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

Anvar1061 07-19-17 12:41 PM

http://s019.radikal.ru/i634/1707/fb/9812b19ad829.jpg

Niume 07-19-17 01:19 PM

Okay this is scary :D

the_frog 07-19-17 03:44 PM

Quote:

Originally Posted by padi (Post 2501287)
1. to the Frog: Which guns_UK do you mean? Is the file supplied with your last ship?

The one with the Southampton/Fiji is the latest; using any other would cause potential problems. The files have also the roll-off chutes, either with one or two DCs. Those chutes and the DC (British-made US type) were made GWX Alex.

@gap:

What is the poly count of those DCs?
Do the DCs loose their arbors upon being fired?

gap 07-19-17 04:31 PM

Quote:

Originally Posted by the_frog (Post 2501452)
What is the poly count of those DCs?

On average, a little more than 2,400 polygons for the depth charges, and almost 1,000 for the arbors. Do you think they are too much? there is still some space for downsampling them...

Quote:

Originally Posted by the_frog (Post 2501452)
Do the DCs loose their arbors upon being fired?

That's what I had planned. DC barrels and arbors are separate models. I think it is impossible making arbors to detach themselves in midair, and to fall down in the water following a different trajectory that their barrels. Nonetheless, we can place them on a child node of the barrel node, and attach to them a VisibleUnderwater controller set to false. What do you think?

the_frog 07-19-17 04:45 PM

Quote:

Originally Posted by gap (Post 2501464)
On average, a little more than 2,400 polygons for the depth charges, and almost 1,000 for the arbors. Do you think they are too much? there is still some space for downsampling them...

The US-type DCs in the guns_UK have about 1000, without arbors. That later Brtish throwers had the arbors built-in.


Quote:

Originally Posted by gap (Post 2501464)
That's what I had planned. DC barrels and arbors are separate models. I think it is impossible making arbors to detach themselves in midair, and to fall down in the water following a different trajectory that their barrels. Nonetheless, we can place them on a child node of the barrel node, and attach to them a VisibleUnderwater controller set to false. What do you think?

That could be a good compromise. The later British (and likely also the US) throwers had built-in arbors. That means, no arbor was ejected.

gap 07-19-17 05:01 PM

Quote:

Originally Posted by the_frog (Post 2501466)
The US-type DCs in the guns_UK have about 1000, without arbors. That later Brtish throwers had the arbors built-in.

I think with my models, on a modern machine, we are to the limit. As I said, I could still reduce the poly count of my model, for instance I could change16-faced cylindrical and circular geometries with 12-faced ones, but even so, I don't think I can ensure the same level of detail staying below 3,000 faces (barrels + arbors)

Quote:

Originally Posted by the_frog (Post 2501466)
That could be a good compromise. The later British (and likely also the US) throwers had built-in arbors. That means, no arbor was ejected.

That's not a problem: we can have multiple copies of the same DC, with and without arbors. Do you think there is any other way to mimic arbors detaching from the barrels? DC thrower models with multiple K-gun controllers attached to them maybe (one for the DC and one for the arbor)? :hmm2:

mikey117us 07-19-17 07:11 PM

Realism and ASW and SHIII have been neglected the Vanilla Depth Charges a Disaster. Thanks to The_Frog and His Series of Ships we have some help in that arena with his Throwers and Depth Charges. The RN/RCN Mark IV DCT ( depth charge throwers ) Had Expendable Arbor Stands. RN/RCN Mark V DCT were improved ( known as DC_thrower_2 in UK_Guns.dat ) based on the Lend Lease USN K-Guns Design the Arbor and Stand Extend at Launch and Automatically Retract to the Load/Fire Position Both Operated like a potato gun. the lifting charge being War Alcohol ( Not for Sailors Use ) .
Example in game of The_Frogs ( Modified by me ) Mark IV DCT ( Known as DC_thrower_1 in UK_Guns.dat ) Throwing its stand and a Mark VII Depth Charge, as modified with the arbor/stand from the model and a cylinder attached, textured in dark colors to identify as Mark VII for DCT ( Mark VII Heavy Forbidden from use on DCT Mark IV ): ( a Mod within a Mod of My to be released in 2017, New Platinum Edition Flower Class Corvette "The Cruel Sea" Mod.
http://i.imgur.com/JuRay1I.jpg
http://i.imgur.com/GKiIxMM.jpg
Here is a RN/RCN Mark II ( Tall ) DC Track/Rail Late Variant For Flower Class Corvettes , His Majesty's Trawlers, etc. ( 3 Versions made 1:without internal store, no smoke emission eqp. External Loads on Deck Rails. 2: with smoke emission eqp. 3: as pictured double rowed with internal stores, and smoke eqp.
All versions have DC Mark VIIs with Expendable Arbor Stand on RN/RCN Chocks.
http://i.imgur.com/sYyuMFg.jpg
http://i.imgur.com/v8ebZHG.jpg
http://i.imgur.com/JGc7ovr.jpg
http://i.imgur.com/N327Jjy.jpg
http://i.imgur.com/ZYiLgnJ.jpg
http://i.imgur.com/UiB2dbi.jpg
In closing I Like this thread as ASW often ruins a U-Boats Day! I'm Working on an all new Hedgehog and Rounds for this Mod. Also Planned a Foxer Decoy Allied Counter Measures to Type IV and V Acoustic Homing Torpedoes.

gap 07-20-17 06:23 AM

Quote:

Originally Posted by mikey117us (Post 2501493)
Realism and ASW and SHIII have been neglected the Vanilla Depth Charges a Disaster. Thanks to The_Frog and His Series of Ships we have some help in that arena with his Throwers and Depth Charges. The RN/RCN Mark IV DCT ( depth charge throwers ) Had Expendable Arbor Stands. RN/RCN Mark V DCT were improved ( known as DC_thrower_2 in UK_Guns.dat ) based on the Lend Lease USN K-Guns Design the Arbor and Stand Extend at Launch and Automatically Retract to the Load/Fire Position Both Operated like a potato gun. the lifting charge being War Alcohol ( Not for Sailors Use ) .

Thank you for the precious information. Honestly I didn't know anything about these retracting launching arbors until The_Frog told me about them yesterday :up:

Quote:

Originally Posted by mikey117us (Post 2501493)
Example in game [...]

...and thank you for the amazing screenies and detailed captions too. Those DC throwes and racks by The_Frog are... wow! :yeah:

Quote:

Originally Posted by mikey117us (Post 2501493)
I'm Working on an all new Hedgehog and Rounds for this Mod.

A better hedgehog thrower was in my todo, though with a low priority. I am glad somenoe else is planning to model it. As for the projectile, if memory serves me well I should have one ready in my personal archive. I hope I can find it and post here a render for your evaluation.

Quote:

Originally Posted by mikey117us (Post 2501493)
Also Planned a Foxer Decoy Allied Counter Measures to Type IV and V Acoustic Homing Torpedoes.

Is that going to be only cosmetic, or it will actually distract our torpedoes from their targets?

gap 07-20-17 07:34 AM

Quote:

Originally Posted by mikey117us (Post 2501493)
In closing I Like this thread as ASW often ruins a U-Boats Day! I'm Working on an all new Hedgehog and Rounds for this Mod.

Quote:

Originally Posted by gap (Post 2501557)
A better hedgehog thrower was in my todo, though with a low priority. I am glad somenoe else is planning to model it. As for the projectile, if memory serves me well I should have one ready in my personal archive. I hope I can find it and post here a render for your evaluation.

Here it is ì:

http://i.imgur.com/4AsrMck.png

Poly count: 1,140 polygons (projectile + fuze + nose cap).
Mikey and padi, let me know if you would like it for your mods. :salute:

padi 07-20-17 07:39 AM

Quote:

Originally Posted by gap (Post 2501573)
mikey and padi, let me know if you would like it for your mods. :salute:

Yes for sure as well as the DCs, but I'm not working on the hedgehog at the moment, this is scheduled after the DCs.
But if mikey is working on the hedgehog I think that I don't work on them so that our mods could become compatible and both works could be used simulaneusly.

Is the fuze cap disappearing under water?

gap 07-20-17 07:56 AM

Quote:

Originally Posted by padi (Post 2501579)
Yes for sure as well as the DCs, but I'm not working on the hedgehog at the moment, this is scheduled after the DCs.

:up:

Quote:

Originally Posted by padi (Post 2501579)
But if mikey is working on the hedgehog I think that I don't work on them so that our mods could become compatible and both works could be used simulaneusly.

I think mikey is more focused on graphic/3d stuff, and you on file tweaking. Imo tou should work in a team :D

Quote:

Originally Posted by padi (Post 2501579)
Is the fuze cap disappearing under water?

I believe caps were removed just before the weapon was fired, while hedgehogs were still loaded on their thrower. I don't remember how the hedgehog is set in game, but I think the thrower model has its own inbuilt projectiles, which are on a separate model than the ammo itactually fires. If that was true, a good compromise would be having capped projectiles attached to the thrower model, and uncapped ones as its ammo. I hope I made myself clear :)

padi 07-20-17 08:00 AM

Quote:

Originally Posted by gap (Post 2501584)
I think mikey is more focused on graphic/3d stuff, and you on file tweaking. Imo tou should work in a teamI hope I made myself clear :)

Yes you made yourself clear😄
Mikey are you interested in working as a team?

gap 07-20-17 08:14 AM

Quote:

Originally Posted by padi (Post 2501586)
Yes you made yourself clear😄

:up:

nik112 07-20-17 08:58 AM

Hey guys
I want to ask if this modified flower corvette had been released

cheers!!@

mikey117us 07-20-17 10:10 AM

Modified Flower Class is Pre-Release screens. Release planned this year will start a seperate WIP Thread soon.


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