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Posted

Anyone figured out how to fire a V1, and send it to a non existing alas Londen ?  Any group files yet?

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Posted

You have to put a V1 firelaunch (in fire point as an entity), then place a V1 (in plane) near the fire launcher.

 

Use a  command Attack area link to the Firelauncher (not the V1). Use a timer to activate the Command attack area.

 

The V1 will be display on the V1 launcher and will be fired.

 

Here is a group.

 

 

 

V1 Template.zip

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Posted

I ran some quick tests and discovered the following. I didn't run a bunch of repeated tests so I wouldn't call these facts yet. Would be good to get some second opinions.

  • If you want them to successfully take off from a ramp ("v1-launcher" vehicle object), there are some requirements
    • The v1 must start deactivated and must activate after the launcher (launcher can start deactivated)
    • The v1 has to be set to "On Parking". If it is set to "On Runway", it will immediately launch super unrealistically when activated
    • The v1 has to be within ~10 m of the bottom of the launcher to snap on
    • You must ping a Waypoint or AttackArea (set to "Attack Ground" or "Attack Ground Targets") MCU linked to the v1 before they take off or else they just hit the ground within a few seconds
      • Attack MCUs don't work---has to be AttackArea
  • You can also air start them but make sure you ping an MCU linked to them after activating them
  • After taking off or air starting, they fly straight for about 15 km (seems to be time agnostic) before turning towards your selected MCU
    • When turning, they lose altitude pretty rapidly. I had them crash with a 90 degree turn at ~300 m AGL
  • They immediately climb to your directed altitude after take off
  • They will always impact the ground at your first waypoint so you only get one turn
  • The Attack Area size seems to determine the accuracy. If you set it to 1 m, they all impact the same point. If you set it to 1000 m, they hit in a distribution around 1000 m from the target
  • The v1s always seem to land about 500--750 m short and 100--200 m left of the target. I thought it was related to elevation above sea level but after some testing from different angles and elevations I don't think it is. This may be a bug
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Jaegermeister
Posted
1 hour ago, dino_soars said:

I ran some quick tests and discovered the following. I didn't run a bunch of repeated tests so I wouldn't call these facts yet. Would be good to get some second opinions.

 

That all sounds about like what I found during my testing, so yes, those are facts. There is another way to launch them but it doesn't matter. This is the officially supported procedure. I believe Habu has the correct group file linked above, I haven't been able to look at it yet. 

Posted

I forgot some information that Dino_soars gave.

 

In my group, i use a spawn command for the V1.

 

9 hours ago, dino_soars said:

The Attack Area size seems to determine the accuracy. If you set it to 1 m, they all impact the same point. If you set it to 1000 m, they hit in a distribution around 1000 m from the target

It's not specific to the V1. It's for all the unit which are link to a command attack area. The accuracy change by the properties of the command attack area :

- Priority

- Attack ground target

- Attack ground

Posted (edited)

If I launch the V1 from the catapult with the 'v1-ramp' block added the missile always collides with the wall and its left wing breaks off. Anyone seen the same issue?

Think the space between the lateral walls is not wide enough.

 

I know, this is a rather 'philosophical' issue as the actually active launch sites were almost exclusively of the second generation 'light' type without protective walls, and the majority of the initial 'heavy' Ski sites which were given the protective walls never saw the catapults installed...

Edited by Hamaha15
Posted (edited)
2 hours ago, Hamaha15 said:

If I launch the V1 from the catapult with the 'v1-ramp' block added the missile always collides with the wall and its left wing breaks off. Anyone seen the same issue?

Think the space between the lateral walls is not wide enough.

 

I haven't seen this problem. In the ME "tool" drop down use the "set to ground" option to make sure that all components are on the ground at the same elevation. I posted a video earlier in the video forum showing 3 V1's successfully launching. I'm guessing maybe the walls are sitting a little higher then the ramp, or maybe the ramp is not centered between the walls. D/L the V1 template file referenced by Habu and you can see the exact placement of the ramp in relation to the walls.

Edited by No_85_Gramps
Posted (edited)
9 hours ago, Hamaha15 said:

If I launch the V1 from the catapult with the 'v1-ramp' block added the missile always collides with the wall and its left wing breaks off. Anyone seen the same issue?

Think the space between the lateral walls is not wide enough.

You should have a problem on the location of the object. Check that the fire launcher is right in the middle of the protection wall.

 

 

Edited by Habu
Posted (edited)

Thanx for the hints. Root cause found. It was in fact neither the width of the shoot channel nor the height of the objects. It was the longitudinal orientation: I placed the green ramp icon next to the center ramp support in line with it. It must be pushed forward a few mils. The slopes of the walls were too close to the missile trajectory. Works fine now.

 

V1-catapult-1.thumb.GIF.5854067efa6b33c9ca71807d3f3e7a94.GIF

 

However, terrain profile and scenery have their impact:

 

Belmesnil-1.thumb.GIF.d5561ad239d447206d97d48d448d9b68.GIF Belmesnil-2.thumb.GIF.ed276adaa7b57d1fd19b4d69027ed64a.GIF

 

Cheers

Edited by Hamaha15
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Posted

maybe one can correct or adapt this modded Habu group ((added waypoints mainly) setup further ?

Takes off 'çross the channel, and it's fun to shoot it flying, GIANT explosion.

I have some other tests not finished yet, and alas i am off for about a week; can't experiment further now.

 

PS you'll need a Allied player plane about 10 km off to launch the rocket.

 

V1 Habu mod JJ.zip

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Posted

This is a group not a mission, put in in the mission folder to have it in the group button of the editor. Then you have juste to select it and click on the map to past the group in your mission.

 

I don't know if we can put waypoint to V1. I didn't test, because for me, it's straight away for V1.

 

I'm waiting a book dedicated to V1, and i'll make some change as soon as possible.

https://www.avions-bateaux.com/produit/recherche/1570

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Posted
12 minutes ago, Habu said:

I don't know if we can put waypoint to V1. I didn't test, because for me, it's straight away for V1.

 

You can, and in fact you will have to if it’s an air start. The V-1 will only go as far as the first waypoint and then it will dive to earth in that area. I have not tested the maximum waypoint distance yet. It may not have one.

  • 1CGS
Posted

The V-1 target is defined by a single waypoint or attack area. Waypoint height is set V-1 flight altitude, radius - accuracy. After the launch, the rocket really flies 15 km straight, and then makes a turn to the target.

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Posted (edited)

In the meantime, until the book will have arrived, a detailed description of a launch site can be found here:

 

www.armes-v.com

 

It's a French website still under construction and many features are missing. However, if you select item Site en "ski" from the left menu you'll find a detailed description of all buildings and facilities of a 'heavy', fully equipped V1 launch site including short animated videos to walk around and through the buildings. The explanations are given in French, English, German and Dutch.

 

Item "Publications" lists a number of books about the subject from different authors.

 

 

 

Edited by Hamaha15
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Posted
40 minutes ago, Hamaha15 said:

www.armes-v.com

 

It's a French website still under construction and many features are missing. However, if you select item Site en "ski" from the left menu you'll find a detailed description of all buildings and facilities of a 'heavy', fully equipped V1 launch site including short animated videos to walk around and through the buildings. The explanations are given in French, English, German and Dutch.

 

Thank you for sharing that link. Lots of great animations/drawings of the various V1 components.

GSHWK_Houndstone_Hawk
Posted

One very ominous thing I've found. The V1 launcher can be bombed to smithereens but the V1's will 'still' launch from the wreckage successfully. I put a V1 ready to go but set a delay, bombed the launcher in a mossie, the V1 'plane' was unaffected & took off with succession after it's delay trigger.

Posted (edited)

The solution is to deactivate the spawn/acitvate trigger and the start/attack commands respectively by means of a damage/kill report link from the launcher.

This is for example how I switch off the smoke from the stacks of Eindhoven's Philips factories after the Bostons have passed and the fires started.

Edited by Hamaha15
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