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Old 03-26-17, 07:03 PM   #1
Kendras
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radar Improved SH5 HMS King George V class battleship for SH3

D/L link : WIP ....


Last edited by Kendras; 03-27-17 at 06:40 PM.
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Old 03-26-17, 07:08 PM   #2
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Updated list of features :

- SH5 model successfully imported, alignement fixed in Wings3D.
- Corrected textures (were too much dark).
- Resized funnels and reworked their shape (seen from above)
- Corrected basis of main guns on the model (size, height and position).
- Fixed all guns' traverse parameters.
- Added the_Frog's own guns (permission granted by him)
- Strange light reflections on the hull corrected by the_Frog
- Corrected glitches on masts (inverted faces)
- Added a big detailed flag (Testpilot, resized by Jeff Groves)
- Added the missing rudder
- Created a nav map icon with true size and shape
- Reworked the small flag masts (bow and stern)
- Corrected smoke for the second funnel

---------------

Problems to solve :

- the two cranes have to be remapped with texture
- the AA guns have to be corrected to conform to the historical data

Last edited by Kendras; 11-01-17 at 02:35 PM.
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Old 04-02-17, 10:19 AM   #3
Kendras
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Question to the_frog :

What is "that" ? :

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Old 04-02-17, 01:41 PM   #4
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... a 20-barrel 7 inch UP projector

https://en.wikipedia.org/wiki/Unrotated_projectile


... including the ammunition (rocket) ... I thought of using those things with NCL_Southampton but they are to be placed on top of the superfiring turrets. Weapons on top of turrets, if not placed right on the turret's centre of rotation, are not working well. So I gave up the idea and even forgot to test them ... I should have omitted them.

I am a bit wondering, the grid around the barrels is not visible in your picture.



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Question to the_frog :

What is "that" ? :

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Old 04-02-17, 02:04 PM   #5
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... a 20-barrel 7 inch UP projector

https://en.wikipedia.org/wiki/Unrotated_projectile

... I should have omitted them.
Not at all. Even if it doesn't work very well, it is still a nice device. We can delete the .sim parameter and let it only for eye candy.

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Weapons on top of turrets, if not placed right on the turret's centre of rotation, are not working well.
Yes I know, I have tried to add a pom pom on top of a main turret of the Nelson class, and it works only if the turret is attached to the ship. So the pom pom has to be placed on the rotation axis of the turret to seem turning with the turret.

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I am a bit wondering, the grid around the barrels is not visible in your picture.
Don't worry, there is one grid. This is just S3D which (as often) doesn't show properly the textures.
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Old 04-02-17, 02:17 PM   #6
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If you want to use it somewhere else on a ship yo could create an invisible gun with the weapon visible on top.
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Old 04-02-17, 02:21 PM   #7
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Quote:
Originally Posted by Kendras View Post
Yes I know, I have tried to add a pom pom on top of a main turret of the Nelson class, and it works only if the turret is attached to the ship. So the pom pom has to be placed on the rotation axis of the turret to seem turning with the turret.
I doesn't matter if the turret is incorporated in the ship's dat (the Southamptons and Fijis have them in their dats). It is not possible to have weapons at all directly on turrets. In that case, the turrets are the reference points for the firing arcs. Meaning -- when the turret turns, the firing arcs of guns on top turn, too, and may "cover" the supersturcture. Only if the weapon node is not attached to the turret but to the ship model (so it is actually "hovering" above the turret), the fire arc will correct. And to have whole arrangement not looking too odd when the turrets turns, the node needs to be placed along the turrets centre of rotation.


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Don't worry, there is one grid. This is just S3D which (as often) doesn't show properly the textures.
Right, when too far those partly transparent textures become invisible.
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Old 04-02-17, 02:25 PM   #8
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Originally Posted by HanSolo78 View Post
If you want to use it somewhere else on a ship yo could create an invisible gun with the weapon visible on top.
... but does that solve the problems with the fire arc and the visualisation of movements of weapons on top of turrets?
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Old 04-02-17, 02:29 PM   #9
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Quote:
Originally Posted by the_frog View Post
I doesn't matter if the turret is incorporated in the ship's dat.
Ops, sorry, I wanted to say "and it works only if the pom pom is attached to the ship."

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Originally Posted by the_frog View Post
It is not possible to have weapons at all directly on turrets.

Only if the weapon node is not attached to the turret but to the ship model (so it is actually "hovering" above the turret), the fire arc will correct. And to have whole arrangement not looking too odd when the turrets turns, the node needs to be placed along the turrets centre of rotation.
Exactly !

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In that case, the turrets are the reference points for the firing arcs. Meaning -- when the turret turns, the firing arcs of guns on top turn, too, and may "cover" the supersturcture.
And even worse : if the turret turns, then the gun on top won't fire correctly on the aircrafts.
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Old 04-04-17, 11:26 AM   #10
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Quote:
Originally Posted by HanSolo78 View Post
If you want to use it somewhere else on a ship yo could create an invisible gun with the weapon visible on top.
Another possibility is to create a "fake" gun (without any .sim parameters) attached to the turret, and an invisible working gun (with .sim parameters) at the same place but attached to the ship.
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Old 04-04-17, 04:10 PM   #11
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cool Testing

Do you recognize her ??? She's so better than her SH3 version !!!!!

 



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Old 04-04-17, 06:24 PM   #12
propbeanie
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Didja shoot at 'er?...
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Old 04-05-17, 02:55 AM   #13
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Last part is to correct the .zon file, a big work ...
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Old 04-08-17, 08:20 AM   #14
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Could anyone give me a link to a detailed article/book which explains how the secondary guns evolved all along the second world war on King George V and other battleships of the same class ?
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Old 04-15-17, 04:52 AM   #15
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Hi pal
Any progress?

cheers
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