Boat data structure |
Boat design sample |
Instrument panels |
Weapons
The weapons in Virtual Sailor are located in the Virtual
Sailor\weapons
directory, each weapon is placed in a seperate directory
and must be called weapon_## where ## is the number of this
weapon, inside this directory all the weapon related
files are found.Each weapon must have a number
because of the parameter in the boat.cfg of the boat that carries
this weapon defines a weapon number.
The weapon
configuration file weapon.cfg allows four types of
weapons:
- Ballistic
weapons such as cannons, machine guns and rockets.
- Guided
missiles, where guidance method is line of sight
and not self guidance.
- Unguided
torpedos.
- Guided
torpedos, where guidance method is line of sight
and not self guidance.
Note: Although
most missiles and torpedos have self guidance, the line
of sight method was chosen because of the lack of
challenge in lauching a self guided weapon and seeing it
the target.
Inside each weapon
directory are the following files:
Weapon.cfg
This file
defines the type and characterisitcs of the weapon.
| The structure of
the panel.cfg file is as follows: |
1 [explodes_in_water]
0 [fixed_rotation]
0 [fixed_elevation]
0 [weapon_guided]
10 [mass]
0.01 [cross_section]
1.0 [cd0]
0.0 [thrust]
0.0 [burn_time]
5.0 [time_max]
100.0 [launch_vel]
0.0 [launch_x]
0.0 [launch_y]
0.0 [launch_z]
0.0 [beta_base]
0.0 [gama_base]
20.0 [salvo_rate]
0.5 [salvo_size]
|
Explanation:
|
This file has a fixed format, all parameters must
be specified in this order.
explodes_in_water - 1 if weapon is shell, rocket
or missile, 0 for torpedo.
fixed_rotation - 1 if weapon can be aimed in
rotation, 0 if rotation is fixed.
fixed_elevation - 1 if can be aimed in elevation,
0 if elevation is fixed.
weapon_guided - 1 if weapon is guided, 0 if it is
not.
mass - mass of shell itself in kg.
cross_section - cross section of shell in square
meters.
cd0 - drag coefficient of shell.
thrust - thrust of rocket or torpedo propeller in
newtons.
burn_time - the time of burnout or end of motor
activation in seconds.
time_max - the maximal time the shell is allowed
to fly in seconds.
lauch_velocity - muzzle velocity of shell in m/sec.
lauch_x - the initial x position of shell
relative to weapon's base.
lauch_y - the initial y position of shell
relative to weapon's base.
lauch_z - the initial z position of shell
relative to weapon's base.
beta_base- the initial direction of turret in
radians.
gama_base - the initial elevation of barrel in
radians.
salvo_rate - used for machine gun only, rate of shells per
second.
salvo_size - used for machine run only, size of shell light
spot.
|
Base.x , Turret.x , File.x , Tail.x
, Shell.x
These are
the model files which compose the weapon's base, turret,
barrel, shell and fire effects.
All of these files are optional and may be omitted for
weapons without a barrel, turret or base.
The
functions of these files are:
Base - This part defines the fixed part
of the weapon, for example the base of a cannon.
Turret - This part is part which is
attached to base and rotates to allow aiming of weapon in
azimuth, this part is positioned at (0,0) coordinate the
base part.
Barrel - This part is the part which is
attached to the turret and allows aiming the weapon in
elevation, this part is positioned at (0,0) coordinate of
the turret part.
Fire - This part is the flame or smoke
ejected from the weapon at the moment of launch, it is
seen for a fraction of a second and is scaled in the
process to simulate the effect of fire, this part is
positioned at (0,0) coordinate of the barrel.
Tail - This part is the flame or smoke
ejected from the shell in flight, it is seen only when
the shell is in flight, and is attached to the shell, it
is positioned at the (0,0) coordinate of the shell.
This
figure illustrates the various parts shortly after the
shell has been fired.

All
of these files are simple one frame hierarchy mesh files, they can be created by converting a 3DS file into an
X file by using the command "conv3ds
-m [filename.3ds]" , conv3ds.exe is a
small freeware converter written by Microsoft.
Download source
files and conv3ds
Fire.wav, Flight.wav, Explode.wav
These are
the sounds which accompany the weapon during firing,
flight and explosion.
They are optional and may be used to override the default
sounds which are at the Virtual
Sailor\sounds directory.
Texture Files
Texture files can be bmp, jpg, dds files that define the textures of the
weapon.
Special textures are used for machine gun effects, these
are:
blast.jpg - blast sequence of shell with 16 frames.
flame.jpg - flame of shell, includes front and side views.
splash.jpg - splash sequence of sheel with 16 frames.
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