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Old 01-13-15, 04:50 AM   #1
Tycho
Sonar Guy
 
Join Date: Oct 2009
Location: Sofia, Bg
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I see things, like this:
The game engine rotate the radar antenna. And the rotation, after loading the game, starts from bearing 0, with 3d model for antenna, oriented according to "rotation: Y" coordinate for R01 node, in the "turm_.dat" file. With radar_turn_off, the rotation stops.
When you activate the radar again, the rotation starts from where was stopped.
Anvart FM30_UpDown mod, don't rotate the antenna, the mod move 3d object for the radar antenna up / down. And orients 3d object, to standing down properly in it housing.

From down to up, FM30_UpDown animation takes 2,4 sec. For this time, the radar is already in On state.
This means, that the game already rotate the radar antenna. And when FM30_UpDown animation ends, after 2,4 sec, happens this jump - to where the radar antenna was turned, by the game engine.
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Old 01-13-15, 02:17 PM   #2
LGN1
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Quote:
Originally Posted by Tycho View Post
I see things, like this:
The game engine rotate the radar antenna. And the rotation, after loading the game, starts from bearing 0, with 3d model for antenna, oriented according to "rotation: Y" coordinate for R01 node, in the "turm_.dat" file. With radar_turn_off, the rotation stops.
When you activate the radar again, the rotation starts from where was stopped.
Anvart FM30_UpDown mod, don't rotate the antenna, the mod move 3d object for the radar antenna up / down. And orients 3d object, to standing down properly in it housing.

From down to up, FM30_UpDown animation takes 2,4 sec. For this time, the radar is already in On state.
This means, that the game already rotate the radar antenna. And when FM30_UpDown animation ends, after 2,4 sec, happens this jump - to where the radar antenna was turned, by the game engine.
One solution might be to adapt the animation time to half the 'SweepPeriod' time in sensors.dat so that exactly half a rotation has been performed (0°-->180°)

Regards, LGN1
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Old 01-22-15, 04:29 AM   #3
Tycho
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Join Date: Oct 2009
Location: Sofia, Bg
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I had other work these days.
Now, here is my final decision, what I made with the radars in my installation:

I just, turned off the rotation on the 3d object for the radar antenna from the game. The sensor will work and sweep, just will not rotate the 3d object for the sensor.
Now I need, animation for rotation for FM30_UpDown. Don't need to discover the hot water, Anvart already made it.
I take the rotation animation from DFA_All.anm, and redesign FuMO_30.anm.
Reverse this animation, to rotate the antenna clockwise.
And with redesign in FMO_30.dat, made the "Radar_one_sweep" to work properly, will:
go Up - rotate one turnover - go Down.
Now the radar antenna works visually perfect. No jumps, rotates clockwise, have three "random animations for imitation of search".
Just as the animation for DF Antenna works.

Imperfection, will be that the orientation will not match with bearing in the radar station.
But this is not important for me, when I'm on radar station, I don't see, how the antenna is faced, and vice versa.

radar.avi

With this, I finished with the radars in my installation, now I'll direct my dirty hands to other things.
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Old 01-22-15, 07:21 AM   #4
BigWalleye
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Join Date: Jul 2012
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Quote:
Originally Posted by Tycho View Post
I had other work these days.
Now, here is my final decision, what I made with the radars in my installation:

I just, turned off the rotation on the 3d object for the radar antenna from the game. The sensor will work and sweep, just will not rotate the 3d object for the sensor.
Now I need, animation for rotation for FM30_UpDown. Don't need to discover the hot water, Anvart already made it.
I take the rotation animation from DFA_All.anm, and redesign FuMO_30.anm.
Reverse this animation, to rotate the antenna clockwise.
And with redesign in FMO_30.dat, made the "Radar_one_sweep" to work properly, will:
go Up - rotate one turnover - go Down.
Now the radar antenna works visually perfect. No jumps, rotates clockwise, have three "random animations for imitation of search".
Just as the animation for DF Antenna works.

Imperfection, will be that the orientation will not match with bearing in the radar station.
But this is not important for me, when I'm on radar station, I don't see, how the antenna is faced, and vice versa.

radar.avi

With this, I finished with the radars in my installation, now I'll direct my dirty hands to other things.
Tycho, will you make this available to the community, in NYGM or as a separate mod?
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Old 01-22-15, 07:49 AM   #5
Tycho
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Join Date: Oct 2009
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Posts: 384
Downloads: 264
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Quote:
Originally Posted by BigWalleye View Post
Tycho, will you make this available to the community, in NYGM or as a separate mod?
No! These are Anvart's mods!

But, I'll help you, to do it for yourself, via PM.
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Old 01-22-15, 08:15 AM   #6
BigWalleye
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Quote:
Originally Posted by Tycho View Post
No! These are Anvart's mods!

But, I'll help you, to do it for yourself, via PM.
Tycho, I would really appreciate that.
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