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View Full Version : Any interest in the Foxer acoustical decoy and/or the Fido ASW torpedo?


Albrecht Von Hesse
12-27-2006, 11:23 AM
I've been considering how to model the Foxer acoustical decoy and the Fido ASW acoustical homing torpedo. Before I invest a lot of effort into this I'd like an idea on the interest level in having either, or both, modeled.

Thanks!

chris911
12-27-2006, 11:30 AM
Might be a nice idea... If it doesn t make the game too hard....

AVGWarhawk
12-27-2006, 11:36 AM
Too gain some more realism and feeling of dread....please work on the FIDO...just what I need....another piece of military hardware climbing up my arse:o

Safe-Keeper
12-27-2006, 11:38 AM
I'm curious as to how you plan to incorporate the Foxer. The best concept I could come up with would be to have it be a model coded as a warship/submarine that was attached to convoys and moved fast enough to attract torpedoes:-?.

As for AI torpedoes, they've already been implemented - sort of, by Sergbuto, I think it was.

Albrecht Von Hesse
12-27-2006, 04:34 PM
I'm curious as to how you plan to incorporate the Foxer. The best concept I could come up with would be to have it be a model coded as a warship/submarine that was attached to convoys and moved fast enough to attract torpedoes:-?.

As for AI torpedoes, they've already been implemented - sort of, by Sergbuto, I think it was.

I've an idea or two how to do that, and it isn't a 'ship' but would actually be a towed array behind a DD. As I've never modelled a ship before I'm not sure how to do it, but if you've modelled ships before (or anyone else that has and would like to get together with me on this) please PM me and I'll be ecstatically happy to explain my (possibly febrile) idea for that.

As to Sergbuto having already implemented an AI torp, could you direct me as to where to find that please?

Too gain some more realism and feeling of dread....please work on the FIDO...just what I need....another piece of military hardware climbing up my arse:o

:) :D :lol: :rotfl:
Anything to please! ;) :yep:

Might be a nice idea... If it doesn t make the game too hard....

Not that GWX is hard or anything, eh? ;)

I can't see how the Foxer would make it harder, per se. And as for the FIDO, historically-speaking there was only a total of 264 attacks in which the MK24 FIDO was launched, with a total of 340 of them launched. So I'd think actually seeing them used would be quite slim, and that's how I'd have them modded (assuming I can actually figger dat out, of course :oops: )

Jimbuna
12-28-2006, 06:48 AM
I'd be interested in both Albrecht :up:

Albrecht Von Hesse
12-28-2006, 11:16 AM
I have a very good idea how to get the Foxer to work, but I need to talk to someone that's done ship modeling before, as I haven't. Not to mention my graphical design abilities is enough to make a cat laugh. :oops:

As to the FIDO, I've managed to get the air torpedo as a selectable loadout for the torpedo bombers, although it's currently not appearing on the actual aircraft. --mutters-- Nor is the aircraft making an attack run . . . yet. Again, I could use some help in this, but I'll keep muddling along for the present. As to the actual torpedo, I've all the real-world characteristics of it, and have a good idea how to mod a torpedo to (hopefully) duplicate the effects. What I'll definitely need help with in the future is how to adjust settings to have the FIDO realistically appear in the game.

I've never modded or tweaked anything before, so this might take me a while. Any tips would be appreciated. :)

Safe-Keeper
12-28-2006, 12:14 PM
Serg' made AI torpedoes by having invisible cannon fire invisible shells that, when hitting their mark, make a torpedo impact explosion. The effect is akin to an electric torpedo being fired, except, of course, you don't see a torpedo being fired, hear it in the water, or see it in the water:cry:. But it's far better than nothing.

I have no idea on how to make a homing AI torpedo. You'll have to ask around. First of all, hunt down Serg's web page.

Albrecht Von Hesse
12-28-2006, 01:22 PM
I've an idea how to make an AI homing torpedo. I just need more experience (and find the resources) on file locations, their parameters and game effects and modding them. I'm fairly certain a FIDO can be modeled and modded. However, as I'm sure you're aware, one has to track down all the interrelated files in order to have a single change be effectively integrated, and that's where my steep learning curve is occurring. :88)

Pablo
12-28-2006, 02:29 PM
Hi!

As far as an AI homing torpedo you could always look at the German acoustic homing torpedoes and try to get them to chase targets going 5 knots or more - which could make life in convoys really exciting if AI aircraft start launching them in the vicinity (historically, they could not be launched within sight of a surface ship).

The air-dropped version would also have to be a lot smaller and shorter, as well.

BTW, if you really want to make things tough for the U-boat players add sonobuoys while you're adding the foxers....:)

Pablo

Albrecht Von Hesse
12-28-2006, 02:45 PM
Hi!

As far as an AI homing torpedo you could always look at the German acoustic homing torpedoes and try to get them to chase targets going 5 knots or more - which could make life in convoys really exciting if AI aircraft start launching them in the vicinity (historically, they could not be launched within sight of a surface ship).

The air-dropped version would also have to be a lot smaller and shorter, as well.

BTW, if you really want to make things tough for the U-boat players add sonobuoys while you're adding the foxers....:)

Pablo

I've an idea for that, too. :D

Honestly, if there's a ship modder out there that would like to help me, between us we could probably have a Foxer done within a day or two.

AVGWarhawk
12-28-2006, 02:49 PM
Hi!

As far as an AI homing torpedo you could always look at the German acoustic homing torpedoes and try to get them to chase targets going 5 knots or more - which could make life in convoys really exciting if AI aircraft start launching them in the vicinity (historically, they could not be launched within sight of a surface ship).

The air-dropped version would also have to be a lot smaller and shorter, as well.

BTW, if you really want to make things tough for the U-boat players add sonobuoys while you're adding the foxers....:)

Pablo

I think Pablo is on to something here. Find the engine that make the acoustic torpedo work in the game and apply it to a 500lb bomb then mod the bomb skin with prop and such. :hmm:

Albrecht Von Hesse
12-28-2006, 02:52 PM
There's actually an 'air torpedo' listed in the bomb sim. I'm digging around trying to find its associated files and stuff, and trying to get it to work. If I do, I'll mod it as a cross between a acoustical homing torpedo with the circular-search one, which is very close to the actual FIDO MK 24 torpedo.

AVGWarhawk
12-28-2006, 03:00 PM
Cool, that would be awesome. Dive for a plane, hear a running FIDO in the water with the hydrophone.....having to go dead silent, all stop:o. Now that little diddy would be a nice addition to the sim:up:

Albrecht Von Hesse
12-28-2006, 03:05 PM
I'd be happy to work with people on this. I'm not focused on credit or kudos, just getting it to work and have it added to the game is important to me. I know there are lots of highly-experienced modders out there, all of whom would probably do a better final job on this than I can at this time.

p.s.: It's a start of sorts:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/FIDO2.jpg

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/FIDO1.jpg

Safe-Keeper
12-29-2006, 05:25 AM
I hate to disappoint you, but I think the general consensus is that the torpedo that comes with the game won't work. You're better off basing your work off of the "Virtual Torpedo" by Serg.

LeafsFan
12-29-2006, 07:20 AM
Too gain some more realism and feeling of dread....please work on the FIDO...just what I need....another piece of military hardware climbing up my arse:o


Thanks for the monitor covered with coffee, as I burst out laughing reading this.

HB

AVGWarhawk
12-29-2006, 07:59 AM
OMG Hesse, I did not know this plane had a torpedo. Man, if you could get this to work that would be awesome. Even if it was not a FIDO but just dropped at low level at the boat!!!

AVGWarhawk
12-29-2006, 08:00 AM
Too gain some more realism and feeling of dread....please work on the FIDO...just what I need....another piece of military hardware climbing up my arse:o

Thanks for the monitor covered with coffee, as I burst out laughing reading this.

HB


HEHE, hope it brightened your day:D

Albrecht Von Hesse
12-29-2006, 11:24 AM
I hate to disappoint you, but I think the general consensus is that the torpedo that comes with the game won't work. You're better off basing your work off of the "Virtual Torpedo" by Serg.

Not disappointed at all. I'm still going to dig deep and eviscerate as much as I can regarding the game and see what I can do with the already available air torpedo. Worse comes to worst, all I'll be out is some time. Besides, it looks pretty awesome to see a Liberator with four hard-pointed torpedoes under the wings. :|\\


OMG Hesse, I did not know this plane had a torpedo. Man, if you could get this to work that would be awesome. Even if it was not a FIDO but just dropped at low level at the boat!!!

Danke! Glad you liked it! :)

So far I've determined the aircraft designated as 'torpedo' have two types of external ordnance hardpoints: torpedo and bomb. Although you can carry bombs on the T points and torpedoes on the B points (like I did for the Liberator, which did carry FIDOs when on ASW patrol from mid-'43 on).

I hope no one is expecting a quick result on this little experiment of mine. Although I've quite a bit of experience at programming and coding, I'm still quite the mod-virgin, and this doesn't seem to have been the easiest thing to try modding. :-?

I think I might try to work on a standard torpedo first, to at least get torpedo aircraft capable of making runs and attacks on surface ships, and then use what I discover (if I ever do) to then add the FIDO to the repetoire. The Foxer should actually be a lot easier. I already know what I need to do . . . I just don't know how to do it. :oops:

Thanks to everyone for your comments!

Mush Martin
12-30-2006, 07:11 AM
Go guy's Go! I cant wait to see a torpedo run on me from the air.
We need Fido and we need foxer/ (although foxer model should be mostly effective on Zaunkonig I and more ineffective on Zaunkonig II MM.

Anvart
12-30-2006, 11:19 AM
...
So far I've determined the aircraft designated as 'torpedo' have two types of external ordnance hardpoints: torpedo and bomb. Although you can carry bombs on the T points and torpedoes on the B points (like I did for the Liberator, which did carry FIDOs when on ASW patrol from mid-'43 on).

I hope no one is expecting a quick result on this little experiment of mine. Although I've quite a bit of experience at programming and coding, I'm still quite the mod-virgin, and this doesn't seem to have been the easiest thing to try modding. :-?

I think I might try to work on a standard torpedo first, to at least get torpedo aircraft capable of making runs and attacks on surface ships, and then use what I discover (if I ever do) to then add the FIDO to the repetoire. The Foxer should actually be a lot easier. I already know what I need to do . . . I just don't know how to do it. :oops:

Thanks to everyone for your comments!
Two important problems:
1) What controller do you use for drop of a torpedo from the plane?
If it is amun_Bomb, I have such torpedo ~1.5...2 months ago (and it's not good);
2) After a contact of water it is necessary to activate EventLaunchTorpedo and amun_Torpedo controllers;
If you have solved these important problems then I wish you of successful continuation of work.
If there is no that still early to write about it.