankers

    Quote Originally Posted by TWC_Flug View Post
    Under properties & waypoint, look for "Timeout". There are blanks for __:__ which means hours:minutes.

    Also note that the timeout or 'pause' happens at the END of that segment. So if the segment if, drive 5 miles north with timeout 5 minutes, then it will drive five miles north and THEN stop for 5 minutes.

    If you want the vehicles to stop at the beginning of their course, just add a new waypoint at the beginning, have them drive 5 feet or some other small amount, then timeout.



    Source: https://www.sas1946.com/main/index.php?topic=23364.0
    Very helpfull this
    Among several possibilities it’s now possible to have a vehicle on a spline road circuit passing a certain place exactly at the moment you wanted it .

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