Thread: [REL] Real ASW Mod
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Old 03-27-18, 10:35 AM   #96
gap
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Quote:
Originally Posted by padi View Post
In Stock a DC Node in the DC_R_KG.dat is structured in the following order...
Okay, my example was about Y- and K-guns. DC racks are a bit more complicated because they have keyframe animations that possibly we will need to fine tune a bit for our updated models. Before S3d, hex-editing them and checking every little change in game would have been a little nightmare, but now things are much easier. Here are my notes on the stock DC rack structure:
  • DCRack_base_L This node contains the rack itself (static)
    • DCRack_barrel01 This node contains the last four DC barrels (with keyframe animations)
      • SHD_DCRack_barrel01
    • DCRack_BarrelFall01 This node contains the first DC barrel, ready for being dropped (with keyframe animations)
      • SHD_DCRack_BarrelFall01
    • DCRack_BarrelFall Same as <DCRack_BarrelFall01>, but a different stage of DC's dropping animation (with keyframe animations, when we se it, we don't see <DCRack_BarrelFall01>)
      • SHD_DCRack_BarrelFall
    • crik This node contains the release lever (with keyframe animations)
    • stopper This node contains the DC stopper (with keyframe animations)
      • parghie This node contains the shaft connecting the release lever with the DC stopper (with keyframe animations)
    • SHD_DCRack_base_L
  • DC_man This node contains the sailor manning the DC rack (with mesh animations)
  • DC_man_cask This node contains sailor's helmet (with keyframe animations)

nodes whose name starts with "SHD", can be ignored at this stage, as they are used for dynamic shadows that are disabled/buggy in SHIII.

Quote:
Originally Posted by padi View Post
My question was if you have structured your models that the existing 3D-models are replaced through these and work so or whether the file structure is built up differently.
No, I didn't because so far I have only modelled DC barrels and other ASW ordnance, but I have not looked into racks/throwers (yet). I will look into my books for informations on them. I hope I can get some good drawing of them, that I can use for creating realistic models of them. Please, let me know if you have any valuable information on them (types used, sizes, specs and possibly drawings)

Quote:
Originally Posted by padi View Post
For me that sentence sounds like that isn´t the case, which would be an improvement in keeping the filesize small if models could be used more than once
Definitely that's something we can and we need to achieve

Quote:
Originally Posted by padi View Post
Quite apart from that I´m always thankful for any help and suggestion in improving the mod an my knowledge of the game so I´m happy that a person with your know how want to help me
My pleasure padi. As I have said yesterday, I have the most important US and British depth charges basically ready for being imported in game. Let's focus on the throwing/dropping mechanisms now. Once I have modelled one or two of them, we can start importing them into your mod together with the DC barrels, and see how they look/work

EDIT: I have just checked for information the website of the Historic Naval Ships Association and I have found the following documents on US DC tracks and projectors:

http://archive.hnsa.org/doc/destroye...ctor/index.htm (alternative link: https://maritime.org/doc/destroyer/d...ctor/index.htm)
http://archive.hnsa.org/doc/destroye...tor1/index.htm (alternative link: https://maritime.org/doc/destroyer/d...tor1/index.htm)
http://archive.hnsa.org/doc/destroye...rack/index.htm (alternative link: https://maritime.org/doc/destroyer/depthtrack/index.htm)

The pamphlet on the DC racks is dated September 1952 though. Possibly some racks developped after the end of WWII are listed there, and some early racks considered obsolete but still in use during the war have been omitted

EDIT 2: found on navweaps.com some additional information on DC racks/projectors used by the main nations involved in WWII:

UK
USA
USSR
France
Germany
Italy
Japan
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Last edited by gap; 03-27-18 at 11:21 AM.
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