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01-09-15, 06:48 AM | #1 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, guys.
I badly understand what you speak... Explanation for those "who are in the tank" or just who does not understand... It was a long time ago ... and I, maybe, don't remember something... I did a mod FM30_UpDown_* for GWX only. I made some choices for GWX... two of them... penultimate - FM30_UpDown_Final and as a later variant - FM30_UpDown_GWX with the slightly modified logic. At the request of users I adapted FM30_UpDown_Final for LSH... but I've never done the adaptation of FM30_UpDown_Final or FM30_UpDown_GWX to NYGM... Therefore, questions on NYGM not for me. FM30_UpDown_AltLogic - it's the slightly modified logic from FM30_UpDown_GWX... for those who use the with GWX H.sie radar fix (radar is turned off at the beginning of the game). One of the main ideas of the FM30_UpDown mod - if the player turned on radar, he should turn it off himself... in the mod there is no raising/lowering of the antenna and there are no control over her... in the mod there are commands of on/off radar. Mod DFa_UpDnRot (and similar) is the Eye Candy mod... DF antenna does not work in SH3 and is not driven, so I did the automatic lowering of the DF antenna during diving of the u-boats... do you understand the difference? I'm not a fan of the NYGN mod and I have not played with it... I will not adapt my mod for NYGM... I do not published all my works... and I never shall not do it. P.S. After 9 years of lack of mutual understanding i tired of the hassles, of hypocrisy and double standards.
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Alex ® Moses said: "Don't create yourself an idol"... |
01-09-15, 08:02 AM | #2 | |||
Sea Lord
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I don't intend to be provocative. I am trying to understand what appears to be a very complex situation. Last edited by BigWalleye; 01-09-15 at 08:56 AM. |
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01-09-15, 12:10 PM | #3 | |
Planesman
Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Anvart
Thank your for your clarification. I remember this "jump" didn´t occur in your earlier version of that mod without that move-in/move-out animation, which is integrated in GWX3.0. Tycho Quote:
Maybe I did something wrong in my installation? I use three different sets (GWX, LSH and stock with NYGM), but that jump happens in each. Could that be a question of the orientation? In my installations the matress always turns counterclockwise (if you look from above ) whereas the handweel turns clockwise (the hand wheel bug, wich led to that change of orientation, is known). Is there a possibility to change the orientation of the mattress? I have the impression that the turning of the antenna is somehow dependant on the turning of the hand wheel. Greetings |
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01-12-15, 04:36 AM | #4 | |
Sonar Guy
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Because, the pointer is fixed, the bearing scale on hand weel goes from 0 to 90 to 180 and so on. Unlike the hydrophone, where the bearing scale is fixed, and the pointer is rotating. This weekend, I came to another crazy decision for the radars, where all is very nice, visually. But, Anvart is very touchy about his mods, and now I'm worried to speak for this.
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If you ride like lightning, you're gonna crash like thunder. |
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01-13-15, 04:26 AM | #5 |
Planesman
Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Of course you are right. The hand wheel also turns counterclockwise. I mixed the orientation of the wheel with the markings on the dial. One should not write at work without access to the game I´m sorry for the confusion.
One of my thoughts was that the correction of the buggy bearing could be the reason for the non-synchronious turning of the antenna. But that´s not the case. Even with stock settings, the antenna jumps to a random wherever position. Further, the antenna continues to rotate even if the the FuMO is set to "focus" on any bearing and therefore the handwheel is holding. It seems that there´s no synchronisation at all. Greetings |
01-13-15, 04:50 AM | #6 |
Sonar Guy
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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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If you ride like lightning, you're gonna crash like thunder. |
01-13-15, 02:17 PM | #7 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Regards, LGN1 |
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06-15-15, 02:44 AM | #8 | |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hopefully, snivels chewing is ended?
Everyone serious modder knows all problems of radar/antenna since 2005...2006. Nobody said nothing new. Quote:
************************************************** ******* Variant for exacting players, but this variant is more incompatible with other mods... so never published. Your wordiness about jumps and your reasoning about their elimination while maintaining synchronization of rotational radar wheel, radar antenna and radar beam is talking about bad understanding of the subject of conversation. Video: http://www.mediafire.com/watch/2h2kh...darAntenna.mp4 View or download ~ 158 MB
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-30-18 at 07:33 AM. |
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06-16-15, 12:06 PM | #9 |
Chief of the Boat
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Is there a problem here?
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Wise men speak because they have something to say; Fools because they have to say something.
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