Thread: [REL] Real ASW Mod
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Old 03-31-18, 01:43 PM   #124
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by padi View Post
I go with Gaps words all the way that your help is appreciated and I'm very happy that the team is gaining size and knowledge!
What mod do you mean with "advanced asw"?
I can't find a mod with that name...


Here is a possible work plan, divided in four main points:


Historical information collection:

- creating a complete list of ASW ships and aircraft represented in game and in the megamods we want to feature. This list should include among the others: destroyers, minelayers, destroyer escorts, frigates, corvettes, sloops, submarine chasers, minesweepers, naval trawlers, torpedo boats, patrol vessels, patrol aircraft, carrier-based bombers and fighters and scout planes.

- creating a list of the main ASW weapons that we want to be featured in our mod with their specs, measures and (possibly) drawings, and with approximate introduction and disposal dates. This list should include sea- and airborne depth charges, bombs used in the anti-submarine role, torpedoes and rockets as well as their relevant dropping/throwing/launching gear. As far as depth charges and A/S bombs are concerned, I am at good point with this task. Later today or tomorrow I will post here my list.

- for each of the featured ships, researching number, arrangement, type and mark of ASW armamenets fitted aboard, also taking in account mid- and late-war refits. Probably padi has already collected most of this information.

- for each of the featured ships and aircraft, researching historical ammo outfits and bomb loads. Again, as far as ships and number of depth charges carried on them are concerned, I think the current version of ASW Mod is a good base to start from for creating such a list.


3D/2D work and importing of models in game:

a few days ago I have posted here a list of weapons I have already modelled (but not yet imported in game). This list had laready changed as I go on modelling new weapons. The final list will depend on the results of the histrorical research I proposed above. I suppose I will be in charge of the 3D modelling, but anyone who is familiar with Wings3D, Blender, 3dsMax or Maya is welcome to supplement my modest modelling skills (2D artists are also wellcome).


Damage modelling and testing:

- at the end of this post, I have posted a short list of articles on underwater explosion physics that we should read carefully and stick to when setting Min/MaxRadii and Min/MaxEF's as well as explosion ranges/impulses of the new ASW ammunition we want to model in game. I plan creating an excel spreadsheet with simplified formulas, for calculating those parameters based on type and weight of explosive charge (and maybe detonation depth). I will post it here when I got it ready, but maybe, if you are familiar with physics and formulas, you can have a glance at those articles yourselves: three brains are better than one...

- Once we have finished with the theory, we will have to check our new settings in game, for making sure that they give realistic results.


Visual effects:

in some of the articles I mentioned above, there are even formulas for calculating the shape and size of bubble sphere and water/foam column caused underwaterd and on surface by underwater detonations. Those factors vary depending on explosive weight and explosion depth. It would be cool (though not an high-priority feature) having maybe two or three realistic explosion effects, customized for use with depth charges/bombs of different sizes. I know Kendras was working on something similar (though not based on formulas), and if padi has not objections, I could ask him to join our team. He is the an excellent modder with many skills and ideas, and he is the king of particle effects

Please feel free to integrate this list, in case I forgot something
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