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Old 10-25-09, 09:54 AM   #166
vickers03
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Quote:
also : I have made an IJN surface torpedo mod, introducing the Long Lance torpedo for IJN surface units (playable)
i think you can spawn any torpedo you want, check
the torpedospawnfx.dat object particle:

Last edited by vickers03; 10-25-09 at 12:21 PM.
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Old 10-25-09, 10:46 AM   #167
peabody
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Originally Posted by keltos01 View Post
ooooopps !!! yes but I didn't make the model invisible, i just noticed that the torps were headed kindo the right way, I tried it only once you know... then my wife came back

could you mod the chidori the same way ? or tell me how in baby steps ?

keltos
Your problem with the Chidori is that you put one on the left and one on the right. Just put them on the same way they went on the Somers, one it the center. If you look at the picture they both are aiming the same way so the one from the starboard side has to bounce on the hull because it can't drop into the water. I think the part that actually spawns the torp in over the hull.





Remember that was just a test to see if that would stop them from bouncing all over the place and heading backwards. So it did need some testing and some imput from Darkfish, since I am not sure exactly how they work, but he has been busy. Just try putting one in the back where you have an open spet and see what happens. Do it just like you did the Somers that you changed the 3D model on. You may have to set up some fire restrictions, not Traverse restrictions so they will rotate 360 degreees but they can't fire 360 degrees.

Or you could go back to the originial copy of them, Darkfish had them on the right and left. But you don't have one actually show on the ship that is part of the "launcher".

Remember I tried to put them on the Somers before you did and they didn't work, they didn't even show, so I did something wrong.

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Old 10-26-09, 11:19 AM   #168
keltos01
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I'll redo the Chidori with three launchers placed in the middle of the boat like the Somers then, but I sure hope we can or Darkfish can, modify those launchers so they lead the targets like real torpedoes would.

Then of course it will be assigning the correct torpedoes, what did DD use ?
I guess not mk 14's.

then we can mod one torp to fit the data from the Destroyers' torps.

and make the Avenger use homing torpedoes too

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Old 10-26-09, 02:46 PM   #169
keltos01
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Default DD torpedoes

21" (53.3 cm) Mark 15





Ship Class Used On Destroyers and Atlanta (CL-51) Class Cruisers

Date Of Design
1934
Date In Service
1935

Weight
2,841 lbs. (1,742 kg)

Overall Length
24 ft 0 in (7.315 m)

Negative Buoyancy 1,260 lbs. (572 kg)

Explosive Charge
825 lbs. (374 kg) Torpex

Range / Speed
6,000 yards (5,500 m) / 45 knots

10,000 yards (9.150 m) / 33.5 knots

15,000 yards (13,700 m) / 26.5 knots

Power
Wet-Heater

Notes: The standard destroyer weapon of World War II. Replaced the earlier Mark 11 and Mark 12. Remained in service as long as US destroyers carried 21" (53.3 cm) torpedo tubes.


21" (53.3 cm) Mark 17 .

Ship Class Used On

Destroyers

Date Of Design 1944
Date In Service
1945

Weight N/A Overall Length 24 ft 0 in (7.315 m)

Explosive Charge 600 lbs. (272 kg) Torpex

Range / Speed 16,000 yards (14,630 m) / 50 knots

Power
Hydrogen Peroxide

Notes: Destroyer equivalent of the Mark 16. Development dropped in 1941, resumed in 1944. Removed from service in 1950


http://www.navweaps.com/Weapons/WTUS_WWII.htm


We need to edit one of the US torps and change it into a mark 15.

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Old 10-27-09, 02:59 PM   #170
keltos01
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another one coming !



hit !



sunk...



so I moved the 3 launchers on the Chidori to the center of the boat, I got torps bouncing all over the stern... but I guess at least one hit the Somers !

the damage observed both above and underwater is consistent with torp damage, although I didn't see it as I was checking the Chidori (sunk by guns, 3 close torpedoes inches from bow though !)

maybe they need to start from the center of the ship otherwise the aim is off ?


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Old 10-27-09, 03:07 PM   #171
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I made an attempt on the Somers to have the torpedos 'launch' instead of just dropping into the water. But I have the torpedos launching tail first and I can't seem to figure it out. (And this isn't from bouncing around, they actually launch in that direction.

Here is a YouTube of the results. I don't understand much of the Particle stuff, so I don't know if I can get this to work or not.

Also noticed the launchers and the guns don't point in the same direction, which they should (approximately). This is not part of the "leading" for the torps because they are aimed behind the targets.

http://www.youtube.com/user/Peabodysh4#p/a

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Old 10-27-09, 03:24 PM   #172
keltos01
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on mine it seems the Somers can fire torps at multiple targets ! the two fore turrets fire port while the aft turret fires aft on this picture (I have 3 Chidori attacking and your convoy Peabody)

on the chidori :



She is stern first respective to the Somers, torps bouncing off stern but for one ?

respective angles :



first chidori sunk by gunfire

attack on second :



notice how the torp turrets are aimed nearly at the coming chidori but not ahead of her(darkfish's latest ai torp mod)

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Old 10-27-09, 03:46 PM   #173
keltos01
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Somers fires torps at merchies too !



Polyfiller said :

4) Add a mount point (I used M02) 1 Metre in front of the sub and 1.1 M above it and then mount Darkfishes torpedo launcher on it.
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Old 10-27-09, 04:03 PM   #174
keltos01
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torp spawner :



why is the spawner set to those coordinates and not 0,0,0 ? especially the z value of -104,8497 which sets it way aft ?

the object spawned is 0x8f346dcc43bfbcb2 or a mk 14 torpedo



I changed it to 0x8f346dcc43bfbd31 or the cutie mk 27 torpedo


they show up but drop like bombs and don't swim ! ?


change to mk 16's :



they run hot straight and normal !

so I guess if we could clone the US torpedo files to US2torpedo files we could have real surface torpedoes on top of the existing sub torps ?



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Old 10-28-09, 05:09 PM   #175
keltos01
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since noone is talking (apart from Peabody) I decided to try and understand how this mod works in my limited time to try and ? better it?..

I didn't get why the spawner had to be set to a z value of - 104, that would actually set it up way behind the boat, so I set it to z = 0, we'll see.



they still spawn next to my Somers.




they fire in the direction that the torp quad launcher faces.. if not of the enemy !




they spawn too high (y = 0.722) though..




no real change : still firing lots of torps and yes, sometimes there's a chance hit...

darn hard to get this to at least look like they are really firing torps

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Old 11-05-09, 03:04 PM   #176
DarkFish
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Quote:
Originally Posted by keltos01 View Post
since noone is talking (apart from Peabody) I decided to try and understand how this mod works in my limited time to try and ? better it?..

I didn't get why the spawner had to be set to a z value of - 104, that would actually set it up way behind the boat, so I set it to z = 0, we'll see.

they still spawn next to my Somers.

they fire in the direction that the torp quad launcher faces.. if not of the enemy !

they spawn too high (y = 0.722) though..

no real change : still firing lots of torps and yes, sometimes there's a chance hit...

darn hard to get this to at least look like they are really firing torps

keltos
Sorry for my very late reply, I've been extremely busy in RL lately.
The coordinates of the spawner (parent node) don't matter. They are overwritten by the turret coordinates. Coordinates of all the child nodes do matter. I used to set them all to 0 (I recommend you do so too), but forgot to do so in the final release. If they're all set to 0 the torps will spawn at the location of the turret node.

Also, I really recommend using 2 different torp launchers on either side of the ship instead of one that rotates as peabody suggested. Setting rotation/fire restrictions won't help.

The Mk27 cutie probably sinks because of a launching problem. Try it at different angles and/or increase the range of the launcher to the ship.

Copying the US torpedo files into US2torpedo won't work. It will work for the launcher but probably the playable torps will get messed up.

I hope this answers some of your questions
If you manage to improve my files, be free to make it available for DL as I currently haven't got the time to work on it myself.
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Old 11-29-09, 10:05 AM   #177
keltos01
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any luck in finishing those torp launching subs of yours Darkfish ???

keltos
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Old 11-30-09, 02:53 PM   #178
DarkFish
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Quote:
Originally Posted by keltos01 View Post
any luck in finishing those torp launching subs of yours Darkfish ???

keltos
eehm actually I haven't worked on them for the past 2 months or so...
I'm simply much too busy, and I still really have to try harder if I don't want to be kicked off university here..

If you send me a PM I can however give you a simple description of how to make them yourself
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Old 01-28-10, 08:01 PM   #179
jokerl90
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Could this be made to work for a player controlled ship/submarine?
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Old 02-01-10, 03:26 PM   #180
jokerl90
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Default Torp's spawn in wrong direction

With Darkfish's updated AI launched torp's on an Asashio DD and using Peabody's tutorial to install, I can see the torp spawn gun, can see the torps spawn ok but they go in the wrong direction.
With a stationary target ahead at 000, as soon the ships guns react to the target, the torp spawn gun will spin to 180 and when the guns fire on the target, the torp spawn gun will launch torps in the 180 direction.
Any ideas about how to fix this?
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