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Old 05-25-07, 02:01 AM   #16
Fearless
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Interesting because the way the blade orientation is shown, the screws should be rotating anti-clockwise.
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Old 05-25-07, 02:41 AM   #17
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Hm...I can't seem to pinpoint the actual "animation" file/code for this...might look some more later.
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Old 05-25-07, 06:23 AM   #18
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Quote:
Originally Posted by CaptainCox
What are we talking about here, the actual rotation direction or only the orientation of the blades?
Each of the props spin in a different direction so I'm assuming that since there's only one prop model it's mirrored on one side or the other. The problem is either that the blades are rotating in the wrong direction or that the blades are oriented wrongly. I have no idea which it is. I'll look at some photos of real subs today and see if I can pin it down. However, as far as I'm concerned right now the main thing is making the props look as if they're pushing water in the right direction. However, when I learn the truth I'll probably be gung-ho about getting it perfectly right.
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Old 05-25-07, 06:49 AM   #19
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Well If i can, and i am trying here (HARD!) I could give it my best shot when you find the info. Still fighting with the interface here in 3DS MAX...baby steps. . . .

Or if DD or any of the other 3D modeling guys here might try to give it a shot, whichever.
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Old 05-25-07, 07:13 AM   #20
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Quote:
Each of the props spin in a different direction so I'm assuming that since there's only one prop model it's mirrored on one side or the other. The problem is either that the blades are rotating in the wrong direction or that the blades are oriented wrongly
Suggestion: Hex edit the submarines or the propellers to put the starbord one in backbord, and vice versa:hmm:
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Old 05-25-07, 08:21 AM   #21
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Okay I looked at some pictures of Gato submarine propellers. The props in the game are correctly modelled (well... insofar as the props are modelled to push the water the right way). But they rotate the wrong way. So for the most accurate results the goal will be to make them rotate the other way.
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Old 05-25-07, 08:30 AM   #22
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Hm, ok...I might have a go at it (no promises that I can make it as I am still learning this stuff) If no one else beats me to it, which is more likely :p
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Old 05-25-07, 09:07 AM   #23
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Never thought of that
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Old 05-25-07, 11:20 AM   #24
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Quote:
Originally Posted by Beery
Okay I looked at some pictures of Gato submarine propellers. The props in the game are correctly modelled (well... insofar as the props are modelled to push the water the right way). But they rotate the wrong way. So for the most accurate results the goal will be to make them rotate the other way.
You speak, that a design of propellers blades are correct.
I have correctly understood.???

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Old 05-25-07, 02:19 PM   #25
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Hi 8BALL, just to get it straight. So the screws in the game rotates the right way?
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Old 05-25-07, 02:21 PM   #26
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Quote:
Originally Posted by 8BALL
OK gentleman
If per chance you are talking about the rotation of the port screw and the starboard screw.
The reason is the starboard screw rotates right-handed and port screw rotates left-handed therefore rotation is correct.

In the Navy I ran the L. C. M. which had twins screws.
one with the left-hand rotation and one with the right hand rotation.
The reason for left and right hand rotation is so that a trim rudder was not necessary. I hope this explains the problem.
Look propellers ...
and rotating ...
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Old 05-25-07, 02:54 PM   #27
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Quote:
Originally Posted by 8BALL
That's correct.
If you look at a any merchant ship or destroyer or any one of the ships with twin screws you will see one rotating in one direction and the other in the opposite direction.

In reality if you take and put two right hand rotating screws on a destroyer without a rudder it would go in a circle. But if you change one screw to a left hand rotation the ship would go more in a straight line.
I think you're missing the point. Certainly the screws should rotate in opposite directions. The port screw should rotate counter-clockwise while the starboard one should rotate clockwise. They don't do that, but the opposite-handed rotation isn't the issue. The point is that the propellers are rotating the wrong way to propel the ship forwards - when you set Ahead 1/3 the screws rotate so as to push the boat in reverse, yet the boat goes forward.
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Old 05-25-07, 11:51 PM   #28
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Moin,

which subs are affected? Is it the GATO only?

Regards,
DD
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Old 05-26-07, 12:22 AM   #29
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I think its all of them...have not checked but I am pretty sure. Was looking yesterday between trying to fix that texture, but could not find a animation node for the props.
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Old 05-26-07, 06:54 AM   #30
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If your after any more exercises in 3D modelling / animation, the Akitsu Rudder rotates around the wrong center. The rudder at the stern, rotates around the center of the boat, that's why it has been seen floating on its own off to port and starboard when the Akitsu turns.

This should be a simple fix I think, moving the center of rotation to the rudder's hinge point. Away from the center of the ship.

I would try a fix myself, but while I can open models in Wings, I could only move the rudder to the center of the boat, so it didn't appear. I didn't know how to find or fix the point of rotation.

Where are the animation nodes... etc for things that rotate? One person who would know is the guy that made the radars rotate for GWX.

This is a bit off-topic, but the rotation thing seems to be my problem too.
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