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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 03-12-09, 02:13 AM   #361
mickey117
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lol

Quote:
Originally Posted by DarkFish
Quote:
Originally Posted by mickey117
the fumo 30 is the radar used on bismarck and tirpitz they those mattress radars on the front of the range finders aboard the ships they where also used on scharhorst and her sister ship which idn how to spell her name lol
Afaik FuMO30 was used on submarines only. navweaps.com confirms this, so do a few other sites I searched. Major warships and their range finders used other radar types.
BTW is there any chance you might mean Gneisenau?
lol yer thats it lol Gneisenau lol
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Old 03-12-09, 12:35 PM   #362
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Darkfish,

many thanks for that idea! I put a wpn_cannon controller onto the director AFTER my generic axis rotation. Now, when unspotted, it slowly rotates the built-in type 21 radars (the whole director) as it had before for me, but now it also tracks you!

I made a dummy shell, so the "gun" has no fire effects, and the shell doesn't either, and does no damage, etc. If you like, I will up the dummy shell dat/sim/zon for you to use.

I plan on doing this for every director I have in Real IJN now!

Woot.
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Old 03-12-09, 03:47 PM   #363
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Quote:
Originally Posted by tater
Darkfish,

many thanks for that idea! I put a wpn_cannon controller onto the director AFTER my generic axis rotation. Now, when unspotted, it slowly rotates the built-in type 21 radars (the whole director) as it had before for me, but now it also tracks you!

I made a dummy shell, so the "gun" has no fire effects, and the shell doesn't either, and does no damage, etc. If you like, I will up the dummy shell dat/sim/zon for you to use.
actually the idea was mickey117's, I only turned the idea into reality
great idea btw, adding generic axis rotation too!
mickey117 reported a small bug to me, namely that it rotates back to 0 degrees when you change target. To fix it I set the reload time to a lower value.
As it fires lots of shells this way I already made my own dummy shell about 5 minutes before I read your post but thanks anyway
Quote:
Originally Posted by tater
I plan on doing this for every director I have in Real IJN now!
good luck! sounds like an awfull mass of work!
But it'd be a great addition to Real IJN.
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Old 03-12-09, 04:00 PM   #364
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Well, many of the ships are poorly designed in this regard and the directors are not individual objects. There are only a few ships that have "well behaved" director objects.

Since I'm concerned with them primarily as sub targets, only the big directors will likely be visible anyway.
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Old 03-14-09, 06:56 AM   #365
mickey117
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fumo 30

on dark fishes url link it look major warships used the fumo 30 but not as ther main radar of course thats just dumb but like on scharnhorst and the bismarck class well not bismarck but tirpitz and both sharnhorst class ships used the radar on there foremast thats the fumo 30 on that pole behind the range finder
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Old 03-15-09, 07:40 PM   #366
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hmm

Quote:
Originally Posted by ivank
Quote:
Originally Posted by mickey117
gotta admit those gunners on the Fletcher would feel pretty damm small lol and another idea when you fire the main guns could we at all change the colour cause it doesnt seem that real when you see the white stuff after the fire ball i mean that doesnt happen well not that much could we just maybe use sumthin like the sh3 fireball and smoke but just a bit bigger anyways its just an idea
A small fix has already been made in TSWSM, we are now looking to make a larger fix.
with the fire ball and smoke could we have it that the smoke remains there for a while like in real or is it that impossible or will darkfish do his magic?? lol just wondering
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Old 03-20-09, 10:11 PM   #367
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UPDATE

I just got my new computer, so I need to re-install SH4.
Can all the members of TSWSMT e-mail their work please?
Any updates from the team members?
Sorry for the lack of communication over the past weeks
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Old 03-21-09, 02:30 PM   #368
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Well I've got one hell of an 'update' here!

An image says more than a thousand words
A video says more than a thousand images
so I made a small video to show some of the new features in TSWSM:


(click on the image above to view)

It features a playable flower class corvette attacking a German AI U-Boat.
A torpedo explosion is shown, which is NOT from an AI-fired torpedo, but instead from a modified mine. So don't get too excited about it .
Which doesn't mean these mines couldn't be laid in the campaign, just for the realism of actually being attacked when escorting a convoy (what do you think Ivan?).

Anyway, the bridge instruments and depth charges are currently only installed on the Flower class corvette, but as of now I'm adding them to the V&W class DD and hopefully many other ships will also have them.
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Old 03-21-09, 05:56 PM   #369
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That is godly!!!! great work! I can see a lot has been done in my time of leave.
the 1st TSWSM tralier
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Old 03-21-09, 06:00 PM   #370
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THIS IS GONNA BE GREAT!!!! I never thought sh4 would be like this.
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Old 03-21-09, 07:02 PM   #371
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Further update on damage modelling;

Managed to get torp damage to stop deck mounted torps from working on cruisers. Also have a workaround to damage not stopping deck guns from working on AXIS ships. Allied ships not a problem - deck guns stop working nicely once damaged.

Have completed damage modelling thus far for; Bismark Class, Gneisenau Class, Deutschland class, Hipper Class, KGV Class, Kent Class.

On the cruiser I have made a port & starboard deck torpedo damage zone (each with 4 tubes each).

Have also been playing with ship physics. Graf Spee sorted nicely - trouble is when I use same setting on Bismark, it bobbles around badly. I need to lower the bismark (but I can't just lower the draft in the sim file - once you get down to zero it uses the centre of the bounding box for the model and makes the bismark float about 2ft above the water).
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Old 03-21-09, 07:09 PM   #372
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Almost forgot, request to all ship modellers / converters .... here are a few things that will help complete damage modelling;

1) If it's an AXIS ship, create a seperate dummy conning tower (this enables more than 10 compartments - thus enabling us to make the ship compartments / damage more realistic). This does not seem to affect allied ships for some reason.

2) Please, if using a conning tower, set the coordinates for the mount point to the main model to 0,0,0 in the main model - makes positioning and damage zoning the AA so much easier.

3) Create a seperate object file for each main turret - we need a seperate object and assigned damage zzone for each turret to enable turret damage to work. Using a single object file and seperate zones in the zone file alone DOES NOT WORK.

4) If torpedo tubes are added, add the zones that go along with them.

5) If using a seperate "dummy" conning tower, only assigne AA to it. Deck watch can go in the main UPCGE file.

I think that's all ... if I think of anything else I'll add to the post.... just want to achieve a more standardised approach to the ships I get to damage model .... it's still taking me around 40 hours to do one ship.

Results are looking good ... realistic sinking, systems actually stop working when damaged.

Have also found a really clever use for zone 29 - can be used as a 3rd level of engine redundancy.
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Old 03-21-09, 08:34 PM   #373
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sounds great!
your ship movements over the waves, is that compatible with real enviroment?
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Old 03-22-09, 03:00 PM   #374
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I havent got much done, fiddling around with FSX, but ill get back into it ASAP
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Old 03-22-09, 09:24 PM   #375
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I just bought that!! lol how is it?
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