SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Real ASW Mod (https://www.subsim.com/radioroom/showthread.php?t=222307)

Jeff-Groves 04-21-20 10:07 AM

@gap

Check your e-mail ASAP please.
:salute:

gap 04-21-20 10:28 AM

Quote:

Originally Posted by Jeff-Groves (Post 2664916)
@gap

Check your e-mail ASAP please.
:salute:

I did and I have already replied :salute:

Quote:

Originally Posted by gap (Post 2664734)
  • The first time I import the mesh # 00 and I get the pop up window, should I opt for importing that single mesh, or all the meshes composing the animation?

  • When exporting an animated mesh from S3d, I have noticed that, together with the sequentially numbered meshed, a mesh with no number in its name is created. When I exported the meshes of my own animated character I omitted adding a non-numbered copy of it, thinking that during the import process it was ignored anyway. Is that correct, or should I add to the sequence a model with similar naming?

A reminder, just in case you missed my questions of yesterday :D

Jeff-Groves 04-21-20 10:35 AM

I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings.
:doh:

I'll try following my old advise (along with DivingDuck's) and get back to you soon.
:shucks:

gap 04-21-20 11:47 AM

Quote:

Originally Posted by Jeff-Groves (Post 2664927)
I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings.
:doh:

I'll try following my old advise (along with DivingDuck's) and get back to you soon.
:shucks:

Okay, if I grasped the point of your post of yesterday, the steps to be followed are:

- get a clean copy of the relevant chunks;
- import only the first animation mesh (the one with the _00 suffix in its name) in the 3D chunk;
- save, close and reload the file;
- import all the animation meshes in the 3D chunk;
- customize MeshAnimationData settings;
- save, cross the fingers and test in game :O:

Let me know if missed some important step or I got something wrong...

Niume 04-21-20 03:34 PM

Then can we expect this wonderfull mod? What stage are we in ?:Kaleun_Salute:

padi 04-23-20 02:17 PM

Quote:

Originally Posted by Niume (Post 2665012)
Then can we expect this wonderfull mod? What stage are we in ?:Kaleun_Salute:

Hi,

for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done.
We are working hard on it, so it could be released, but it will take time and at this point we couldnīt estimate in the slightest, how long it would take us.
Sorry that I couldnīt give you a better answer...

We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs.

gap 04-23-20 03:14 PM

Quote:

Originally Posted by padi (Post 2665613)
Hi,

for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done.
We are working hard on it, so it could be released, but it will take time and at this point we couldnīt estimate in the slightest, how long it would take us.
Sorry that I couldnīt give you a better answer...

We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs.

Maybe I can add that a realistic smoke-screen effect is in preparation for use with the smokefloats seen at page #186 in this thread. We have already created a semi-decent effect, but we are still not satisfied with it. Today I got in touch with an old friend who knows very well all the ins and outs of SHIII's particle generators, and I hope he will help us improving it.

In the same time, Jeff is checking what is going on with the dc-man model 'loosing' some of its faces during its animation and I am confident that he will solve the puzzle.

Once these little problems will be solved our work will proceed more steadily. As noted by padi, we have many depth charge models ready for import in game, and we will crate various versions of the new rack with different depth charge types and ammo loadouts that we will "fit" on all the British destroyers that historically used that type of rack.

EDIT:

Under Padi's suggestion, I add that US and other Commonwealth escorts will also get their ASW equipment revised and updated according to historical data available. Moreover, it is our hope that the surface combatants of other WWII Navies (German, French, Italian, Soviet, etc) will follow the same destiny, if we find enough information on them.

padi 05-01-20 04:38 AM

Hi,

new day, new news.
Today I'm happy to welcome Kendras to the Mod team.
He is an graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience in a great way.

U301 05-01-20 05:32 AM

Quote:

Originally Posted by padi (Post 2667297)
Hi,

new day, new news.
Today I'm happy to welcome Kendras to the Mod team.
He is a graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience greatly.

Hi,
Will this be compatible with NYGM?

KUrtz

padi 05-01-20 05:44 PM

Quote:

Originally Posted by U301 (Post 2667309)
Hi,
Will this be compatible with NYGM?

KUrtz

Most likely there will be compatibility files for some modpacks.

padi 05-04-20 09:12 AM

Discord-Server
 
Hi,

we're happy about the massive interest regarding our mod and decided to grant the interested community access to our Discord, so you could get in touch with us easier and be informed sooner about new releases and upcoming features.
Also if you want to help us with remarks, suggestions, beta-testing, or in any other way that's also the prefered way to go since it is easier to get the information spread to all developers.

This is the link to the Discord, we hope to come in contact with you soon: https://discord.gg/8XAMaSs

Aquelarrefox 05-05-20 08:15 PM

a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.

U301 05-06-20 08:58 AM

Quote:

Originally Posted by Aquelarrefox (Post 2668581)
a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.

I agree with you.

KUrtz

padi 05-09-20 09:52 AM

Hi Community,

here are some sneak peaks from the smoke floats in bad weather conditions.

Stay tuned for more news.

https://i.ibb.co/pjW3cyJ/Smoke-Float-1.png
https://i.ibb.co/5nGwRVt/Smoke-Float-2.png
https://i.ibb.co/9tFyfgb/Smoke-Float-3.png
https://i.ibb.co/WG2Tbbn/Smoke-Float-4.png
https://i.ibb.co/sFXgzHM/Smoke-Float-5.png
https://i.ibb.co/p4SyMyC/Smoke-Float-6.png
https://i.ibb.co/zHjK5YG/Smoke-Float-7.png

John Pancoast 05-09-20 10:28 AM

:o Wow ! Blocking vision too ?

gap 05-09-20 10:37 AM

Quote:

Originally Posted by John Pancoast (Post 2669442)
:o Wow ! Blocking vision too ?

Yes, it does for the player and it will really complicate U-boat attacks. :up:

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.

John Pancoast 05-09-20 10:47 AM

Quote:

Originally Posted by gap (Post 2669444)
Yes, it does for the player and it will really complicate U-boat attacks. :up:

Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though.

The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout.


Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.

gap 05-09-20 11:07 AM

Quote:

Originally Posted by John Pancoast (Post 2669447)
Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think.

Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.

John Pancoast 05-09-20 12:05 PM

Quote:

Originally Posted by gap (Post 2669456)
Yes, indeed!

Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense.


Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?

gap 05-09-20 12:31 PM

Quote:

Originally Posted by John Pancoast (Post 2669481)
Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem.
I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ?

I have not any document close by hand - Padi probably can be more detailed on this respect - but yes, there are a few accounts of smoke screens being used for convoy protection against submarines, though their main employment was indeed in surface engagements and during amphibious operations. Their usage was quite common during both World Wars, but it gradually rarefied with the progress of radar technology in mid-to-late WWII.


All times are GMT -5. The time now is 04:30 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.