Dow-Host: Red Phoenix Rising is a total conversion of CNC zerohour. The mod aims to deliver a more realistic battlefield experience. Also, this mod will transform Zerohour to a more demanding strategy game while keeping some arcade touches to make the game enjoyable. The following playable factions will be included: USA, Russia, China, EU, and the GLA

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Comanche_Prime
Comanche_Prime Jun 14 2013, 9:55am says:

as for my modest opinion, i think this trajectory looks pretty awesome
but that weird projectile flight at start... when it changes its trajectory...

P.S. about FX's - they are awesome too)

+2 votes     reply to comment
Super-Flanker Author
Super-Flanker Jun 14 2013, 11:15am replied:

Actually that trajectory which might look weird is what I want to verify. That flight path is intended because the ATACMS flies at a high altitude so after it is launched the missile flies vertically at a high angle and then lowers its angle whiile making a turn towards its target. At least thats my understanding of the way it moves. I did not find any good videos showing the ATACMS trajectory so I might be wrong. Maybe someone can help with this.

+2 votes   reply to comment
Comanche_Prime
Comanche_Prime Jun 14 2013, 1:29pm replied:

In that case, like i said, it looks awesome ;)

+1 vote     reply to comment
GLALeaderDaDon
GLALeaderDaDon Jun 14 2013, 12:49pm says:

(As a 0% weapon expert though,) I think its not that weird. What I might suggest however is that the way smoke fade out is kinda too quick (?) which may looks unnatural IMO.

+3 votes     reply to comment
Super-Flanker Author
Super-Flanker Jun 14 2013, 1:17pm replied:

Do you mean the missile exhaust? That can be fixed. However the game hates ALPHA textures... All smoke particle effects are made with Shader = ALPHA. So I wanted to minimize any possibility for lag...

+2 votes   reply to comment
t95blackeagle
t95blackeagle Jun 14 2013, 1:35pm says:

its ultra awesome i like the smoothy moving never saw it in generals
really great job bro

+2 votes     reply to comment
Super-Flanker Author
Super-Flanker Jun 15 2013, 12:16pm replied:

the missiles have a turn rate of 10 degrees per second. usually most modders use a value of 300 or more

+2 votes   reply to comment
ahmed195
ahmed195 Jun 14 2013, 4:40pm says:

It looks awesome but imo the way the smoke which follows the missile fades looks unrealistic to me ...thats just my opinion

+1 vote     reply to comment
happi
happi Jun 14 2013, 6:33pm says:

looking great, but IMO smoke trail shouldn't be like that, kind of look weird.

+1 vote     reply to comment
Super-Flanker Author
Super-Flanker Jun 15 2013, 12:58am says:

Since everybody finds the fading of the smoke trail unrealistic, it will be fixed. I will make that smoke trail stay longer. If you have other suggestions for the smoke trails please say so.

+2 votes   reply to comment
Col._Sandfurz
Col._Sandfurz Jun 15 2013, 3:05pm says:

Again, HOW DO YOU DO THIS????
I would suggest you to take a look at the World in Confict mod: WIC MW mod 4.
I'll gonna provide you with a link of one of their videos after they have implemented the 9K79 Tochka and MGM-168 ATACMS:
Moddb.com
I would also suggest to watch their videos, there you can see how real world IDAS and missile flight performance works. They try to reverse engineer SAM, Air to air missile, Air to Ground missile etc. from plublic available data.
You can find informations for the Hellfire, Ataka-V, Vikhr, AMRAAM, Patriot, Tor-M1, SRBM's, Maveric, Javelin and more..

+1 vote     reply to comment
Super-Flanker Author
Super-Flanker Jun 16 2013, 2:29am replied:

I looked at it, it gives some idea but not a very detailed one though. However boss general helped out and gave me some graphs with altitude velocity and acceleration data. so problem solved :)

+1 vote   reply to comment
Super-Flanker Author
Super-Flanker Jun 16 2013, 2:29am replied:

Regarding how its done, just add a preferred height to the missile locomotor. Also, use a very high preferred height damping to force the missile to go high early in its flight path. usually everyone uses between 0 and 1 as many damping values are limited by 1 however not this one! I used 20 and it worked. You can also add a "DistanceToTravelBeforeTurning" to the missileaiupdate module. This will make the missile delay using values from its locomotor until a specific distance has been traversed by the missile. Moreover, a wise thing to do in this case is to add a "DistanceToTargetBeforeDiving" as it forces the missile to dive to the target at a specified distance. Moreover, as I said earlier give the missiles an extremely low turning rate and a low braking rate. The missile AI will have many values to deal with and some limitations like the turn rate and the low braking rate so it might get confused in game and you might see some random beautiful moves by the missiles ;)

+1 vote   reply to comment
youmadbro011
youmadbro011 Oct 5 2014, 6:33am says:

I think it's the most beautiful thing I've ever seen in the ZH hour engine

+1 vote     reply to comment
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Description

Almost any missile trajectory is possible in the zerohour engine now. If you like the current missile trajectory please say so. If you dont then please suggest a better one. Weapon experts, its your turn, I would like to know if the current missile trajectory is similar to the real ATACMS missile trajectory or not. This video will be removed in 10 days (after the suggestions are reviewed and a decision is made).

Video Details
Type
Concept
Date
Jun 14th, 2013
Length
01:46
Filename
NEW_MLRS_MISSILES.wmv
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