MQ-9/Models/MQ-9-bombableinclude.xml
2016-07-04 11:38:07 +03:00

307 lines
14 KiB
XML
Executable File

<?xml version="1.0"?>
<PropertyList>
<nasal>
<load>
<![CDATA[
print("Loading MQ-9", cmdarg().getPath());
var nodeName = cmdarg().getPath();
##checks whether it has been initialized already; if so, just return
if ( bombable.check_overall_initialized (nodeName) ) return;
############################################
#MQ-9 INITIALIZER
var object_init = func() {
# Datas of this object are under: cmdarg().getPath()
var thisNodeName = cmdarg().getPath();
var thisNode = props.globals.getNode(thisNodeName);
# Add some useful nodes
########################################################################
########################################################################
# INITIALIZE BOMBABLE
#
# Initialize constants and main routines for maintaining altitude
# relative to ground-level, relocating after file/reset, and
# creating bombable/shootable objects.
#
# These routines are found in FG/nasal/bombable.nas
#
########################################################################
# INITIALIZE BOMBABLE Object
# This object will be slurped in the object's node as a child
# node named "bombable".
# All distances are specified in meters.
# All altitudes are relative to current ground level at the object's
# location
#
thisNodeName = cmdarg().getPath();
var bombableObject = {
objectNodeName : thisNodeName,
objectNode : props.globals.getNode(thisNodeName),
updateTime_s : 1/3, #time, in seconds, between the updates that
#keep the object at its AGL. Tradeoff is high-speed updates look more
#realistic but slow down the framerate/cause jerkiness. Faster-moving
#objects will need more frequent updates to look realistic.
#update time faster than about 1/3 seems to have a noticeable effect
#on frame rate
#########################################
# ALTITUDE DEFINITIONS
#
altitudes : {
wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level). For most objects this is 0 but some models need a small correction to place them exactly at ground level
minimumAGL_m : 1, #minimum altitude above ground level this object is allowed to fly
maximumAGL_m : 15240, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling
crashedAGL_m : -0.1, #altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001.
},
#
#########################################
# VELOCITIES DEFINITIONS
#
velocities : {
maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged
minSpeed_kt : 60, #minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground.
cruiseSpeed_kt : 169, #cruising speed, typical/optimal cruising speed, V C for aircraft
attackSpeed_kt : 200, #typical/optimal speed when aggressively attacking or evading, in
#level flight for aircraft
maxSpeed_kt : 260 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft
damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second
#The terminal velocities are calculated by opening the 'real' AC
#in FG, level flight, full throttle, then putting
#the AC at different angles of attack with the autopilot,
#and noting the terminal airspeed & vertical speed velocities.
#For best results, do it near sea level, under 5000 feet altitude.
#One or two each of climb & dive velocities are probably sufficient.
#However if you do more we may be able to use the more precise
#data in the future.
#
#Note that these are intended to be true airspeed whereas FG's
#/velocities/airspeed-kt reports indicated airspeed, so some
#conversion or reference to groundspeed-kt is needed.
#
#In FG /velocities/groundspeed-kt is equal (or close
#to equal, except for wind . . .) true airspeed when pitch=0
#but as pitch increases or decreases that will change.
#
diveTerminalVelocities: {
point1: { airspeed_kt : 447.6, vertical_speed_fps : - 74.4},
point2: { airspeed_kt : 498.4, vertical_speed_fps : - 167.1},
point3: { airspeed_kt : 535, vertical_speed_fps : - 255.0},
point4: { airspeed_kt : 556, vertical_speed_fps : - 343.9},
},
climbTerminalVelocities: {
point1: { airspeed_kt : 331.2, vertical_speed_fps : 34.3},
point2: { airspeed_kt : 266.7, vertical_speed_fps : 59.4},
point3: { airspeed_kt : 169.7, vertical_speed_fps : 73.1},
},
},
#
#########################################
# EVASION DEFINITIONS
#
# The evasion system makes the AI aircraft dodge when they come under
# fire.
evasions : {
dodgeDelayMax_sec : 15, #max time to delay/wait between dodges
dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges
dodgeMax_deg : 75, #Max amount to turn when dodging
#90 degrees = instant turn, unrealistic
#up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast
#>85 is usually very unrealistic. You must test this in your scenario, however.
dodgeMin_deg : 57, #minimum amount to turn when dodging
rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging. 90% means 90% right turns, 50% means 50% right turns.
dodgeAltMin_m : -5000, #Aircraft will begin to move up or down
dodgeAltMax_m : 5000, #Max & Min are relative to current alt
dodgeVertSpeedClimb_mps : 100, #Max speed to climb when evading
dodgeVertSpeedDive_mps : 200, #Max speed to dive when evading
},
#
#########################################
# ATTACK DEFINITIONS
#
# The attack system makes the AI aircraft turn and fly towards
# other aircraft
attacks : {
maxDistance_m : 14000, #max distance to turn & attack main aircraft
minDistance_m : 2500, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again
continueAttackAngle_deg : 20, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead
altitudeHigherCutoff_m : 13000, # will attack the main aircraft unless this amount higher than it or more
altitudeLowerCutoff_m : 5000, # will attack the main aircraft unless this amount lower than it or more
climbPower : 6000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger
divePower : 9000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver
rollMin_deg : 58, #when turning on attack, roll to this angle min
rollMax_deg : 75, #when turning on attack, roll to this angle max
#90 degrees = instant turn, unrealistic
#up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast
#>85 is usually very unrealistic. You must test this in your scenario, however.
rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
attackCheckTime_sec : 10, # check for need to attack/correct course this often
attackCheckTimeEngaged_sec : 0.7, # once engaged with enemy, check/update course this frequently
},
#
#########################################
# WEAPONS DEFINITIONS
#
# The weapons system makes the AI aircraft fire on the main aircraft
# You can define any number of weapons--just enclose each in curly brackets
# and separate with commas (,).
weapons : {
front_gun : #internal name - this can be any name you want; must be a valid nasal variable name
{
name : "AGM-114", # name presented to users, ie in on-screen messages
maxDamage_percent : 80, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
maxDamageDistance_m : 8000, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed.
# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
weaponOffset_m : {x:2.5, y:0, z:0}, # Offset of the weapon from the main aircraft center
weaponSize_m : {start:.30, end:.30}, # Visual size of the weapon's projectile, in meters, at start & end of its path
},
},
#
#########################################
# DIMENSION DEFINITIONS
#
dimensions : {
width_m : 20.00, #width of your object, ie, for aircraft, wingspan
length_m : 11.00, #length of your object, ie, for aircraft, distance nose to tail
height_m : 3.80, #height of your object, ie, for aircraft ground to highest point when sitting on runway
damageRadius_m : 10, #typically 1/2 the longest dimension of the object. Hits within this distance of the
#center of object have some possibility of damage
vitalDamageRadius_m : 1, #typically the radius of the fuselage or cockpit or other most
# vital area at the center of the object. Always smaller than damageRadius_m
crashRadius_m : 5, #It's a crash if the main aircraft hits in this area.
},
#
#########################################
# VULNERABILITIES DEFINITIONS
#
vulnerabilities : {
damageVulnerability : 10, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill.
engineDamageVulnerability_percent : 9, #Chance that a small-caliber machine-gun round will damage the engine.
fireVulnerability_percent : 7, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire.
fireDamageRate_percentpersecond : .5, #Amount of damage to add, per second, when on fire. 100%=completely damaged. Warthog is relatively damage-resistant.
fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out.
fireExtinguishSuccess_percentage : 20, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant.
explosiveMass_kg : 9000 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
},
#
#########################################
# LIVERY DEFINITIONS
#
# Path to livery files to use at different damage levels.
# Path is relative to the AI aircraft's directory.
# The object will start with the first livery listed and
# change to succeeding liveries as the damage
# level increases. The final livery should indicate full damage/
# object destroyed.
#
# If you don't want to specify any special liveries simply set
# damageLivery : nil and the object's normal livery will be used.
#
damageLiveries : {
damageLivery : [ ]
},
};
#########################################
# INITIALIZE ROUTINES
#
# OVERALL INITIALIZER: Needed to make all the others work
bombable.initialize ( bombableObject );
#
# LOCATION: Relocate object to maintain its position after file/reset
# (best not used for airplanes)
# bombable.location_init ( thisNodeName );
#
# GROUND: Keep object at altitude relative to ground level
bombable.ground_init ( thisNodeName );
#
# ATTACK: Make the object attack the main aircraft
bombable.attack_init ( thisNodeName );
#
# WEAPONS: Make the object shoot the main aircraft
bombable.weapons_init ( thisNodeName );
#
# BOMBABLE: Make the object bombable/damageable
bombable.bombable_init ( thisNodeName );
#
# SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust
# trail for the object.
# Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
# damagedengine
bombable.startSmoke("jetcontrail", thisNodeName );
#
# END INITIALIZE BOMBABLE
########################################################################
########################################################################
}
object_init();
]]>
</load>
<unload>
<![CDATA[
print("Unload MQ-9");
var nodeName= cmdarg().getPath();
bombable.de_overall_initialize( nodeName );
bombable.initialize_del( nodeName );
bombable.ground_del( nodeName );
bombable.location_del (nodeName);
bombable.bombable_del( nodeName );
bombable.attack_del( nodeName );
bombable.weapons_del (nodeName);
# </unload>
]]>
</unload>
</nasal>
</PropertyList>