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Old 11-24-10, 04:31 PM   #61
keltos01
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maybe nobody looked for it ?

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Old 11-27-10, 11:55 AM   #62
Hartmann
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Another interesting design for a cruiser submarine, but it is british

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Old 11-27-10, 02:35 PM   #63
keltos01
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moving turret base :




New french 8 inch gun by Peabody:





still need to move some of the rails to the turret's base...


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Old 11-27-10, 02:41 PM   #64
Arael
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That is some insanely good work you're doing. Your work on the Surcouf has made me go out and buy SH4 so I can drive it.
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Old 11-27-10, 04:44 PM   #65
keltos01
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Quote:
Originally Posted by Arael View Post
That is some insanely good work you're doing. Your work on the Surcouf has made me go out and buy SH4 so I can drive it.


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Old 11-27-10, 07:56 PM   #66
Schwieger
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How accurate are those guns?
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Old 11-28-10, 02:56 AM   #67
Aymi
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Hi keltos


what about the aft torp tubes and the interiror?
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Old 11-28-10, 03:08 AM   #68
keltos01
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I will change the position of tubes 9 and ten to be aft tubes. I tried yestarday to reset them but got only ctds, so I reverted to an earlier version of the sub.




I am trying to get rid of the dark deck and aft torpedo tubes : they show ok in s3d but not ingame ????


the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director.

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Old 11-28-10, 12:51 PM   #69
Arael
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the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director.

keltos[/QUOTE]

So how are you going to model that? Will you set the max range at 16,000 meters or 12,000 meters?
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Old 11-28-10, 01:43 PM   #70
keltos01
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Quote:
Originally Posted by Arael View Post
the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director.

keltos
So how are you going to model that? Will you set the max range at 16,000 meters or 12,000 meters?[/QUOTE]

max range is currently set at 16000 m, not that we think it is possible to fire over 10 000 m realistically in SH4 : our 5.5 inch IJN DG have a greater range than that but everytime I tested them, firing at a convoy 10 km away, my rounds always fell short, even though the range set in the .sim was greater than 10 km. A game engine limit I guess..

keltos

edit : when hit the hull turns purple ?????
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Old 11-28-10, 03:33 PM   #71
Madox58
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PM sent.



To fix the 'Rainbow Bright' problem.........
Export the Hull 3D model,
re-import it but DO NOT import the vertex normals!
Turn on Caustics.

Last edited by Madox58; 11-28-10 at 04:16 PM.
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Old 11-28-10, 07:18 PM   #72
Madox58
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I ran the Main Hull through 'MeshLab' and had it re-compute Normals.
Then re-imported the Hull WITH Normals.
Caustics on, hull is much better looking and no
'Rainbow Bright'


Last edited by Madox58; 11-28-10 at 08:23 PM.
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Old 11-29-10, 06:06 AM   #73
keltos01
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stern :



port :



from bow :



training turret :





Thanks to Privateer the caustics problem is solved
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Old 11-29-10, 06:53 AM   #74
iowa101
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Looking great mate,

She has a great look to her, can't wait to try her out. would love to open up those guns onto one of these dammed destroyers, they so annoying
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Old 11-29-10, 03:38 PM   #75
liliput
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Keltos, to solve problems with smoothing groups, select polys that should be of another smoothing group and detach them as “detach to element”. When you will export your model, uncheck “optimize vertex, normals” in OBJ export options dialog (if you’re using 3ds Max). May be you already know it… but anyway



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