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10-25-09, 09:54 AM | #166 | |
Grey Wolf
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Quote:
the torpedospawnfx.dat object particle: Last edited by vickers03; 10-25-09 at 12:21 PM. |
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10-25-09, 10:46 AM | #167 | |
Admiral
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Quote:
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. Peabody
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10-26-09, 11:19 AM | #168 |
Silent Hunter
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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 keltos Last edited by keltos01; 10-26-09 at 02:39 PM. |
10-26-09, 02:46 PM | #169 |
Silent Hunter
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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. keltos Last edited by keltos01; 10-26-09 at 05:16 PM. |
10-27-09, 02:59 PM | #170 |
Silent Hunter
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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 ? keltos Last edited by keltos01; 10-27-09 at 03:16 PM. |
10-27-09, 03:07 PM | #171 |
Admiral
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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 Peabody
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10-27-09, 03:24 PM | #172 |
Silent Hunter
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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) keltos |
10-27-09, 03:46 PM | #173 |
Silent Hunter
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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. Last edited by keltos01; 10-27-09 at 03:57 PM. |
10-27-09, 04:03 PM | #174 |
Silent Hunter
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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 ? keltos Last edited by keltos01; 10-27-09 at 04:31 PM. |
10-28-09, 05:09 PM | #175 |
Silent Hunter
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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 keltos Last edited by keltos01; 10-28-09 at 05:31 PM. |
11-05-09, 03:04 PM | #176 | |
Sea Lord
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Quote:
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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11-29-09, 10:05 AM | #177 |
Silent Hunter
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any luck in finishing those torp launching subs of yours Darkfish ???
keltos |
11-30-09, 02:53 PM | #178 | |
Sea Lord
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Quote:
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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01-28-10, 08:01 PM | #179 |
Seaman
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Could this be made to work for a player controlled ship/submarine?
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02-01-10, 03:26 PM | #180 |
Seaman
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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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