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Nothing Much

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Prinz Eugn

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Yesterday I was bored and tired of working on massive stuff like the Cannon or abstract stuff like indicators(and not really feeling like doing trucks for Sapo), so I decided to start doing the large versions of the weapons for the HUD indicator, which will remain roughly similar to Angels 20, but hopefully more user-friendly. And Cooler.

I'll probably end up redrawing all the weapons from Angels 20, as my skills have progressed since a year ago(man, a year?), but I started with brand new stuff for this game, the air-to-air missiles.



Here they be:


Here's a bigger version, so you can see it more easily:



The top one is a long range missile, that while powerful, requires you to costantly 'paint' the target with your radar(which will be much easier if you choose to equip yourself with a extra radar extension pod)

The bottom on is like a sidewinder, short range and fire-and-and forget, so you just need a lock at it'll track until it's through.



Ok, let's have a little interaction(I really need to start responding to comments, I really do appreciate them, they're practically what I run on for this stuff. I do it for you, man)
My question is this:
Which weapon would you have me draw next?

-Armour-Piercing Rockets
-Light Rockets
-Gunpod cannon
-Vulcan Gunpod
-Airplane's Vulcan
-Napalm Bomb
-Commie Raper II (Air-to-Ground missile)
-Retarded Bomb
-Cluster Bomb
-Laser(replaces airplane's gun)

Don't even ask me to do the Lucifer's Hammer, cause you don't even know what that is.

Have a night!

Mark the Artist
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I just have to make a little nitpick here about factual accuracy [razz]

The AIM-120 AMRAAM is a self-guided missile with an active radar tracking mechanism - that is, it does its own target painting. It receives initial targetting data from the host craft's computer, and once the target is in range of its own radar, it will lock and home entirely on its own (fire and forget). In fact, one of the big reasons for the development of the AIM-120 was to replace the aging AIM-7 Sparrow, which was passive radar (it required the target to be painted by an external radar source).

Since a lot of the rest of your stuff is sort-of-kind-of based on real parallel technology, I thought it'd be a bit of a bummer to eliminate one of the biggest trademark strengths of the AMRAAM over older missile technology. But then again, I was an obsessive Strike Eagle III player back in the day (still play it as a matter of fact) so I may be unusually geeked out about that kind of stuff.

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Original post by ApochPiQ
I just have to make a little nitpick here about factual accuracy [razz]

The AIM-120 AMRAAM is a self-guided missile with an active radar tracking mechanism - that is, it does its own target painting. It receives initial targetting data from the host craft's computer, and once the target is in range of its own radar, it will lock and home entirely on its own (fire and forget). In fact, one of the big reasons for the development of the AIM-120 was to replace the aging AIM-7 Sparrow, which was passive radar (it required the target to be painted by an external radar source).

Since a lot of the rest of your stuff is sort-of-kind-of based on real parallel technology, I thought it'd be a bit of a bummer to eliminate one of the biggest trademark strengths of the AMRAAM over older missile technology. But then again, I was an obsessive Strike Eagle III player back in the day (still play it as a matter of fact) so I may be unusually geeked out about that kind of stuff.


Actually, while the AMRAAM does have its own active radar set, in most combat situations it will remain passive, and recieve target position updates from the launching aircrafts radar until it gets into terminal range, whereupon its own radar goes active. Even when the "connection is snipped" from the parent aircraft, the missiles radar isn't powerful enough to be effective at the BVR ranges AMRAAMS are usually fired from (32+ miles), so it actually uses the targets last know position, speed and direction to fly to where it "should" be when the missile gets within radar range. If the aircraft being attacked realizes he's being attacked (ie. from a Radar Warning Reciever), and he changes course drastically, a completely autonomous AMRAAM will probably miss, which is why the launching aircraft usually will give it a little help, and send target updates periodically during flight, which requires him to be painting the target, making the AMRAAM essentially Semi-Active Radar Homing until it get within range. But yeah, you're right, we just need a way to balance the weapons, but we do try and stick to "reality" as much as possible[grin] Sorry about my counter-nitpicking, but my dads a fighter pilot, so I get this stuff all the time.

BTW, I want Napalm, because I'll be coding that soon

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I bow to your superior nitpickery [smile]

First-hand knowledge is certainly more reliable than the implementation in a 12 year old video game, anyways (IIRC they cheated a bit in SE3 and just had the AMRAAM pure fire-and-forget even BVR).


But in any case, A22's weapons range certainly isn't BVR... I mean, the enemy is right on the other side of the screen [razz]

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Original post by ApochPiQ
I bow to your superior nitpickery [smile]

First-hand knowledge is certainly more reliable than the implementation in a 12 year old video game, anyways (IIRC they cheated a bit in SE3 and just had the AMRAAM pure fire-and-forget even BVR).


But in any case, A22's weapons range certainly isn't BVR... I mean, the enemy is right on the other side of the screen [razz]


Thank you :), and you're right, most of the air combat in A22 will probably be close in, but the fancy target indicator does give us the option for some offscreen combat.

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Go for the laser! Who would turn down lasers?

(Why do the fins look like they do on the AIM-9Z? It's like they're pointing backwards. Is this some aeronautical black magic?)

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Why did you make a seperate image for the big one? A little HTML tip, use the width and height attributes in the image tag.

<img src="http://members.gamedev.net/Prinz_Eugn/AIMs.PNG" width=320 height=250 />

AIMs.PNG resized by the browser:

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Grr... need tiebreaker...
Anyway, about the AMRAAM thing, I totally know it's fire-and-forget advantage, and I was going to call the missile something else, but I decided to stick long the lines of the Sidewinder and call it a future version of a current missile.
I also thought about calling it a "Super Light" version, so we could get away with the reduced features while cramming tons on the airplane.

Oh, thanks Scet, I may start using that more for the tiny stuff, I already updated the entry

OK, so when I get back from food-place and no one has more to say, then I'll flip coin between Napalm and the Commie Raper. And then probably play CS:S.

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Commie Raper. There, I broke your tie[razz].

Edit: If Sapo wants napalm, it might be a good idea to go with that. You'll get the gratification of seeing it in-game sooner.

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Original post by Frequency
(Why do the fins look like they do on the AIM-9Z? It's like they're pointing backwards. Is this some aeronautical black magic?)


While forward swept wings have the advantage of stalling at much higher angles of attack, I'm pretty sure he was going for the "cool" look[grin]

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I don't feel like drawing napalm flames, so the Commie Raper wins!

Tune in tonight, possibly for a double whammy if I have the time

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You suck, I spent all last night trying to get that damn cannon to look right, and you don't even draw me napalm?!!?! Shame Mark , shame......

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