Hi Roy,
Thanks much for your response. That is pretty much what I had surmised. However, I've done some experimentation with just modifying the "sim.cfg" file for the droppable object. I observed some surprising (perhaps not so surprising to the experienced developers) results. Here is a summary of what I found:
1. The droppable will trigger the defined effect for "ImpactLand" only when using the "category=SimpleObject."
2. The droppeable object can be given a vector in line with the forward motion of the aircraft from which it is dropped when:
A. "category=GroundVehicle"
B. "category=boat"
C. The sim.cfg [DesignSpecs] section contains:
a. max_speed_mph = nn.n
b. acceleration_constants = nn.n, -nn.n
c. deceleration_constants = nn.n, -nn.n
3. Using the "category=Airplane" produced no visible effect.
I did not yet try the other catagories; "Blimp" and "Container".
The trial with "category=boat" was the most fun scenario, as it produces an object that follows a parabola (roughly and with the correct speed and acceleration constants) to the ground/water and produces a visible wake. This could do nicely for simulation of a torpedo, especially when dropped from a Destroyers torpedo launcher.
I suspect the proper way to accomplish a droppable object with the proper inertia imparted from the aircraft is through the simconnect API. That way the inertia can be calculated properly. Then the big trick would be creating a droppable based on those figures. I think I have a WHOLE lot of learning ahead of me.
Terry