Thread: [REL] Squid launcher
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Old 10-05-16, 06:34 AM   #105
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by the_frog View Post
My best guess to make the Squid work would be to use the K-gun controller (use 3 for one Squid, one for each of the Squid's barrels)
Just one controller should be enough. IIRC the K-gun controller gets the number and position/orientation of the depth charges it fires from the barrel nodes of the model it is placed on...

Quote:
Originally Posted by the_frog View Post
...and make the controller assume that the firing ship is passing over the sub 250 m ahead.
Could we achieve that by extentding the ship's binding box?
There is a number of ways this could be possibly achieved, but we should then face the problems I mentioned in previous post

Quote:
Originally Posted by the_frog View Post
...Or is the K-gun firing linked to the position of the hydrophone/ASDIC node?
This is actually an interesting idea that, AFAIK, has not been tested so far. But again, if it worked, the traditional DC rails/throwers also fitted on Castle-class corvettes and Loch-class frigates, would turn useless.

Quote:
Originally Posted by LGN1 View Post
My feeling is that the game only takes the escort's position with respect to the u-boat for the DCs into account. The DC pattern (racks, throwers,...) always fire when the escort is exactly above the assumed u-boat position. That's when the attack sequence starts.

In contrast, for the hedgehog it seems to take also the u-boat's speed into account. Therefore, I think the hedgehog is a much better starting point for the squid. If one could reduce the hardcoded number of projectiles down to three...
I suppose that making the number of hedgehogs customizable would have been an easy feature to implement by devs, if only they didn't decide to over-simplify that controller
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