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-   -   [REL] Real ASW Mod (https://www.subsim.com/radioroom/showthread.php?t=222307)

padi 07-24-19 06:49 AM

Quote:

Originally Posted by Noobicum4Ever (Post 2619510)
WAC = War Ace Campaign?

Wich one is the old mod and wich one is the new mod?



Yes, WAC is War Ace Campaign.

The old version for Ccom is linked in the first post, the new version for WAC is still in development...

padi 04-18-20 02:27 PM

Update
 
Hello Subsim community,

first of all I would like to inform you that the Real ASW Mod is still under development. Unfortunately, this has only been slow lately, because due to health problems and a job retraining that started, I am only at home at the weekend and can further develop the mod.
However, there are also good news that should shorten the waiting time for the new update. I teamed up with Gap, who is known for his excellent 3D models, which were already to be admired here in the thread. In the next version you will be able to admire accurate 3D models of the ASW weapons that are alone worth the wait! From the division of tasks, Gap will create the models and integrate them into the files, while I continue my previous tasks, work with the files and adapt them to the different ship classes and nations. We are also working on some new features that, if they work and are supported by the engine, will be implemented.
At this point we have finished the implementation of the british Mark VII Depth Charge, but the others are already completely modeled and when the first one works like clockwork the others go fast.

Sadly for now the DC man isnīt animated because we have problems integrating that into the game. He was ready and animated, looks good in S3D, but his faces didnīt show up in game. If someone knows a solution to the problem, we would be pleased with any advice.

Here are some pictures that show the great looking model and our new DC man. Just look at the difference between the Rack (Mod) and the K-Guns (Vanilla)...

https://i.ibb.co/gy5pLQ7/Real-ASW-Mod-1.png
https://i.ibb.co/Sssb3kB/Real-ASW-Mod-2.png
https://i.ibb.co/qrQNL6g/Real-ASW-Mod-3.png
https://i.ibb.co/bQ9sJ38/Real-ASW-Mod-4.png
https://i.ibb.co/xS0Lxxw/Real-ASW-Mod-5.png
https://i.ibb.co/b6nDCGd/Real-ASW-Mod-6.png
https://i.ibb.co/F8SFjrX/Real-ASW-Mod-7.png

U301 04-18-20 02:50 PM

Hopefully this will work with NYGM?
:Kaleun_Thumbs_Up:
KUrtz

padi 04-18-20 02:52 PM

Quote:

Originally Posted by U301 (Post 2664250)
Hopefully this will work with NYGM?
:Kaleun_Thumbs_Up:
KUrtz

It is designed for WAC, for everything else seperate files would be necessary.

gap 04-18-20 03:20 PM

Quote:

Originally Posted by U301 (Post 2664250)
Hopefully this will work with NYGM?
:Kaleun_Thumbs_Up:
KUrtz

Creating a series of patches for making the ASW vessels of each supermod to use the new weapons shouldn't be too difficult once the core files are ready. What might be trickier, is the fine-tuning of dc damage values based on u-boat damage settings which might vary from one super-mod to the other :hmm2:

U301 04-18-20 04:02 PM

Quote:

Originally Posted by gap (Post 2664257)
Creating a series of patches for making the ASW vessels of each supermod to use the new weapons shouldn't be too difficult once the core files are ready. What might be trickier, is the fine-tuning of dc damage values based on u-boat damage settings which might vary from one super-mod to the other :hmm2:

:Kaleun_Wink:
KUrtz

John Pancoast 04-18-20 05:23 PM

Quote:

Originally Posted by U301 (Post 2664250)
Hopefully this will work with NYGM?
:Kaleun_Thumbs_Up:
KUrtz


Kurtz, NYGM already has different depth charges with different characteristics, etc. It's not as detailed as padi's work I don't believe, but if you don't feel up to editing anything.

gap 04-19-20 07:39 AM

Quote:

Originally Posted by padi (Post 2664243)
Sadly for now the DC man isnīt animated because we have problems integrating that into the game. He was ready and animated, looks good in S3D, but his faces didnīt show up in game. If someone knows a solution to the problem, we would be pleased with any advice.

@ padi

When you get time, could you please post here some close-up screenshots showing better the problem?

@ all

If I have understood correctly (padi is the one who carried the tests, so I have only an indirect experience of the problem), during the animation several faces of the mesh-animated DC-man are not visible. As noted by padi, this glitch is only noticeable in game: in S3d everything looks normal.
Interestingly, the same problem can be replicated in stock files regardless of MeshAnimationData settings, by exporting DCman's meshes and re-importing them right away :hmmm:

padi 04-19-20 08:23 AM

Some new WIP pictures with added smoke floats on top of the DC rack.

https://i.ibb.co/SRYd6k6/Real-ASW-Mod-8.png
https://i.ibb.co/t3yC70c/Real-ASW-Mod-9.png
https://i.ibb.co/R7stPSG/Real-ASW-Mod-10.png

padi 04-19-20 08:25 AM

Quote:

Originally Posted by gap (Post 2664383)
@ padi

When you get time, could you please post here some close-up screenshots showing better the problem?

Here they are.

https://i.ibb.co/PC1nvvn/Screenshot-3.png
https://i.ibb.co/MPtPYx5/Screenshot-5.png

gap 04-19-20 08:34 AM

Quote:

Originally Posted by padi (Post 2664387)

Curiously, the floats look darker in game than they do in Wings3d and in S3d and. I will lighten a bit their diffuse texture and/or their specular map :yep:

Quote:

Originally Posted by padi (Post 2664388)

Thank you Padi! Are the invisible triangles always invisible, or they change during the animation?

padi 04-19-20 08:40 AM

Quote:

Originally Posted by gap (Post 2664389)
Thank you Padi! Are the invisible triangles always invisible, or they change during the animation?

The DC man looks good before the animation starts.

U301 04-19-20 09:36 AM

Quote:

Originally Posted by John Pancoast (Post 2664284)
Kurtz, NYGM already has different depth charges with different characteristics, etc. It's not as detailed as padi's work I don't believe, but if you don't feel up to editing anything.

Hi John,
Thanks for that!
I have to say I am very happy with how the depth charges in NYGM's play!

KUrtz

gap 04-19-20 10:38 AM

Quote:

Originally Posted by John Pancoast (Post 2664284)
Kurtz, NYGM already has different depth charges with different characteristics, etc. It's not as detailed as padi's work I don't believe, but if you don't feel up to editing anything.

Quote:

Originally Posted by U301 (Post 2664395)
Hi John,
Thanks for that!
I have to say I am very happy with how the depth charges in NYGM's play!

KUrtz

DISCLAIMER: shameless advertising.

When this mod will be finished, you all will want to play with it :03: :D

Padi has spent a countless number of hours looking for reliable information on historical depth charge loadouts and thrower/rack arrangements for all the main ASW vessels, and on their evolution during the course of WWII. Indeed, his research also includes a good number of the main types of depth charge adopted during the war by the major belligerents together their relative stats (sinking rates, kill radii, etc), but this is only a relatively small part of his comprehensive work!

John Pancoast 04-19-20 11:11 AM

Quote:

Originally Posted by gap (Post 2664404)
DISCLAIMER: shameless advertising.

When this mod will be finished, you all will want to play with it :03: :D

Padi has spent a countless number of hours looking for reliable information on historical depth charge loadouts and thrower/rack arrangements for all the main ASW vessels, and on their evolution during the course of WWII. Indeed, his research also includes a good number of the main types of depth charge adopted during the war by the major belligerents together their relative stats (sinking rates, kill radii, etc), but this is only a relatively small part of his comprehensive work!

Definitely keeping an eye on it, sounds great ! Besides, the past great work you two have done makes it on the "must try" list.


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