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Old 01-06-16, 04:58 PM   #16
makman94
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WAC v4.1

NSS_X-craft = 25
NSS_UboatRU = 20
NSS_Uboat23 = 25
NSS_Uboat21 = 10
NSS_Uboat9d2 = 22
NSS_Uboat9c = 22
NSS_Uboat9b4 = 25
NSS_Uboat9b = 22
NSS_Uboat7d = 25
NSS_Uboat7c41 = 25
NSS_Uboat7c = 22
NSS_Uboat7b = 22
NSS_Uboat7a = 12,3125
NSS_Uboat2D = 22
NSS_Uboat2B = 22
NSS_Uboat2A = 22
NSS_Uboat_XXI = 28
NSS_SclassUS_sm = 12,3125
NSS_SclassUS = 12,3125
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Old 01-07-16, 04:09 PM   #17
LGN1
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Thanks, guys! This helps a lot!

Best, LGN1
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Old 01-18-16, 07:11 AM   #18
gap
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@ BL!TZKR!EG

I have just realized that you tried getting in touch with me through PM. Unfortunately my subsim message box is full. I am sorry for that and for kidnapping LGN1's thread.

If you want you can get in touch with me through my skype address, which you can find here on the left in the avatar are, or if the topic you want to is relative to some mod in particular, you can make a post in its thread dropping a link to it in this thread (sorry again LHN1 )

gap off

PS: @ LGN1: good mod! If you wan I can try modelling squeed and squid thrower
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Old 01-18-16, 04:21 PM   #19
Fahnenbohn
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Quote:
Originally Posted by BL!TZKR!EG View Post
If these three drawbacks can be removed (by partly delegating that work to GFX-capable guys), this mod could really add to the game.
Yeah ! I think so !!! I can't wait to see such a weapon in action !
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Old 01-19-16, 12:26 PM   #20
gap
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I was inspired by your mod to create a model of the AS "Squid" projectile, in case you find a way to limit the number of charges dropped by the thrower to three.

The 576-vertices 1100-polygons model is based on the drawing posted by Anvar, and it measures ca. 305 cm (12 in) in diameter and ca. 150 cm in legth.

Paint colour, markings and other details featured by the model were taken from the drawing mentioned above and from some photographs I found on the web. Nonetheless, most of those pictures portrayed later versions of the squid bomb. It is possible that under some respect the model is not a fully accurate representation of the WWII marks, but it should get close anyway.


Let me know if you would like me to send the model your way

Next, I plan to model the squid thrower. It will take a bit longer though, mostly because I couldn't find any technical drawing of the real thing, and I will be forced to infer some features and general proportions from photographs.
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Last edited by gap; 05-05-20 at 07:21 AM.
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Old 01-19-16, 12:49 PM   #21
Fahnenbohn
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Quote:
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Next, I plan to model the squid thrower.
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Old 01-19-16, 01:51 PM   #22
sublynx
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You guys are amazing. It's incredible how you keep this ancient game alive and kicking.
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Old 01-21-16, 08:45 AM   #23
gap
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Quote:
Originally Posted by LGN1 View Post
I couldn't find a way to reduce the amount of projectiles fired by the Hedgehog (24).
What about setting the launcher as a three-barrelled K-gun DC thrower, using the wpn_KGun controller rather than relying on the wpn_Hedgehog one? I know there might be some shortcomings in doing that, but I think it is worth a try anyway.
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Old 01-21-16, 11:58 AM   #24
LGN1
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Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.

@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...

Regards, LGN1

PS: Gap, would it be possible to delete some of your PM so that I can send you one?

Last edited by LGN1; 01-21-16 at 12:13 PM.
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Old 01-21-16, 01:13 PM   #25
gap
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Quote:
Originally Posted by LGN1 View Post
Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.


Quote:
Originally Posted by LGN1 View Post
I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...
I feared such a problem. If you send me your testing files I can see if there is anything we can do, though I see it difficult.

Quote:
Originally Posted by LGN1 View Post
@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

[...]

PS: Gap, would it be possible to delete some of your PM so that I can send you one?
I need to delete 60 messages
Can you get in touch through skype? From there I will give you my private e-mail address
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Old 01-21-16, 01:45 PM   #26
gap
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Found a few more pictures of the AS Mortar Mk IV (this was the official name of our squid launcher) on Flickr:



The new model is coming along nicely by the way

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Last edited by gap; 05-05-20 at 07:24 AM.
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Old 01-21-16, 02:00 PM   #27
Fahnenbohn
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Quote:
Originally Posted by gap View Post
The new model is coming along nicely by the way
Yeah, not bad ! Keep up the good work guys !!
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Old 01-23-16, 04:28 PM   #28
LGN1
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Quote:
Originally Posted by gap View Post




I feared such a problem. If you send me your testing files I can see if there is anything we can do, though I see it difficult.



I need to delete 60 messages
Can you get in touch through skype? From there I will give you my private e-mail address
Hi gap,

my test file was very simple. I just moved a K-gun node in the *.dat file to the bow and rotated it to point forward. With S3D it took just a few seconds to achieve this.

Unfortunately, I don't have a skype account.

I have also found a video of the thrower in your pictures:



And a few more shots:

http://s661.photobucket.com/user/8Hu...?sort=3&page=1

Regards, LGN1
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Old 01-24-16, 10:31 AM   #29
gap
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Quote:
Originally Posted by LGN1 View Post
my test file was very simple. I just moved a K-gun node in the *.dat file to the bow and rotated it to point forward. With S3D it took just a few seconds to achieve this.
This is how I would do it:

-adjust wpn_Kgun controller's ranges to about 250 m (you can have as many "ranges" array items as you want, so maybe it will help having more than one of them, each with a different setting, so to allow more flexibility).

- if you are using a regular Kgun as template, add two more barrel nodes to it so to have three depth charges thrown at once, one for each barrel. I am not sure if barrels need a 3D mesh attached to them in order to work. If so, for the moment you can attach some dummy model to the new barrels, and set it to invisible.

- adjust barrel nodes' pitch (i.e. x axis rotation) to about 45 deg: this was the approximate elevation of squid laucher's barrels.

- adjust the yaw (y axis rotation) of each barrel individually, so to create a triangular spread. In theory you should obtain a pattern like the one seen in the picture below (courtesy of navweaps.com):



- equip a corvette with a couple of modified K-guns fitted on her front deck and pointing right forward, lauch the game and cross your fingers

I would do the above tweaks myself, but atm I have not SHIII installed, only SHIV and V, but If you upload somewhere the stock K-gun files I can give it a go, or I could use SHIV files as template: the shouldn't be too dissimilar from SHIII ones.

Quote:
Originally Posted by LGN1 View Post
Unfortunately, I don't have a skype account.
Ok, I will do some free space in my PM box

Quote:
Originally Posted by LGN1 View Post
I have also found a video of the thrower in your pictures:

...

And a few more shots:
Thank you very much, they help a lot

All the best, gap off

P.S: launcher's meshes are nearly finished:

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Last edited by gap; 05-05-20 at 07:26 AM.
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Old 01-24-16, 11:31 AM   #30
sublynx
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A horrible picture Looking forward to see that in the game - I guess...
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