Log in

View Full Version : PT boats that shoot torpedoes!


TheDarkWraith
12-03-07, 03:04 PM
How would you all like PT boats that actually shot torpedoes at you? :rock: Well I've finally been able to make it happen. The torpedoes that they shoot are electric kind (but can be made to be steam also), leave no wake, travel at 4m depth, and will detonate on impact on your sub! :rock: As soon as I can make a FRAPS video of it I'll post it for everyone to see this actually works.
Now we can have AI subs that can shoot torpedoes!!!! :lol: :yep: :rock:

EDIT:

video available here:
http://www.subsim.com/radioroom/showpost.php?p=709951&postcount=30

U49
12-03-07, 03:07 PM
You :rock:
and :rock:
and :rock:


:lol: :yep:

wildchild
12-03-07, 03:11 PM
oooooooOOO sounds good

De@dMe@t
12-03-07, 03:19 PM
:rock: ai subs and maybe a few eboats and mtbs too :|\\

Wolfehunter
12-03-07, 03:21 PM
Racerboy you should work with Sergbuto on this. He has something similar to what your doing. If you both pull this off I believe this would be a Master mod:up:

TheDarkWraith
12-03-07, 03:23 PM
Racerboy you should work with Sergbuto on this. He has something similar to what your doing. If you both pull this off I believe this would be a Master mod:up:

Serg uses virtual torpedoes...mine are REAL torpedoes!! :rock:

De@dMe@t
12-03-07, 03:24 PM
torpedoes plus flak x 2 = armament for mtb\eboat\ptboat has definate passabilaties ,he does have a point :o :D

Wolfehunter
12-03-07, 03:24 PM
Racerboy you should work with Sergbuto on this. He has something similar to what your doing. If you both pull this off I believe this would be a Master mod:up:

Serg uses virtual torpedoes...mine are REAL torpedoes!! :rock:I know that. Ok If yours are better I'm not complaining?:p Bring it on man.:rock:

rik007
12-03-07, 03:34 PM
Racerboy, a new project I assume? It should be steam torpedos so you have a small chance of finding out what hit you :D

Woof1701
12-03-07, 03:38 PM
That sounds fantastic! Been waiting for this. Before the PTs were just annoying. Now they'll be dangerous! But finally having AI subs (and wolfpacks) firing real torpedoes is too good to be true. :up:

lutzow
12-03-07, 03:39 PM
Sound fantastic;)

denis_469
12-03-07, 03:44 PM
Sound good.:yep:

TheDarkWraith
12-03-07, 03:46 PM
yes, new project I've been working on. It annoyed me that the PT boats had torpedo tubes but never fired any. So I went about to fix it.
Since this is still in it's infancy (I actually just got it working about an hour ago!) there are some things about it that need to be noted:
- the depth is hard set via code. You cannot change the depth of the torpedo. I have it set to 4m currently
- The torpedo will take the course of it's fired position. If the torpedo was aimed directly at your sub it will follow that straight line course to your sub (barring any firing errors introduced by the AI). That means if you're moving it will more than likely miss you. Homing torpedoes can be used to negate this. I'll have to play around with it.
- The torpedoes seem to have impact only detonation. I'll play around with it some more to see if I can get it to have magnetic detonation also.
- They can be steam or electric. Currently it's an electric set to 45 knots speed, 4m depth, no wake trail.

FRAPS video loading showing the torpedo fired from the PT boat just splashing into the water and then the course to the sub showing a near miss of the torpedo. Uploading currently and it will be 5 hours to upload :down:

Working on getting a FRAPS video of the torpedo impacting the sub and explosion :yep:

lutzow
12-03-07, 03:48 PM
So - in the future torps probably will be fired from all units which are
armed with torpedo launchers - like destroyers.:ping:

TheDarkWraith
12-03-07, 03:54 PM
finally, got a FRAPS video showing the torpedo being fired from the PT boat, it's travel underwater to the sub, and right before impact I pop up on the surface to watch the explosion. BEAUTIFUL! :rock: Uploading video now....

EDIT:

about 2 hours from now you'll be able to see what I've been working on for the past 2 weeks. Countless :damn: and exiting game, tweak this and that with hex editor, re-enter game, try, try again, etc. have finally paid off.

NiclDoe
12-03-07, 04:00 PM
is it on youtube?

TheDarkWraith
12-03-07, 04:04 PM
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

U49
12-03-07, 04:24 PM
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

:up:
Now, I will stay awake for this :yep:

MUST SEE ....... :D

TheDarkWraith
12-03-07, 04:44 PM
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

:up:
Now, I will stay awake for this :yep:

MUST SEE ....... :D

1 hour, 10 minutes to go. While this is uploading I'm seeing if I can make the torpedo impact via magnetic detonation :yep:

Steel_Tomb
12-03-07, 04:51 PM
:huh: Oh wow this is big news...before I hated AI subs because they only used the deck gun.

Just had a eureka moment...you know you sometimes get AI subs like a s-class submerged with its periscope showing? if it "sees" you will it fire torpedos?!?!:o:o:o

TheDarkWraith
12-03-07, 05:05 PM
:huh: Oh wow this is big news...before I hated AI subs because they only used the deck gun.

Just had a eureka moment...you know you sometimes get AI subs like a s-class submerged with its periscope showing? if it "sees" you will it fire torpedos?!?!:o:o:o

by the method I used to make this work, in theory, yes, submerged subs should be able to shoot torpedoes also. This is the next item in line to get this new idea of mine. I should be able to start working on it tonight or tomorrow. Hopefully will have more information on the subs part of it by tomorrow.
Also because of the method I used to make this work this can be added to virtually anything.....:up:

U49
12-03-07, 05:17 PM
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

TheDarkWraith
12-03-07, 05:22 PM
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

iambecomelife
12-03-07, 05:45 PM
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

Great. I can't wait to see them on the larger units, too, like destroyers, cruisers, and the "Nelson" & "Rodney". One of the best things about SH2 was when you would have two huge task forces duking it out and suddenly a torpedo launched by an AI vessel would slam into one of their enemies. Very dramatic - and now we'll get to see it again in SH3. :smug:

Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

TheDarkWraith
12-03-07, 05:54 PM
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

Great. I can't wait to see them on the larger units, too, like destroyers, cruisers, and the "Nelson" & "Rodney". One of the best things about SH2 was when you would have two huge task forces duking it out and suddenly a torpedo launched by an AI vessel would slam into one of their enemies. Very dramatic - and now we'll get to see it again in SH3. :smug:

Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

yes, the number of torpedoes can be varied per each type of unit. Each unit type can have it's own number of torpedoes, even different kinds of torpedoes...:yep:

U49
12-03-07, 05:56 PM
Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

If we can manipulate the value, there should be no problem to find out the exact ammo load capacity for each plane or vessel :yep:
Just tried to find out for He111 and it just cost me about 1 minute to find the data. :up:

Anvart
12-03-07, 06:02 PM
All this already was... more 1.5 year ago... ;)

bookworm_020
12-03-07, 06:04 PM
Don't worry to much about creating a magnetic version of the torpedos, as I believe most air dropped or ship lauched torpeos were contact fuse anyway.

A great breakthrough:up:

NiclDoe
12-03-07, 06:08 PM
The hour is up and still no movie.:cry:

TheDarkWraith
12-03-07, 06:12 PM
The hour is up and still no movie.:cry:

available here: http://dodownload.filefront.com/9184294//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

TheDarkWraith
12-03-07, 06:13 PM
All this already was... more 1.5 year ago... ;)


Explain or elaborate Anvart. I'm not talking about the virtual torpedoes either. Someone did this with real torpedoes? Watch my video and tell me if this has been made before ;)

Dimitrius07
12-03-07, 06:17 PM
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

You probaly allready know was thise meane :D , a new escape tactic for enemy air atack. Souns deadly and greate :ping:

U49
12-03-07, 06:31 PM
The hour is up and still no movie.:cry:

available here: http://dodownload.filefront.com/9184294//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

DLing now :yep: :yep: :yep:

VipertheSniper
12-03-07, 06:33 PM
The hour is up and still no movie.:cry:

available here: http://dodownload.filefront.com/9184294//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

You should've taken the time and encode it with a more widely used codec. I'll download FRAPS now as it is needed to play the video (needs frapsvid.dll installed).

Anvart
12-03-07, 06:36 PM
All this already was... more 1.5 year ago... ;)


Explain or elaborate Anvart. I'm not talking about the virtual torpedoes either. Someone did this with real torpedoes? Watch my video and tell me if this has been made before ;)
ha-hà.
Where you see, that i wrote about virt. torpedos?...
I have written "All this already was ..." ...
If you do not know it - it's your problem ... :lol:

Castout
12-03-07, 06:36 PM
Racerboy after you are done with the PT boats,

pls make AI U-boats with working torpedoes then Allied AI submarines would be terrific also.


My mouth is watering...nevermind if anyone has made this I've never heard it before and it sounds very very promising.


Now the subs from SH4 could be imported to SH3 with working torpedoes.

Anyone would like to sink Allied ships or be sunk by them Sub Vs Sub engagement may now be possible. Just look at the periscope and its wake estimate range, speed 0(make the AI subs always stop before firing torpedoes), with bearing known we only need to put a reasonable guess to the AoB but who needs it its speed is 0.


:rock::rock::rock::rock::rock::rock::rock::rock::r ock::rock::rock::rock:
This would make a great Christmas mod gift for all of us(no such thing as too many smilies)

TheDarkWraith
12-03-07, 06:41 PM
All this already was... more 1.5 year ago... ;)


Explain or elaborate Anvart. I'm not talking about the virtual torpedoes either. Someone did this with real torpedoes? Watch my video and tell me if this has been made before ;)
ha-hà.
Where you see, that i wrote about virt. torpedos?...
I have written "All this already was ..." ...
If you do not know it - it's your problem ... :lol:


Anvart I respect you and your work you have done in the past. All I ask is that you watch my video and tell me if this has been done before. I bet you will be surprised! ;)

TheDarkWraith
12-03-07, 06:42 PM
The hour is up and still no movie.:cry:

available here: http://dodownload.filefront.com/9184294//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

You should've taken the time and encode it with a more widely used codec. I'll download FRAPS now as it is needed to play the video (needs frapsvid.dll installed).

is there something better than FRAPS? If you all can suggest something better that makes file sizes much smaller that would be great! I'll need to make videos of the torpedo bombers and AI subs 'shooting' torpedoes when I get to them so everyone can see my ideas in action :yep:

Madox58
12-03-07, 06:46 PM
I record with FRAPS then run it through Windows Movie Maker
to reduce file size and edit as needed.
And Thanks for the Welcome!:up:

VipertheSniper
12-03-07, 06:50 PM
All this already was... more 1.5 year ago... ;)


Explain or elaborate Anvart. I'm not talking about the virtual torpedoes either. Someone did this with real torpedoes? Watch my video and tell me if this has been made before ;)
ha-hà.
Where you see, that i wrote about virt. torpedos?...
I have written "All this already was ..." ...
If you do not know it - it's your problem ... :lol:



If you've done it before why isn't it used in every SH3 mod? Or at your filefront page as a standalone mod? You come here, say it was already 1.5 years ago, yet nobody seems to know anything about it but you... I know someone experimented with torpedoes on bombers, but they would drop them on you like bombs, was that you? If so I understand why that wasn't released. But real torpedoes launched from PT boats I haven't seen anywhere around here. "If you don't know it - it's your problem ..." How should anyone know if there wasn't a single post about it (I browse this mod forum alot, and view almost every single thread since I don't know when but surely for longer than this 1.5 years, and I haven't seen it. If you've posted this on another forum, and he only views subsim, how should he know...

Anvart
12-03-07, 06:56 PM
All this already was... more 1.5 year ago... ;)


Explain or elaborate Anvart. I'm not talking about the virtual torpedoes either. Someone did this with real torpedoes? Watch my video and tell me if this has been made before ;)
ha-hа.
Where you see, that i wrote about virt. torpedos?...
I have written "All this already was ..." ...
If you do not know it - it's your problem ... :lol:


Anvart I respect you and your work you have done in the past. All I ask is that you watch my video and tell me if this has been done before. I bet you will be surprised! ;)
I do not think, that you will surprise me ...
Opportunities of engine are limited in order that to make this job by different ways ...
And video is not the proof of good realistic torpedo mod ...

P.S. I am not crazy to download this "cow tail" (more than 120 MB) ...

Castout
12-03-07, 06:56 PM
...I'll need to make videos of the torpedo bombers and AI subs 'shooting' torpedoes when I get to them so everyone can see my ideas in action :yep:

Did I hear you right? AI subs shooting torpedoes. I just piss on my pants:rotfl:

Wolfpacks is now possible We are not alone in SH3 world. Allied subs? I'm simply overwhelmed by the possibilitites.:up:

Sailor Steve
12-03-07, 06:58 PM
I agree: one of the great complaints has been that AI units have never been able to launch real torpedoes. If it had been successfully done we would all know about it.

If RB can make it work for real, he deserves all our thanks and praise.

NiclDoe
12-03-07, 06:59 PM
i see no youtube link.

VipertheSniper
12-03-07, 07:00 PM
i see no youtube link.

That's because there isn't one yet...

TheDarkWraith
12-03-07, 07:00 PM
i see no youtube link.

Sorry, never played with youtube yet. There is a link to the video on the first post of this thread.

If someone wants to convert the video into something better and post it on youtube go right ahead!

Madox58
12-03-07, 07:07 PM
When you tested,
you didn't fire at a Northern target did you?

TheDarkWraith
12-03-07, 07:15 PM
When you tested,
you didn't fire at a Northern target did you?

he he...just found that bug....hmm, how to overcome this..:hmm:

Madox58
12-03-07, 07:22 PM
Torps ALWAYS SPAWN heading North!!
ALWAYS, ALWAYS, ALWAYS!!!!!
:damn: :damn: :damn:
Now you know why no one has found the answer yet.
:lol:
:up:

U49
12-03-07, 07:26 PM
Torps ALWAYS SPAWN heading North!!
ALWAYS, ALWAYS, ALWAYS!!!!!
:damn: :damn: :damn:
Now you know why no one has found the answer yet.
:lol:
:up:

Like a torpedo autocannon ??? :doh:
:lol: What's that?

tater
12-03-07, 07:34 PM
Not the SH4 torpedo bomber fish, though...

what's the technique used, perhaps for SH4 it would work pointing at an air-launched torpedo instead of a regular fish. Then just bang out as many new torps as are needed...

I've been trying the "easy" ways to do this for ages (lacking skills in the hex editing arts), to no avail (SH4).

Seems like for the Atlantic, the most important use would be for friendly subs in wolf packs. It's not like escorts would use torpedoes on you, nor would bombers (VTs would only be flying out so-armed for strikes, on CAP/ASW patrol they'd have bombs/DCs). Allied subs might as well. Coastal units would have them as well (Schnellboot, etc).

In the PTO, however, torpedoes are virtually required for the many surface actions fought. Having IJN/USN battles in the Slot without torpedoes is like Midway without any aircraft, and is crippling for the IJN who relied so very heavily on torpedoes as a part of their fundamental doctrine.

Very cool stuff.

tater

Steel_Tomb
12-03-07, 07:34 PM
I just have one wish...PLEASE FOR THE LOVE OF GOD DON'T GIVE AIRCRAFT ACOUSTIC HOMING FISH!!!! lol I think I would just stay in port if they had those :dead::huh:

Madox58
12-03-07, 07:34 PM
Torps, in Game, are assigned directions by TDC.
Based on Player Sub position.
Any time you spawn a Torp without this information?
It Spawns and heads North!!!
That's the way the model is set up in 3D.

No need to blast on RB.
It's just one of those easy to miss things!

It's not a mod anyone has given up on by any means!!
And as anyone knows.
You never fail!!
You just find what doesn't work till you find what does!!!!

:up:

Madox58
12-03-07, 07:41 PM
@Tater

Sh4 has the controllers in place for the air drops Torps.
SH3 does not.
There is the biggest difference.
Without some type of AI Torp,
we fight a different battle.

I have a few ideas that I have not tested in SH3.
But I have no great hope they would work.

RB, Ya did a good try!
Sorry I was the one holding the pin.
:lol:

tater
12-03-07, 07:47 PM
FWIW, some of the ship conversions to SH4 from SH3 have included what I presume are the SH3 dat/sim/zon files for guns, DCs, etc, so that the types missing from SH4 will actually show up instead of using japanese guns, etc.

Would that work in reverse?

Drop in the SH4 air-launched fish... Course if the core code doesn't recognize it.

Not knowing any better, that's the kind of kooky stuff I deal with :D

tater

TheDarkWraith
12-03-07, 07:49 PM
Torps ALWAYS SPAWN heading North!!
ALWAYS, ALWAYS, ALWAYS!!!!!
:damn: :damn: :damn:
Now you know why no one has found the answer yet.
:lol:
:up:

not necessarily. I'm able to launch torpedoes but every once in a while the direction the torpedo launches is incorrect (off say 15-30 degrees). It doesn't happen all the time, only occasionally. This is the bug I'm referring to.

TheDarkWraith
12-03-07, 07:52 PM
@Tater

Sh4 has the controllers in place for the air drops Torps.
SH3 does not.
There is the biggest difference.
Without some type of AI Torp,
we fight a different battle.

I have a few ideas that I have not tested in SH3.
But I have no great hope they would work.

RB, Ya did a good try!
Sorry I was the one holding the pin.
:lol:

if there's one thing I'm good at it's not giving up and finding answers to highly unlikely situations and problems

Madox58
12-03-07, 07:56 PM
Those are non-hard code fixes.
All the controllers from SH3 are in SH4.
Not all the controllers in SH4 are in SH3.
That's why SH3 conversions to SH4 are lacking at this time..
SH3 has no AI Torps controller what so ever.
It was started, never completed.
So we have nothing to work with in SH3.

Now.
SH4 has at least 1 AI torp controller for now.
Give me 1 AI controller?
Looking forward to that!!!!
At least it is something to work with!!!

Anvart
12-03-07, 07:57 PM
Torps ALWAYS SPAWN heading North!!
ALWAYS, ALWAYS, ALWAYS!!!!!
:damn: :damn: :damn:
Now you know why no one has found the answer yet.
:lol:
:up:
ha-ha. :rotfl:
He thinks, that the world has appeared together with its birth... that till its birth nothing was ...
He used WaterInteraction Action Controller for generating finish torpedo (or something same) ... i think ...
Make angular coordinate of a torpedo (rotY) = 180° and the torpedo will always go to the south ... ;)
All this was already done and tested... And PT boats, the ships with torpedos and torpedo bombers... And we shall not see anything new (as well as in case of flags) ...

Madox58
12-03-07, 08:04 PM
@Anvart

You are indeed a card. :lol:
I like you, but can we give him a chance for awhile?
Sending you a PM.
:up:

Anvart
12-03-07, 08:08 PM
@Anvart

You are indeed a card. :lol:
I like you, but can we give him a chance for awhile?
Sending you a PM.
:up:
Agree.

Madox58
12-03-07, 08:11 PM
соглашаться
Is this correct?

Hunterbear
12-03-07, 08:25 PM
Racerboy, I applaud you for your efforts in trying to introduce new features into SH3 even if others have torn through the code in the past and deemed it undoable due to hardcoding limitations in the engine.

Every little bit makes a difference and will at least explore the possibilities of what SH3 is capable of. Even if we dont get ai, this or that, I will still play this game till someone creates what we have now in the SH4 engine.

Keep up the good work.
:)

Samwolf
12-03-07, 08:30 PM
Torps ALWAYS SPAWN heading North!!
ALWAYS, ALWAYS, ALWAYS!!!!!
:damn: :damn: :damn:
Now you know why no one has found the answer yet.
:lol:
:up:
ha-ha. :rotfl:
He thinks, that the world has appeared together with its birth... that till its birth nothing was ...
He used WaterInteraction Action Controller for generating finish torpedo (or something same) ... i think ...
Make angular coordinate of a torpedo (rotY) = 180° and the torpedo will always go to the south ... ;)
All this was already done and tested... And PT boats, the ships with torpedos and torpedo bombers... And we shall not see anything new (as well as in case of flags) ...


http://images32.fotki.com/v1061/photos/1/133612/493573/ODDBALL_SAYS-vi.jpg

Jeez! Give Racerboy some credit, he's trying and just maybe he'll find something no one else could. Based on some of his other ("it can't be done") mods, I'd say his chances might be better than you think.

Madox58
12-03-07, 08:39 PM
Don't get us wrong!!!
We, the Modders, never, EVER, say it can't be done.
Since the release of SH3, The Modders have found ways.
They have created ways, cheated ways, tweaked ways,
introduced new Libraray dats, faked stuff beyound Peter Pans
wildest Dreams!!!
Lost many nites sleep, missed all the things in a normal life
that most people would never even consider.

It in no way makes us,
As modders,
Special nor different.
Sometimes,
We get abit ahead of ourselves.
What we need do then?
Slow down!!!
There are many people willing to test stuff.
Before any of us make this type claim?
Test it!!!
Verify!!
PROVE IT!!!
:up:

TheDarkWraith
12-03-07, 08:59 PM
I jumped the gun just a little bit with this one. But it does work, just needs a little tweaking still. I just have to have the torpedo reference something so that it has an initial direction. After that it's autonomous....It's the creation of the torpedo that's the current bug. Since it has nothing to reference it doesn't know where the object it was created from is pointing....:hmm:

Redshirt
12-03-07, 09:27 PM
I could be speaking out the hole in my rear as i know nothing of how SHIII is put together code wise....

I assume the spawn point is in someway related to the object spawning the torpedo in this case the PT boat, is it in any possible to take the PT boats current position and compare its previous position ie one a second or two before it fired. Connect the dots and you have a direction you might be able to relate to a torpedo?

Madox58
12-03-07, 09:34 PM
To put it bluntly?
Ummm... NO!
Try this RB.
Use Dummy Forward Direction

Now, We KNOW it's a partical instruction,
but,
MEH
Was any one tried it?
:huh:

Anvart
12-03-07, 09:41 PM
ñîãëàøàòüñÿ
Is this correct?
I wished to tell...
Ñîãëàñåí.
...
Íî èíîãäà ïîëåçíî ïîùåêîòàòü íåðâû - î÷åíü ñòèìóëèðóåò ðàáîòîñïîñîáíîñòü ...

Mush Martin
12-03-07, 09:43 PM
Oooh that tickles :rotfl:

Anvart
12-03-07, 09:50 PM
To put it bluntly?
Ummm... NO!
Try this RB.
Use Dummy Forward Direction

Now, We KNOW it's a partical instruction,
but,
MEH
Was any one tried it?
:huh:
In this work there is only one way - to generate new object (torpedo), but that amun_torpedo controller correctly worked necessary that the torpedo had no parent object ... i think ... ;)

Anvart
12-03-07, 10:01 PM
Oooh that tickles :rotfl:
Our man?
Âèæó, íàø ÷åëîâåê ...

Madox58
12-03-07, 10:03 PM
@Anvart

Is there a converter I could try to help us talk better?
I am willing to try what is needed.

Anvart
12-03-07, 10:04 PM
I jumped the gun just a little bit with this one. But it does work, just needs a little tweaking still. I just have to have the torpedo reference something so that it has an initial direction. After that it's autonomous....It's the creation of the torpedo that's the current bug. Since it has nothing to reference it doesn't know where the object it was created from is pointing....:hmm:
Has surprised Europe and America...

P.S. Sorry ... i'm silent ...

Anvart
12-03-07, 10:07 PM
@Anvart

Is there a converter I could try to help us talk better?
I am willing to try what is needed.
What is it converter? ... translator?

Madox58
12-03-07, 10:10 PM
YES!! Translator!
You have much knowledge I wish to learn.
I have knowledge you wish to learn.
All I wish to do is talk about what can we do?

Mush Martin
12-03-07, 10:16 PM
@prvtr check pm

Anvart
12-03-07, 10:24 PM
YES!! Translator!
You have much knowledge I wish to learn.
I have knowledge you wish to learn.
All I wish to do is talk about what can we do?
Unfortunately I do not know on-line translators ... http://img172.imageshack.us/img172/6244/crayxy2.gif

About the knowledge ... it's job (or work?), job and more time job ...
But I very lazy (when something is not interesting to me) ... :lol:

Madox58
12-03-07, 10:27 PM
Done Mush.
I'm hoping I can get a good exchange with Anvart.
Between Anvart, Ref, DivingDuck, and myself?
I feel you have the top 4 looking at AI torps.

dcb
12-04-07, 12:25 AM
If you've done it before why isn't it used in every SH3 mod? Or at your filefront page as a standalone mod? You come here, say it was already 1.5 years ago, yet nobody seems to know anything about it but you... I know someone experimented with torpedoes on bombers, but they would drop them on you like bombs, was that you? If so I understand why that wasn't released. But real torpedoes launched from PT boats I haven't seen anywhere around here. "If you don't know it - it's your problem ..." How should anyone know if there wasn't a single post about it (I browse this mod forum alot, and view almost every single thread since I don't know when but surely for longer than this 1.5 years, and I haven't seen it. If you've posted this on another forum, and he only views subsim, how should he know...


I second that, without the rant.:yep: The only torpedoes that were openly developed and released on subsim were Sergbuto's virtual ones. I never heard about any authentic torpedo released and usable in game, be it on any platform in game - Elco, sub, or anything else.

@Racerboy
Keep up the great work! You're the master!:rock:

Carotio
12-04-07, 01:54 AM
I have converted the video to divx and uploaded to FF:

http://files.filefront.com/Racerboy+AI+torp+vidavi/;9186697;/fileinfo.html

This is only about 3mb! :lol:

Rimfaxi
12-04-07, 02:57 AM
When unable to create AI-Torps could this option be used to create ai-mines for a VIID or other minelayers? Just a little idea. :hmm:

Jimbuna
12-04-07, 04:31 AM
I've always said that magnetic North is so called because of the AI Torpedo problem ;)

Myxale
12-04-07, 04:47 AM
:o

I always thougt this was impossible!?!!?

Holy crap maestro, you sure are inhuman....not that we here mind!:up:

Woof1701
12-04-07, 09:23 AM
Just an idea from someone who doesn't really know what you're talking about:
You said all torpedoes that are spawned are facing north and thus will run north and thus are nor likely to hit anything, right? But you also stated that you might use acoustic torpedoes. So why not make all AI torpedoes acoustiv and let them all run north and find their targets themselves?

Mush Martin
12-04-07, 09:29 AM
Just an idea from someone who doesn't really know what you're talking about:
You said all torpedoes that are spawned are facing north and thus will run north and thus are nor likely to hit anything, right? But you also stated that you might use acoustic torpedoes. So why not make all AI torpedoes acoustiv and let them all run north and find their targets themselves?

this method can work in a single mission but
in campaign its impracticle as there is no way
to pre determine the relative positions prior to
contact
in order to be effective the aircraft or pt boat
has to attack from within a few degrees of
due south as the Z1 and Z2's have a narrow
sensor cone.

I can give you the effective experience once in mission
but I cant make it random and effective.

M

Woof1701
12-04-07, 09:43 AM
Just an idea from someone who doesn't really know what you're talking about:
You said all torpedoes that are spawned are facing north and thus will run north and thus are nor likely to hit anything, right? But you also stated that you might use acoustic torpedoes. So why not make all AI torpedoes acoustiv and let them all run north and find their targets themselves?

this method can work in a single mission but
in campaign its impracticle as there is no way
to pre determine the relative positions prior to
contact
in order to be effective the aircraft or pt boat
has to attack from within a few degrees of
due south as the Z1 and Z2's have a narrow
sensor cone.

I can give you the effective experience once in mission
but I cant make it random and effective.

M

Ok. Understood. Thanks.

Jimbuna
12-04-07, 11:48 AM
:o

I always thougt this was impossible!?!!?

Holy crap maestro, you sure are inhuman....not that we here mind!:up:



It still is....f or the present anyway.



http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

Hitman
12-04-07, 12:54 PM
One of the reasons why the subsim forums have been so productive in the past and mods have blossomed here, is that people tried to respect the ideas of others and help instead of laughing at them. I certainly do NOT find it good at all that veteran modders joke about the progress done by newer ones.

Anvart, you have nothing to demonstrate, your talent is more than proven. Given your abilities, nobody should be surprised if you had already been there and back where others are arriving yet. However, a more constructive attitude towards this thread would be appreciated.

Thanks all, and let the discussion continue in a positive way.:up:

tater
12-04-07, 01:48 PM
Part of the problem is that some stuff might have been figured out, but if anything was posted about it, it's buried in a million threads with similar keywords, and it's too much work for a noob to find out. I certainly had that problem. In addition, some folks are secretive about how they do things, so it's "been done" but there is no public record of HOW so others can avoid making the same head vs wall scenarios.

My weird attempts for SH4 I've sort of blogged about, hoping someone who'd already bruised their forehead might jump in and point me in a better direction.

Friedl9te
12-04-07, 02:20 PM
Well spoken !:up:

Anvart
12-04-07, 06:24 PM
One of the reasons why the subsim forums have been so productive in the past and mods have blossomed here, is that people tried to respect the ideas of others and help instead of laughing at them. I certainly do NOT find it good at all that veteran modders joke about the progress done by newer ones.

Anvart, you have nothing to demonstrate, your talent is more than proven. Given your abilities, nobody should be surprised if you had already been there and back where others are arriving yet. However, a more constructive attitude towards this thread would be appreciated.

Thanks all, and let the discussion continue in a positive way.:up:
You incorrectly understand me, i think...
I not against Racerboy works ...
I like as he thinks ...
Only it's not necessary to hurry with conclusions ...
About 1.5 years ago I did test works on use sub's torpedos for AI units ...
(IIRC, Ref too ...) ...
I published screenshots about torpedo bomber works (it most difficult work then ship) in two variants and spoke, that if I shall solve a problem with torpedo orientation in world coordinates, I shall publish mods ...
It cannot be made usual way ... trick is necessary ...
Then I have been borrowed by another business and I have thrown this works ...
Some people write, that they did not see and read nothing ...
It's not my problem ...
Always, when I tried to discuss any technical problem, I received only silence from these people and from others too ...
And now I am silent ... :dead:

NiclDoe
12-04-07, 06:45 PM
:huh: :huh: :huh: this should go under GWX 2.0

Sailor Steve
12-04-07, 06:54 PM
:huh: :huh: :huh: this should go under GWX 2.0
What, you want the new GWX delayed another six months?:dead:

ref
12-04-07, 07:01 PM
:huh: :huh: :huh: this should go under GWX 2.0

As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now :nope:

Ref

ps : @NiclDoe, not personal, but you're the last one to post.

Friedl9te
12-04-07, 07:06 PM
:huh: :huh: :huh: this should go under GWX 2.0

As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now :nope:

Ref

ps : @NiclDoe, not personal, but you're the last one to post.


Did you try to search threads started by Anvart ? I tried, but all of the older threadstarting posts are only filled with some stars. I cannot figure out what he wants to tell with this stars ??? :hmm:

Jmack
12-04-07, 07:28 PM
so this brings wolfpacks close to reality ?

TheDarkWraith
12-04-07, 07:55 PM
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:

CaptainNemo12
12-04-07, 09:40 PM
How come the torpedo exploded in the video?:hmm:

TheDarkWraith
12-04-07, 09:55 PM
How come the torpedo exploded in the video?:hmm:

it's a little complicated to explain but think of the mathematical plane in terms of quadrants - you have 4 quadrants on an x-y axis. The torpedo tracked it's target correctly and exploded when it was shot in 'x' quadrant. I moved the PT boat to another quadrant and now the torpedo's heading is incorrect. I try the remaining other 2 quadrants and the same thing happens. I don't see any possible way to fix it other than use homing torpedoes at the moment.
I've been working on this 'bug' now for 2 solid days and haven't been able to come up with anything.
I devised another solution and it doesn't work because objects that are supposed to have collision models seem to be null and void when used the way I used them. I even fired a mine at the sub, it tracked right to the sub and then went through it! Ok I thought to myself, let's see if just making a mine appear right at the spot where a torpedo is asked to be fired would do anything. PT boat caught site of the sub, fired a torpedo and a mine was made right at that spot. I drove my sub over to hit the mine and once again, it went right through it. Nothing happened!
So I looked for something else to 'fire' at the sub. Looking through the files I found a truck, it had a collision model (sphere), I thought to myself perfect. I had the PT boat fire the truck at my sub, it tracked right to the point of impact and then sailed right through the sub :damn: :damn:
I'm just about out of ideas. Looks like it time to see if homing torpedos will even work :hmm:

Castout
12-04-07, 10:19 PM
Don't give up on it Racerboy....not just yet. Get some air....sometimes pushing too hard gives you nowhere while relaxing a bit gives you wonder. Let your magic do the trick:D

tater
12-04-07, 10:24 PM
What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

TheDarkWraith
12-04-07, 10:29 PM
What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

Assuming I can get magnetic triggers to work there's still the heading bug of the torpedo. The PT boat can have the target sub tracking dead on, ask for firing of the torpedo, and the torpedo is facing anywhere but straight to the target when it appears. It falls into the water, and proceeds to going anywhere but in the subs direction :damn: (outside of the magic quadrant that works). I will experiment with homing torps next.
I've been playing with this in SH4 as well. It's an entirely different problem there. Torpedo appears (in the proper heading!) but doesn't fall into the water. Just floats in mid-air :damn: :damn:

Castout
12-04-07, 10:35 PM
That's a lot of head banging Racerboy:D

D.Kruger
12-05-07, 01:09 AM
What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

Assuming I can get magnetic triggers to work there's still the heading bug of the torpedo. The PT boat can have the target sub tracking dead on, ask for firing of the torpedo, and the torpedo is facing anywhere but straight to the target when it appears. It falls into the water, and proceeds to going anywhere but in the subs direction :damn: (outside of the magic quadrant that works). I will experiment with homing torps next.
I've been playing with this in SH4 as well. It's an entirely different problem there. Torpedo appears (in the proper heading!) but doesn't fall into the water. Just floats in mid-air :damn: :damn:

Sergbuto has made rockets with which planes attack a subs,if rockets replace with torpedoes,
and a smoke replace with bubbles... :hmm:
" Air_attacks_mod_part1 "

Kaleu. Jochen Mohr
12-05-07, 02:40 AM
this is all good n well, but what about the other mods ? the guy's at WaW are waiting for type II flags n pennants ;)

though the idea is verry good and i like it (now i will hate the PT boats even more :dead:)

Anvart
12-05-07, 05:32 AM
:huh: :huh: :huh: this should go under GWX 2.0

As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now :nope:

Ref

ps : @NiclDoe, not personal, but you're the last one to post.


Did you try to search threads started by Anvart ? I tried, but all of the older threadstarting posts are only filled with some stars. I cannot figure out what he wants to tell with this stars ??? :hmm:
IIRC it was not separate thread ...
May be it was SergButo thread ...? :hmm:
And now it's in archive ... ?
I tried to begin discussion of the technical party of work ...
....
Look:
http://www.subsim.com/radioroom/showthread.php?t=105368 #19

Mush Martin
12-05-07, 06:44 AM
Well maybe I should say that although I think you may have linked
to the wrong thread there Anvart.

the reason I know this Is because I remember your posts on it
including all the diagram screenshots you did showing a torpedo
bomber attack and all that. I also recall passing many pms back and
forth with you for a day or two at the time discussing the subject.

Sadly I wasnt able to locate them among your archives either
maybe they are right maybe it was posted on sergbutos thread
at the time. Im afraid that part I dont recall.
M

[edit]
I searched back through my posts too but there only seems to be
500 saved the other 2000 are gone apparently.

Hitman
12-05-07, 07:41 AM
Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.

coronas
12-05-07, 07:47 AM
I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.

3Jane
12-05-07, 07:48 AM
You wouldn't happen to have the fraps of that test available would you :rotfl:

Woof1701
12-05-07, 07:53 AM
I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.

Hope I got this right: as far as I understood it, the V1 in GWX 2.0 behaves lika a plane not like a missile and is spawned and not fired.

Jimbuna
12-05-07, 10:18 AM
You wouldn't happen to have the fraps of that test available would you :rotfl:

I'll post a screenie tonight :arrgh!:

Jimbuna
12-05-07, 10:19 AM
I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.

Hope I got this right: as far as I understood it, the V1 in GWX 2.0 behaves lika a plane not like a missile and is spawned and not fired.

That is correct :arrgh!:

Anvart
12-05-07, 10:22 AM
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?

Anvart
12-05-07, 10:41 AM
Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.
:D
If you wish to use in-game sub torpedos for AI units torpedos, you should generate new object (torpedo with amun_torpedo controller) ...
This object has the same angular coordinate rotY (in world system of coordinates) as well as rotY in block Type4/100 off torpedo dat file ...
If to change rotY in torpedo dat file, orientation of the generated torpedo in world system of coordinates will change ...

Anvart
12-05-07, 10:50 AM
Well maybe I should say that although I think you may have linked
to the wrong thread there Anvart.
I look like the silly boy? ... :lol:

I searched back through my posts too but there only seems to be
500 saved the other 2000 are gone apparently.
At me too ...

Anvart
12-05-07, 12:18 PM
YES!! Translator!
You have much knowledge I wish to learn.
I have knowledge you wish to learn.
All I wish to do is talk about what can we do?
I have found something:
http://rapidshare.com/files/74489987/SOCRAT_Personal_v4.1.rar.html
May be it's pleasant for you ...

Madox58
12-05-07, 06:33 PM
Thank you Sir.
I have it now.
:up:

Anvart
12-05-07, 07:01 PM
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?
A-a-u-u-u ...
Again silence ... :D

Madox58
12-05-07, 07:22 PM
@Anvart

- ýòà ðàáîòà ïðàâèëüíî?

Anvart
12-06-07, 08:27 AM
@Anvart

- ýòà ðàáîòà ïðàâèëüíî?

ß íå ïîíèìàþ î ÷åì òû ãîâîðèøü ...
I do not understand about what you speak ...

TheDarkWraith
12-07-07, 02:05 PM
Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.

they always spawn to the north unless you do some 'trickery'. But even with the 'trickery' (which I devised at least 3 ways to implement) when the torpedoes are supposed to impact the vessel they just sail right on through. I'm using the standard T1 torpedo so it should work. I haven't cloned it or anything, it's the game's T1 torpedo. It should work but it doesn't for some reason now with the trickery :damn:
Ideas anyone?

TheDarkWraith
12-07-07, 02:06 PM
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?

Yep and even tried using the game's actual T1 torpedo. Same problem, sails right on through the vessel like it wasn't even there.

Jimbuna
12-07-07, 02:29 PM
Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.

they always spawn to the north unless you do some 'trickery'. But even with the 'trickery' (which I devised at least 3 ways to implement) when the torpedoes are supposed to impact the vessel they just sail right on through. I'm using the standard T1 torpedo so it should work. I haven't cloned it or anything, it's the game's T1 torpedo. It should work but it doesn't for some reason now with the trickery :damn:
Ideas anyone?

You'll find similar problems with the mines ;)

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg


http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

Herr_Pete
12-07-07, 02:38 PM
has this video been uploaded to youtube???????????/

Anvart
12-07-07, 04:17 PM
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?

Yep and even tried using the game's actual T1 torpedo. Same problem, sails right on through the vessel like it wasn't even there.
I use cloned subtorpedo with other names (not SH_...) and i did not have any problems ... :hmm:
And mines are not good stuff for this work ... i think ... ;)

TheDarkWraith
12-07-07, 04:36 PM
I use cloned subtorpedo with other names (not SH_...) and i did not have any problems ... :hmm:
And mines are not good stuff for this work ... i think ... ;)


Yeah I couldn't get the mines to do squat so I abandoned that idea.
I have cloned all the different torpedoes and tried them only to get the same result, they sail right through the object. I even tried using every different torpedo and get the same result.
This might have to do with the fact in how I tricked the game big time in getting this torpedo to fire at the target. In the shells files that is an entry for 'trace' which uses an 8 byte ID. I replaced the original ID with the ID of the torpedo I wanted to use (original SH3 torpedo or cloned one) and then also added the floatingobject controller to the shell ID being fired. This way the 'trace' stayed on the surface and it allowed the torpedo to run at it's correct depth. There is more trickery involved to get this to work but that's the basic idea of how I did it. So why would the torpedoes sail right through the target instead of detonating using this trickery? :hmm: This has me stumped.
I'm going to investigate another idea that has come to mind now.

iambecomelife
12-07-07, 04:40 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Anvart
12-07-07, 04:47 PM
I use cloned subtorpedo with other names (not SH_...) and i did not have any problems ... :hmm:
And mines are not good stuff for this work ... i think ... ;)


1) Yeah I couldn't get the mines to do squat so I abandoned that idea.
I have cloned all the different torpedoes and tried them only to get the same result, they sail right through the object. I even tried using every different torpedo and get the same result.
2) This might have to do with the fact in how I tricked the game big time in getting this torpedo to fire at the target. In the shells files that is an entry for 'trace' which uses an 8 byte ID. I replaced the original ID with the ID of the torpedo I wanted to use (original SH3 torpedo or cloned one) and then also added the floatingobject controller to the shell ID being fired. This way the 'trace' stayed on the surface and it allowed the torpedo to run at it's correct depth. There is more trickery involved to get this to work but that's the basic idea of how I did it. So why would the torpedoes sail right through the target instead of detonating using this trickery? :hmm: This has me stumped.
I'm going to investigate another idea that has come to mind now.
I already wrote:
1) You should attach correctly AmmoDamageInfo controller in zon-file of your torpedo (check ID's);
2) Amun_torpedo controller works not correctly if your torpedo has parent object ...

Anvart
12-07-07, 04:55 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.
Better not have, than to have shi* ... :-?

TheDarkWraith
12-07-07, 05:01 PM
I already wrote:
1) You should attach correctly AmmoDamageInfo controller in zon-file of your torpedo (check ID's);
2) Amun_torpedo controller works not correctly if your torpedo has parent object ...


AmmoDamageInfo controller is added correctly to all and IDs are correct and fine. It appears that 2) is the problem - the torpedo has a parent object :damn:

TheDarkWraith
12-07-07, 05:06 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Hmm, how to respond to this one....:hmm: ..... using one of my methods will cause all torpedoes to run north when fired except for the homing ones. The homing torps should home in on something (haven't tried this yet) but I'm afraid that they have a cone of view for finding sounds to lock onto and thus this can be flawed also. Using another one of my methods will cause torpedoes to fire at the target but not detonate on impact, they'll just sail on through. Video to prove it:

http://rapidshare.com/files/75018122/Torpedo_not_exploding.7z.html

I'm working on another delivery method that won't have a parent object for the torpedo now from Anvart's advice.

Jimbuna
12-07-07, 05:06 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.
Better not have, than to have shi* ... :-?


Precisely mate.....precisely ;)

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg


http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

Anvart
12-07-07, 05:30 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Hmm, how to respond to this one....:hmm: ..... using one of my methods will cause all torpedoes to run north when fired except for the homing ones. The homing torps should home in on something (haven't tried this yet) but I'm afraid that they have a cone of view for finding sounds to lock onto and thus this can be flawed also. Using another one of my methods will cause torpedoes to fire at the target but not detonate on impact, they'll just sail on through. Video to prove it:

http://rapidshare.com/files/75018122/Torpedo_not_exploding.7z.html

I'm working on another delivery method that won't have a parent object for the torpedo now from Anvart's advice.
Sorry Boy ...
if you about amun_AcousticTorpedo ... it's useless(ly) ... Бесполезно ...

D.Kruger
12-07-07, 06:40 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Hmm, how to respond to this one....:hmm: ..... using one of my methods will cause all torpedoes to run north when fired except for the homing ones. The homing torps should home in on something (haven't tried this yet) but I'm afraid that they have a cone of view for finding sounds to lock onto and thus this can be flawed also. Using another one of my methods will cause torpedoes to fire at the target but not detonate on impact, they'll just sail on through. Video to prove it:

http://rapidshare.com/files/75018122/Torpedo_not_exploding.7z.html

I'm working on another delivery method that won't have a parent object for the torpedo now from Anvart's advice.

Sergbuto has made rockets with which planes attack a subs,if rockets replace with torpedoes,
and a smoke replace with bubbles...
" Air_attacks_mod_part1 "

D.Kruger
12-07-07, 06:54 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Hmm, how to respond to this one....:hmm: ..... using one of my methods will cause all torpedoes to run north when fired except for the homing ones. The homing torps should home in on something (haven't tried this yet) but I'm afraid that they have a cone of view for finding sounds to lock onto and thus this can be flawed also. Using another one of my methods will cause torpedoes to fire at the target but not detonate on impact, they'll just sail on through. Video to prove it:

http://rapidshare.com/files/75018122/Torpedo_not_exploding.7z.html

I'm working on another delivery method that won't have a parent object for the torpedo now from Anvart's advice.
Sorry Boy ...
if you about amun_AcousticTorpedo ... it's useless(ly) ... Бесполезно ...


Не убивай надежду...:roll: Do not kill hope!

TheDarkWraith
12-07-07, 07:21 PM
Seriously, if you have no other options I wouldn't have a problem with you releasing a flawed version of this mod for the time being. Whenever one of the torpedoes fails to run straight it could be chalked up to a gyroscope error (which would have been common during the WWII era). It would be better to have an imperfect torpedo mod than none at all.

Hmm, how to respond to this one....:hmm: ..... using one of my methods will cause all torpedoes to run north when fired except for the homing ones. The homing torps should home in on something (haven't tried this yet) but I'm afraid that they have a cone of view for finding sounds to lock onto and thus this can be flawed also. Using another one of my methods will cause torpedoes to fire at the target but not detonate on impact, they'll just sail on through. Video to prove it:

http://rapidshare.com/files/75018122/Torpedo_not_exploding.7z.html

I'm working on another delivery method that won't have a parent object for the torpedo now from Anvart's advice.

Sergbuto has made rockets with which planes attack a subs,if rockets replace with torpedoes,
and a smoke replace with bubbles...
" Air_attacks_mod_part1 "

The rockets would be relatively easy to make. I'm guessing he used a wpn_cannon, made the 'trace' be the rocket body, gave it a real high shellspeed, and adjusted the .zon and .sim file for it (it's 'shell') to make it cause more damage. Attached to the 'trace' is a particlegenerator making the smoke for it's 'engine'.
The problem lies in underwater. I can't give a wpn_cannon a shellspeed of 55 because it will want to shoot the 'shell' straight up or at a very high angle, if it even shoots the shell at all. Having it shoot a torpedo as the shell causes a CTD currently but even if you could shoot a torpedo as the shell it's going to have the shellspeed of the cannon propelling it also.

gimpy117
12-07-07, 10:39 PM
how bout destroyers, they had them too....only BIGGER

TheDarkWraith
12-07-07, 11:55 PM
finally I've been able to come up with something that works :yep: It has some compromises and limitations. Those are:

- torpedo will always run at 3m depth
- the ship firing the torpedo makes an estimated range measurement and 'programs' this into the torpedo (done automatically by AI)
- the torpedo will run straight and true on the course fired at
- from where the launcher is placed on the ship it has a horizontal field of view of +-60 degrees to either side of center for targeting purposes
- it will leave a bubble trail like a steam torpedo does
- the torpedo will pass through objects (unrealistic, yes, but best that can be done) but this is where the programmed range measurement comes into play. At the programmed range the torpedo will always detonate. This way if the range measurement is off it may be close enough to still cause damage.
- there ARE premature detonations
- In big waves the torpedo will 'bounce' up and down in the water (it will always maintain 3m depth from the surface)
- at times the torpedo may look a little crooked (cocked a little to one side or the other) but it will always run true and straight on it's fired course
- the torpedo has a speed of 100 knots (again, it's a compromise and best that I could do). If I increase the speed to say 150 knots then it's max range will increase also (compromise once again)
- max firing range of the torpedo is approximately 1500 meters @ 100 knots
- torpedo is armed right after firing. There is no minimum arming distance
- there is a limitation to the number of torpedoes carried by the ship (user can set - currently I've set it to 4 since the PT boat has 4 tubes)
- time between firings can be changed (currently set to 2 seconds)
- you will not see the torpedo being fired from the ship (as in animated from the tube, falling into the water), you will see it appear underwater and with it's bubble trail (once again, compromises)
- I kept the 'eventlaunchtorpedo' controller on the torpedo so that the event view window will pop open showing the torpedo being launched at you (or another ship for possible AI subs - have to try yet)

If we can live with these compromises and limitations then I have once again broke the saying of 'it can't be done'! :rock:
Video to come here soon of this.

tdean001
12-08-07, 12:22 AM
Sounds impressive, Racerboy. I'll wait to see the results, but kudos in the interim. :up:

Tom

TheDarkWraith
12-08-07, 12:45 AM
I'm too tied currently to make the video but I'll do it tomorrow. Here are some screenies in the mean time:

here PT boat just shot a torpedo at my sub
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img3-12-2007_16_1-1.jpg

here's the view from my sub looking at the impending carnage coming at me:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img7-12-2007_16_2.jpg

here's an underwater view of the approaching torpedo real close to my sub:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img7-12-2007_16_3.jpg

well it looks like they did their range estimate right because it detonated right next to me!
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img7-12-2007_16_4.jpg

view of the detonation from above water:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img7-12-2007_16_5.jpg

:|\\

Mush Martin
12-08-07, 01:06 AM
:cool:

TheDarkWraith
12-08-07, 01:15 AM
For those of you that could be worried about a torpedo coming without any notice I kept the 'eventlaunchtorpedo' controller on the torpedo so that the event view window pops open showing you the torpedo being launched at you (or at another ship) :|\\

here's a screenie showing the PT boat in the background firing the torp at my sub (event camera window view enlarged):
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img8-12-2007_0_event_camera_torp.jpg

U49
12-08-07, 01:52 AM
If we can live with these compromises and limitations then I have once again broke the saying of 'it can't be done'! :rock:
Video to come here soon of this.


Ooooooo No! Sooner or later there will be air dropped torps....... shooting AT ME :dead:
AI Uboote at MY convoys, sinking MY targets... :nope:

It can't be done!!!!!!
:rotfl:

:up:

TheDarkWraith
12-08-07, 02:02 AM
If we can live with these compromises and limitations then I have once again broke the saying of 'it can't be done'! :rock:
Video to come here soon of this.


Ooooooo No! Sooner or later there will be air dropped torps....... shooting AT ME :dead:
AI Uboote at MY convoys, sinking MY targets... :nope:

It can't be done!!!!!!
:rotfl:

:up:

he he....tomorrow's project ;) :yep:

Schwuppes
12-08-07, 03:37 AM
Good stuff Racerboy! I admire your dedication!

Is this going to work with GWX 2.0?
Btw does GWX have aircraft that are able to fire rockets?

Wolfehunter
12-08-07, 03:55 AM
Awesome job Racerboy.:up: Keep it going man:rock:

Woof1701
12-08-07, 04:07 AM
For those of you that could be worried about a torpedo coming without any notice I kept the 'eventlaunchtorpedo' controller on the torpedo so that the event view window pops open showing you the torpedo being launched at you (or at another ship) :|\\

here's a screenie showing the PT boat in the background firing the torp at my sub (event camera window view enlarged):
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img8-12-2007_0_event_camera_torp.jpg

My only concern is that my sonar operator won't pick up the screw sound since I don't use the event window :)
Very nicely done. :up: Did that torpedo damage or sink your boat? It exploded pretty far off.

Anvart
12-08-07, 05:38 AM
Sergbuto has made rockets with which planes attack a subs,if rockets replace with torpedoes,
and a smoke replace with bubbles...
" Air_attacks_mod_part1 "

The rockets would be relatively easy to make. I'm guessing he used a wpn_cannon, made the 'trace' be the rocket body, gave it a real high shellspeed, and adjusted the .zon and .sim file for it (it's 'shell') to make it cause more damage. Attached to the 'trace' is a particlegenerator making the smoke for it's 'engine'.
The problem lies in underwater. I can't give a wpn_cannon a shellspeed of 55 because it will want to shoot the 'shell' straight up or at a very high angle, if it even shoots the shell at all. Having it shoot a torpedo as the shell causes a CTD currently but even if you could shoot a torpedo as the shell it's going to have the shellspeed of the cannon propelling it also.
He made shell with 3D mesh (rocket body) ...
IIRC, he has lowered shell speed (a little) ...
If you have the same object for display of launch and for detonation ...
finally I've been able to come up with something ...
- from where the launcher is placed on the ship it has a horizontal field of view of +-60 degrees to either side of center for targeting purposes
...
For ship you can to use existing torp. launcher ... for example 21TorpedoQuad or smaller ...

coronas
12-08-07, 08:31 AM
RB, Keep working on it.....You'll got it, sooner or later.

JU_88
12-08-07, 08:38 AM
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img7-12-2007_16_5.jpg


@RB
What are those 2 conningtowers doing either side of the sub? I saw only one Uboat in the submerges screenshots :o

Jimbuna
12-08-07, 09:07 AM
Good stuff Racerboy! I admire your dedication!

Is this going to work with GWX 2.0?
Btw does GWX have aircraft that are able to fire rockets?

YES.....to the aircraft firing rockets ;)

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg


http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

TheDarkWraith
12-08-07, 01:29 PM
I made a new weapon called the Ship Quad Torpedo launcher which is based off of the 21QuadTorp in the guns.dat file (this only gave an object - it was never a finished weapon by the devs!). This new weapon shoots torpedoes and has a maximum loadout of 4 torps. The torps have a max range of 1500m and travel @ 125 knots (yeah unrealistic but remember compromises - we could have nothing at all here!). Basing off of my PT boat torp launcher I was able to make this weapon that is available to all ships. Further testing needs to be done on it to ensure it works correctly (as designed) but here's a video showing the weapon fitted to a Hunt I destroyer and it's attack on my sub:

http://dodownload.filefront.com/9218588//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

video is 5 megs in size and I used windows movie maker to get the file size down and to add some effects and text to it.

Next up, AI subs.......

Racerboy :|\\ :rock:

Paco
12-08-07, 02:43 PM
Nice, i think they are made by Mr. Schumacher :arrgh!:

mengle
12-08-07, 03:04 PM
You deserve honor and respect for the work, i'm scared to go at sea :oops:

Jimbuna
12-08-07, 03:13 PM
Nice, i think they are made by Mr. Schumacher :arrgh!:

Now we know what the Indians felt like when they first encountered the gatling gun :hmm:

It's a crying shame they launch every 3/4 seconds....I do recognise and admire your attempts :yep:

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg

http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

TheDarkWraith
12-08-07, 03:27 PM
Nice, i think they are made by Mr. Schumacher :arrgh!:

Now we know what the Indians felt like when they first encountered the gatling gun :hmm:

It's a crying shame they launch every 3/4 seconds....I do recognise and admire your attempts :yep:

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg

http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

the time between launchings can easily be modified. I just have it set to a very low time to see how they work. Remember, it's still in development stage but looking VERY promising :up:

sandbag69
12-08-07, 03:32 PM
Is there a download file available for this mod yet.

One of the best Mods so far if it works.

TheDarkWraith
12-08-07, 03:41 PM
Is there a download file available for this mod yet.

One of the best Mods so far if it works.

not available yet. Still much to test and adjust. Will need testers though here soon. Just got done making a weapon for the AI subs. Wolfpack screenies coming here soon.....:rock:

TheDarkWraith
12-08-07, 03:46 PM
AI sub torpedo weapon made and added to two AI subs. The placement of the torp weapon for the AI subs needs to be adjusted but I just wanted to see if it would even work. Added the two AI subs to my sub in a single mission to see how they would do. A lone Hunt I destroyer was stalked by 3 subs in a wolfpack and destroyed. Screenies:

both AI subs engaging Hunt I with deck guns and torps. Middle AI sub fires first torp:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img8-12-2007_AI_sub_torp_3.jpg

close up view of this AI sub firing it's first and second torps:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img8-12-2007_AI_sub_torp_2.jpg

second AI sub acquires target and commences firing it's torps:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img8-12-2007_AI_sub_torp_1.jpg

:|\\ :rock:

bigboywooly
12-08-07, 04:02 PM
:hmm:
Interesting idea

Now if only you can get the torps to fire from the bow

denis_469
12-08-07, 04:09 PM
Excellent screens.:yep:
Now need fire from bow or stern or tt surface ships. But it my thinks only.

TheDarkWraith
12-08-07, 04:09 PM
:hmm:
Interesting idea

Now if only you can get the torps to fire from the bow

that's an easy fix to do. Just have to move the placement of the launcher. I just wanted to see if it would even work and it did! :rock:
Now this is getting FUN :yep:

tater
12-08-07, 04:17 PM
Not like you'd ever see where they came from playing realistically anyway (from your deck).

Presumably a similar technique will fire the AI torp from a launcher in SH4. Woot!.

Nice work.

tater

TheDarkWraith
12-08-07, 04:22 PM
Not like you'd ever see where they came from playing realistically anyway (from your deck).

Presumably a similar technique will fire the AI torp from a launcher in SH4. Woot!.

Nice work.

tater

I plan to do this for SH4 also but after I make mines. I want to add the capability of launching mines from subs for Tomi's AI subs :yep:

bigboywooly
12-08-07, 04:27 PM
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

tater
12-08-07, 04:31 PM
I made a mine, it works. I need a new 3d model is all. Only downside is I only store 1 per torpedo instead of ~3.

I used a cutie as the model. Gave it a magnetic pistol with a radius about equal to 1/2 the length of the mine (cutie acoustic fish right now) so basically, if you touch the "mine" it blows. Works fine in testing.

I might have released it for testing, I frankly don't remember.

I can post it for you.

Since it's a torpedo, if I can get AI units to fire torpedoes, I can make another "torpedo" that points to the real mine 3D model, and have the minelayers actually lay mines.

tater

TheDarkWraith
12-08-07, 04:32 PM
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

you wouldn't have to worry about that....due to some compromises and limitations in the way I finally got this to work the torpedo will pass through solid objects. At a predetermined range it will detonate (AI 'programs' this into the torp before firing it). Of the hundreds of things I tried to make this work this was the only way that works consistently.

TheDarkWraith
12-08-07, 04:36 PM
I made a mine, it works. I need a new 3d model is all. Only downside is I only store 1 per torpedo instead of ~3.

I used a cutie as the model. Gave it a magnetic pistol with a radius about equal to 1/2 the length of the mine (cutie acoustic fish right now) so basically, if you touch the "mine" it blows. Works fine in testing.

I might have released it for testing, I frankly don't remember.

I can post it for you.

Since it's a torpedo, if I can get AI units to fire torpedoes, I can make another "torpedo" that points to the real mine 3D model, and have the minelayers actually lay mines.

tater

My AI torpedoes are sort of pseudo-torpedoes. They are but they aren't. It's very tricky to try to explain but it works. Tricking the game engine has never been so fun :D
For the mines I was thinking something totally autonomous. It wouldn't rely on torpedoes to do it's work. I would be curious to see your mine work though :yep:

denis_469
12-08-07, 04:40 PM
I think that for mines can made time work in ... days and speed = 0 kts. And dual trigger.

tater
12-08-07, 04:41 PM
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

I shoot at large gyro angles all the time, course I'm in a fleet boat, not a s-boat with naught but a banjo :)

Most of the subs sunk by other subs were sunk by fleet boats, anyway ;)

tater

tater
12-08-07, 04:44 PM
Yeah, denis, contact trigger (SH4 here, I don't have SH3) works as well. But it's at the tip, and direction matters. I had a ship hit a contact version from the tail side of the fish, and it never went off. Making it magnetic does the trick.

My goal was sub-launched mines since they played an important role in the early war in the Pacific—not because they were effective, they were terribly ineffective, but because torpedo shortages resulted in many boats being sent on semi-pointless mining missions for lack of fish :D

tater

denis_469
12-08-07, 04:56 PM
Yeah, denis, contact trigger (SH4 here, I don't have SH3) works as well. But it's at the tip, and direction matters. I had a ship hit a contact version from the tail side of the fish, and it never went off. Making it magnetic does the trick.

My goal was sub-launched mines since they played an important role in the early war in the Pacific—not because they were effective, they were terribly ineffective, but because torpedo shortages resulted in many boats being sent on semi-pointless mining missions for lack of fish :D

tater

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

TheDarkWraith
12-08-07, 05:14 PM
Yeah, denis, contact trigger (SH4 here, I don't have SH3) works as well. But it's at the tip, and direction matters. I had a ship hit a contact version from the tail side of the fish, and it never went off. Making it magnetic does the trick.

My goal was sub-launched mines since they played an important role in the early war in the Pacific—not because they were effective, they were terribly ineffective, but because torpedo shortages resulted in many boats being sent on semi-pointless mining missions for lack of fish :D

tater

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

working on that one now. How were these mines laid? Were they shot out of a cannon or how were they deployed? Were they deployed at close range, long range, etc.?

denis_469
12-08-07, 05:17 PM
Yeah, denis, contact trigger (SH4 here, I don't have SH3) works as well. But it's at the tip, and direction matters. I had a ship hit a contact version from the tail side of the fish, and it never went off. Making it magnetic does the trick.

My goal was sub-launched mines since they played an important role in the early war in the Pacific—not because they were effective, they were terribly ineffective, but because torpedo shortages resulted in many boats being sent on semi-pointless mining missions for lack of fish :D

tater

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

working on that one now. How were these mines laid? Were they shot out of a cannon or how were they deployed? Were they deployed at close range, long range, etc.?

Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

TheDarkWraith
12-08-07, 05:17 PM
I really need help from someone familiar with the ammodamageinfo controller. The settings it contains I don't fully understand and need to set for the ships and subs torpedoes (for damage it inflicts on detonation). Would also like to get info on the amun_depthcharge controller settings for another idea of mine.

TheDarkWraith
12-08-07, 05:20 PM
Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

Theoretically, using the way I launch the new AI torps could be applied to the mines with some tweaks to account for the differences. There's only one catch - anytime the enemy is spotted it will start laying mines out till it runs out of mines.

denis_469
12-08-07, 05:24 PM
Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

Theoretically, using the way I launch the new AI torps could be applied to the mines with some tweaks to account for the differences. There's only one catch - anytime the enemy is spotted it will start laying mines out till it runs out of mines.

May be you right. In first time may be made so. After release we can see what need improved. But mines would be floating.

tater
12-08-07, 06:11 PM
That's the real issue with minelaying. They will wait until you are spotted, and then presumably will treat them as weapons. Usually mines were rolled off like DCs (they used special rails, too).

I suppose it would end up that the player would always be spotting a minelayer doing its business. In SH4, you could make a loadout for the minelayers where one has the mines installed in the eqp, and another doesn't. I'd then use the mined-up version with a trigger so that in certain areas, a player sub comes into an area in time to spot a minelayer making a minefield.

Penelope_Grey
12-08-07, 06:14 PM
If you could slow the "torpedo" down.... :hmm:

TheDarkWraith
12-08-07, 06:24 PM
If you could slow the "torpedo" down.... :hmm:

If I could I would love to slow it down to a more reasonable 30-55 knots. Problem is then it doesn't work, no torps shoot. Minimum speed is 100 knots with 125-150 giving the best results thus far with testing. I'm going to recruit some testers here soon to help me out with more testing.
There's something to consider here. Being that the torp shoots a straight line there has to be some compensation for not having a firing solution (speed of vessel, direction travelling, AOB, are not used - it's a dumb torp firing straight down the path it's pointed at). The increased speed can be thought of as compensation for no firing solution ;)

bigboywooly
12-08-07, 07:02 PM
Mines were either ejected from the torp tubes or floated up from release canisters ( Look at the deck of Tomis VIID )


The Type VIID was a specialized minelayer designed to lay SMA type mines in British coastal waters. These SMA mines had to be deployed vertically and differed from TMA and TMB mines which were torpedo launched.
Using the layout of the VIIC, a new section was inserted aft of the control room. Five vertical mine launchers, each comprising of three SMA mines were housed in this new section. Further space in this section was used to accommodate additional bunks and two refrigerators. The saddle tanks were also lengthened, allowing a higher capacity of diesel fuel.
The Type VIID was unique in its ability. Because the mine launchers were housed in a completely new section, this meant that the existing structure of the boat remained unchanged. Thus the torpedo and armament functions of the boat were fully operable, allowing the boat to serve a dual role – as minelayer or attack boat. However, due to its increased size and weight, it performed marginally poorer in maneuverability, speed, and diving time. Range was somewhat greater due to the lengthened saddle tanks.


http://www.uboataces.com/uboat-type-vii.shtml

WW2 German mines

http://www.uboataces.com/weapon-mines.shtml

Schwuppes
12-08-07, 07:21 PM
If you could slow the "torpedo" down.... :hmm:

I'll just think of this a a "Secret weapons of WWII" mod. ;)

TheDarkWraith
12-08-07, 07:42 PM
If you could slow the "torpedo" down.... :hmm:

I'll just think of this a a "Secret weapons of WWII" mod. ;)

I'm making something out of nothing and working with a very 'limited' tool set (controllers) so everything can't be perfect as we'd like. There has to be some give and take or what's the point in making the mod? Yes, I'd love for it to be as realistic as possible and I'm trying my hardest to keep it as real as I can.

iambecomelife
12-08-07, 08:48 PM
Don't worry - most of us appreciate that modding inevitably requires compromises. Great work with what you've done so far. Although I agree that the speed issue is probably the most important thing to resolve if at all possible, since it might give the AI an unfair advantage.

TheDarkWraith
12-08-07, 08:56 PM
Don't worry - most of us appreciate that modding inevitably requires compromises. Great work with what you've done so far. Although I agree that the speed issue is probably the most important thing to resolve if at all possible, since it might give the AI an unfair advantage.

ah, not to worry about the speed giving the AI an unfair advantage. There is error involved in their range estimate and direction (as so to the AI subs torps) so it's not very often that they (or the AI subs) score direct hits. Usually they get close but the blast radius isn't big enough to affect you (or them) ;)
The AI torp has to be fairly close when it detonates to cause any damage.

iambecomelife
12-08-07, 09:12 PM
And one more thing - I noticed in the video that you replaced a gun mount with the torpedo tubes. Can you either embed the launcher in the ships' hull (so we can't see it), move it, or make it an invisible weapon? As far as I know destroyers' TT's were usually mounted amidships and not on the bow.

TheDarkWraith
12-08-07, 09:18 PM
And one more thing - I noticed in the video that you replaced a gun mount with the torpedo tubes. Can you either embed the launcher in the ships' hull (so we can't see it), move it, or make it an invisible weapon? As far as I know destroyers' TT's were usually mounted amidships and not on the bow.

yes, all these screenies are of my testing of the mod and thus I have the objects visible and not necessarily in their final locations. I will be able to make the torp tube launcher invisible and/or move it to whereever it needs to be on each ship (or sub).

bigboywooly
12-09-07, 07:09 AM
And one more thing - I noticed in the video that you replaced a gun mount with the torpedo tubes. Can you either embed the launcher in the ships' hull (so we can't see it), move it, or make it an invisible weapon? As far as I know destroyers' TT's were usually mounted amidships and not on the bow.

Aye amidships it is

http://i60.photobucket.com/albums/h22/bigboywooly/sh32007-08-2616-40-31-64-1.jpg

Jimbuna
12-09-07, 08:04 AM
:roll: ..............................:lol:

http://www.itsnature.org/forums/images/smilies/wolfmoon.jpg

http://i224.photobucket.com/albums/dd320/pasquarade/wolf-38.gif

Anvart
12-09-07, 08:38 AM
And one more thing - I noticed in the video that you replaced a gun mount with the torpedo tubes. Can you either embed the launcher in the ships' hull (so we can't see it), move it, or make it an invisible weapon? As far as I know destroyers' TT's were usually mounted amidships and not on the bow.

yes, all these screenies are of my testing of the mod and thus I have the objects visible and not necessarily in their final locations. I will be able to make the torp tube launcher invisible and/or move it to whereever it needs to be on each ship (or sub).
And ... necessary to restrict angles of turn and angles of shooting ...

U49
12-09-07, 08:44 AM
And one more thing - I noticed in the video that you replaced a gun mount with the torpedo tubes. Can you either embed the launcher in the ships' hull (so we can't see it), move it, or make it an invisible weapon? As far as I know destroyers' TT's were usually mounted amidships and not on the bow.

Aye amidships it is

http://i60.photobucket.com/albums/h22/bigboywooly/sh32007-08-2616-40-31-64-1.jpg

I will NEVER give up my external camera!!!! :oops:
Your are guilty that I will never play @100% :yep:
It's just too much eyecandy :rock:

:hmm:
For sure I will create now a scenario Torpedoboats/Destroyers vs. Battlecruiser just for the fun of watching that battle :D
I wonder what that destroyer battle in Narvik will now look like with AI torpedos......

looney
12-09-07, 09:15 AM
I think it would be real kewl to see the AI torps. But 1 would never been able to escape them RL I don't think torps did have such a high succes rate.

That is why I always shoot 2 torps at a target.

Wave Skipper
12-14-07, 12:41 AM
I recall in the old 16 bit DOOM game from 94 that if a player launched his own rockets and then teleported ahead of them, the rockets would pass through the player without detonation. The I.D. programmers did not believe that a player would ever be hit by his own rocket. It appears the SH3 programmers did not believe a u-boat would be hit by its own T1. But I have been hit by my own homing torpedo and the kind that make zig-zags.

My own dream list was always an SH3 where at the start of the war neutral ships would sail with all their lights on, and where I could order all cargo ships to stop with a warning shot and then inspect their cargo for war materials being sent to England. Then if a neutral ship was carrying such things I could sink it and get credit. Also where I could sink all ships running without lights (contrary to internation law) and still get points for sinking neutrals running without lights at night.

Woof1701
12-14-07, 06:37 AM
Hi Racerboy.

I'm really excited about this mod. Will that also mean that Avengers will then be able to be equiped with torpedoes or will your workaround just work with ships?

U49
12-14-07, 12:36 PM
My own dream list was always an SH3 where at the start of the war neutral ships would sail with all their lights on, and where I could order all cargo ships to stop with a warning shot and then inspect their cargo for war materials being sent to England. Then if a neutral ship was carrying such things I could sink it and get credit. Also where I could sink all ships running without lights (contrary to internation law) and still get points for sinking neutrals running without lights at night.

Same dream here :up:

Lets see what we can create... I tried to simulate the same doing the same stuff... RENOWN to hell... :( But the engine couldn't cope with hit (like stopping a ship for an hour)

But let's noit capture this thread ... maybe it's worth to start a new one :hmm:

Wave Skipper
12-15-07, 12:34 AM
Neutral ships do stop when you surface in front of them - as they attempt to find a new course around you. Anyway I have seen them do it with me when I attack convoys. All the ships will stop and then attempt to find a new path when one of their own convoy members starts to sink right in front of them. Perhaps that AI aspect could be played with. I think someone has already put lights on merchants - or so I seem to recall from years ago. How one would handle the cargo type and so forth - that would require Dev work I am sure.

What I really want most of all is multiplayers on a single U-boat - as a crew of officers.

TheDarkWraith
12-15-07, 09:36 AM
Hi Racerboy.

I'm really excited about this mod. Will that also mean that Avengers will then be able to be equiped with torpedoes or will your workaround just work with ships?

The planes I'm still working on. I just can't get it where I want it to be yet with them. The ships and AI subs though are pretty much good to go. I'll be sending out Betas to some people to test here soon.

TheDarkWraith
12-15-07, 10:29 AM
BBW mentioned something in another thread that made me remember something. It deals with AI behavior. As I've been testing this AI torpedo I've noticed some strange behavior of my AI subs. In the example video where we attacked the Hunt I destroyer, if I opened fire on the Hunt I first everyone opened fire on me! :hmm: But if I sat back and let the Hunt I make the first shot then the AI subs fired on him. If the AI subs drew first blood, same thing, everyone fired on the Hunt I. Wacky SH3 game engine. Looking at SH4's files I see they fixed this problem by giving each unit a 'side=' parameter.
To the game the AI subs are 'neutrals'. For some reason neutrals are correlated with the enemy it appears. Although these are German AI subs....things that make you go hmmmm :hmm:

xristoskaiti
12-27-07, 09:50 AM
can make torpedoes for the planes? the plane will throw a bomb with
dat torpedo 300- 400 meters far also after few time a guns.............:oops:

WilhelmSchulz.
12-27-07, 05:21 PM
Ohhhhh. Nice! Good luck woeking on the bugs. This opens up a whole world of options! :up: :rock:

Herr_Pete
12-28-07, 11:23 AM
yes, perhaps suspicious looking ducks that fire torps.

NiKuTa
01-03-08, 07:59 AM
Maybe for a some time, we will have a Fido torpedo on our 6 :).

Great work Racerboy.

gimpy117
01-03-08, 10:24 PM
great...now the little buggers have torpedos!!! 40 knts AND torpedos!!

sandbag69
03-03-08, 06:42 PM
Did this mod ever get released?

CRM114
03-04-08, 10:35 AM
I'd like to know as well.

Gezur(Arbeit)
03-04-08, 10:53 AM
nothing from racerboy since 5 weeks.

KeldorKatarn
03-04-08, 12:54 PM
Give him time. Sometimes things just happen in RL. It's always sad to lose a modder even if only temporary, but I've been there, RL is still the most important thing and even if stuff is going alright you sometimes simply need a break.

Gezur(Arbeit)
03-04-08, 01:01 PM
Give him time. Sometimes things just happen in RL. It's always sad to lose a modder even if only temporary, but I've been there, RL is still the most important thing and even if stuff is going alright you sometimes simply need a break.

thats not the problem, i just hope he will come back oneday :)

Mil_tera
03-05-08, 07:12 PM
What just worries me is that he left without a word. Makes me worried about if he's allright or not.

:dead:

dertien
03-06-08, 04:52 AM
This would be superb news for Mikhail's S-boot mod too !

magicsub
03-27-08, 01:52 AM
Ubi Abducted Him For Making Sh3 Better Than Sh4!!!!!!!!!!!

Voyd
03-27-08, 01:22 PM
Ahhhh...yet another RacerBoy mod thread evolving into conspiracy theory central...lol. I do have to admit that he's one slick cat...he's been able to keep the veil of silence up for months now. Have a great one, RB :up:.

Voyd

Sub mariner
03-28-08, 10:38 PM
I havent heard him on his SH4 effects for SH3 for awhile too.:shifty:

magicsub2
01-30-09, 06:15 AM
did this mod get rreleased? looks like its redy...........:o

magicsub2
01-31-09, 04:01 AM
is racerboy still around?

magicsub2
02-24-09, 01:21 AM
RACERBOY PLS COME BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:wah: :wah: :wah: :wah: :wah: :wah: :wah: :wah: :wah: :wah: :wah:

A Very Super Market
02-24-09, 01:36 AM
Dude, he isn't dead. He pops in every now and then. PM him instead of posting a thread he probably won't read.

magicsub2
02-24-09, 03:21 AM
you got a thousand posts in a short time........

A Very Super Market
02-24-09, 10:48 AM
I have 13 posts per day. Look around, and you'll find certain fellows who have much more than that.

TheDarkWraith
02-24-09, 11:43 AM
You guys have to remember that I was unable to slow down the torpedos that AI shoot. They move at 150knots....which is quite unrealistic BUT it is awesome to watch :yep: Also they can, and do, pass through solid objects. The torpedoes do not detonate on impact but rather they are given a range to run. Once they reach that distance they detonate.
So basically here's how the AI shoots the torpedoes:
- they calculate the heading to the object. They are not intelligent enough to 'fire ahead' of your course. They will fire directly at you present position.
- they calculate the range to you. Once they have that range they fire the AI torpedo. It moves at 150 knots, leaving a bubble trail, and once the preset range has been reached it detonates. Anything within the blast radius takes damage.
That was the best I could and still can do. There's just no way to spawn a torpedo at a given heading. They all want to run north when spawned.
So why the 150 knots? It all has to do with how I got the 'torpedo' to be a torpedo. It's not a true torpedo, it's piggy backed onto another object that isn't visible.
Basically the torpedo launcher is a gun, a normal say 88mm gun. It shoots torpedo 'shells'. The minimum speed of these shells has to be around 150 knots in order for the gun to lock onto an object and fire at a reasonable distance out (~1500 meters). Now the shells travel in an arc, going up in the air and coming back down. This would not be realistic at all for any kind of torpedo so I piggy backed a torpedo 'object' to the shell but locked it to a certain distance under the water. Now as the shell moves through the air the torpedo follows it but at a certain distance under the water (now you see why the torpedo moves at 150 knots) leaving the familiar bubble trail as usual. Now since the torpedo doesn't have a collision model it can pass through solid objects (I was unable to give it a collision model - if this obstacle can be overcome then the AI torps will be a little more realistic as they can detonate on impact).
So how does the torpedo detonate? Well as the torpedo 'shell' travels back down to earth it will at some point splash down into the water. When it splashes into the water the piggy backed torpedo 'object' disappears and a torpedo 'depth charge' is made that very quickly falls to the depth the AI torpedo was at. As soon as it reaches that depth it detonates like all depth charges do. This gives the illusion that the AI torpedo detonated.
Now you see how and why the AI torpedo has to be at 150 knots. Do you all still want it?

coronas
02-24-09, 01:35 PM
Basically the torpedo launcher is a gun, a normal say 88mm gun. It shoots torpedo 'shells'. The minimum speed of these shells has to be around 150 knots in order for the gun to lock onto an object and fire at a reasonable distance out (~1500 meters). Now the shells travel in an arc, going up in the air and coming back down. This would not be realistic at all for any kind of torpedo so I piggy backed a torpedo 'object' to the shell but locked it to a certain distance under the water. Now as the shell moves through the air the torpedo follows it but at a certain distance under the water (now you see why the torpedo moves at 150 knots) leaving the familiar bubble trail as usual. Now since the torpedo doesn't have a collision model it can pass through solid objects (I was unable to give it a collision model - if this obstacle can be overcome then the AI torps will be a little more realistic as they can detonate on impact).


Can AI torpedos be deep chargues or Hedgehod (travel in arc, under water, slower) instead gun shells? Changuing vertical movement for horizontal movement, after a short fly they go under water around 2000 meters and collision with target. :06:

TheDarkWraith
02-24-09, 01:47 PM
Can AI torpedos be deep chargues or Hedgehod (travel in arc, under water, slower) instead gun shells? Changuing vertical movement for horizontal movement, after a short fly they go under water around 2000 meters and collision with target. :06:

they won't collide because it's piggybacked onto another object (which is flying through the air in an arc). IIRC the hedgehog has to have a certain speed also doesn't it (for firing it's 'shells')?

coronas
02-24-09, 02:00 PM
Thanks for quick answer, RB!
It's a pain they won't collide. :damn:

magicsub2
02-25-09, 01:44 AM
:up: :up: :up: :up: :rock: :rock: :rock: :rock: :rock: yes i wants!!!!!!!!!!!!:D :D :D :D :D :D

YAYAYAYAYYAYAYAYYAYAYAYAYAYAYYAYAYAYYAYAYAYYAYAYY! !!!!!!!!!!!! been waiting so long for this!!!!!!!!!!!!!!!!!!!!!!!!!

omgomgomgomgomg!!!!!!!!!!!!

anything is better than anoying planes and pt boats!!!!!

can you give planes acoustic torps?

Letum
02-25-09, 03:46 AM
YAYAYAYAYYAYAYAYYAYAYAYAYAYAYYAYAYAYYAYAYAYYAYAYY! !!!!!!!!!!!! been waiting so long for this!!!!!!!!!!!!!!!!!!!!!!!!!

omgomgomgomgomg!!!!!!!!!!!!

anything is better than anoying planes and pt boats!!!!!

can you give planes acoustic torps?

Calm down and do some reading.

I will never know how you have the patience for a subsim.

magicsub2
02-25-09, 04:03 AM
YAYAYAYAYYAYAYAYYAYAYAYAYAYAYYAYAYAYYAYAYAYYAYAYY! !!!!!!!!!!!! been waiting so long for this!!!!!!!!!!!!!!!!!!!!!!!!!

omgomgomgomgomg!!!!!!!!!!!!

anything is better than anoying planes and pt boats!!!!!

can you give planes acoustic torps?

Calm down and do some reading.

I will never know how you have the patience for a subsim.

what? reading the threads?

but OMG havnt u been ever pissed hat the underwater subs are pointless??

im just a very patient person.:arrgh!:

magicsub2
02-25-09, 04:03 AM
YAYAYAYAYYAYAYAYYAYAYAYAYAYAYYAYAYAYYAYAYAYYAYAYY! !!!!!!!!!!!! been waiting so long for this!!!!!!!!!!!!!!!!!!!!!!!!!

omgomgomgomgomg!!!!!!!!!!!!

anything is better than anoying planes and pt boats!!!!!

can you give planes acoustic torps?

Calm down and do some reading.

I will never know how you have the patience for a subsim.

what? reading the threads?

but OMG havnt u been ever pissed hat the underwater subs are pointless??

im just a very patient person.:arrgh!:

coronas
02-25-09, 09:03 AM
Lord, Give me patience..... NOW!
:yeah:

NGT
02-25-09, 12:03 PM
You guys have to remember that I was unable to slow down the torpedos that AI shoot. They move at 150knots....which is quite unrealistic .................................................. ...... The torpedoes do not detonate on impact but rather they are given a range to run. Once they reach that distance they detonate.
So basically here's how the AI shoots the torpedoes:
- they calculate the heading to the object. They are not intelligent enough to 'fire ahead' of your course. They will fire directly at you present position.
- they calculate the range to you. Once they have that range they fire the AI torpedo. It moves at 150 knots, leaving a bubble trail, and once the preset range has been reached it detonates. Anything within the blast radius takes damage.
.................................................. . Do you all still want it?

The targeting inaccuracy and the 150 knots are not a problem.

Just the facts: Length of IXb 76,5 m. Half length 38,25 m.

The PT's targeting system, obviously, point the middle of the U-boot.

Lets give 7 knots underwater speed to IXb, it needs 10,63 seconds to run distance equal to his half length (38,25 m).

During this 10,63 sec, the torpedo with 150 knots will run 819,64 m.

This means, if the PT is located in any distance shorter than 819,64 m the torpedo will hit the U-boot, for sure. Here, we must add the blast radius, so, from 1.000 meter the U-boot takes damage.

This is not enough?

From witch distance the PT will start firing torpedoes? And, of course, it will run closer to U-boot, with 35 knots speed…

Very easy we pass from eye candy to dead-like. :eek:

If the only method to dictate the maximum range, for beginning shooting torpedoes, is the maximum range of the torpedo, it is easy to take one torpedo and tweak the max range to 2500 m, for the eye candy purpose, or to 1200 m for suicide purpose.

Because, depending of mod used, the PT can see us from very far, and start shooting from this distance, 5 to 9 km (it will start shooting anyway with guns). In this case we have nothing to see, except if we are at 0 knots /hour…

As far as concerns me, yes please, give us this mod. :salute:

TheDarkWraith
02-25-09, 03:01 PM
I'm putting together a version for release then. It's relatively easy to add but you will have to add cfg#Mxx nodes to objects that you want to have torpedoes. You will also have to edit .cfg files to reference these cfg#Mxx nodes. I'm making launchers that have:

ship:
- 4 tubes (max torpedoes 4 total - min time between firings is 15 seconds)
- 4 tubes (max torpedoes 8 total - min time between firings is 15 seconds, reload time 40 mins for all 4 tubes)
- 1 tubes (max torpedoes 1 total)
- 1 tubes (max torpedoes 4 total - reload time 10 mins)

sub:
- 4 tubes (max torpedoes 4 total - min time between firings is 15 seconds)
- 4 tubes (max torpedoes 8 total - min time between firings is 15 seconds, reload time 20 mins for all 4 tubes)
- 2 tubes (max torpedoes 4 total - min time between firings is 5 seconds, reload time 10 mins for both tubes)
- 1 tubes (max torpedoes 1 total)
- 1 tubes (max torpedoes 4 total - reload time 5 mins)

Do these sound ok or what sounds better? Do I need more launchers?

kakemann
02-25-09, 05:16 PM
Sounds great.
Thanks for sharing.

When can we expect a release?

TheDarkWraith
02-25-09, 06:04 PM
I should have the 4 tube, 4 torpedo total one done here soon. I'm just setting the placement of the launchers on the wolfpack subs for the single mission demo (plus the submerged one) and on the Hunt I and PT boats.

EDIT: should be available tomorrow, Thursday, CDT sometime. More than likely I'll only have the 4 tube, 4 torpedoe total one done but it'll be enough to see what it can do with the demo.

kakemann
02-26-09, 03:02 AM
Thanks a lot for your efforts. Looking forward to try it out :salute:

TheDarkWraith
02-27-09, 09:42 AM
update: launchers have been made for sub fore and aft and PT boat. 2 generic launchers have been made for ships. I put one on the Hunt I and put launchers fore and aft on 3 AI subs. The subs come from somebody, Ref or Sergbuto (not sure who actually). I designed a single mission where there's a wolfpack of 4 subs, 2 Balao class subs, 1 Gato class, and the player's VIIb. The VIIb is at periscope depth. I'm going to try to add a submerged Gato class with periscope extended. The Hunt I is north of the wolfpack patrolling and spots them. He radios for assistance and a lone PT boat south of the wolfpack takes the call...

Hunt I's Torpedo launcher:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack1.jpg

the wolfpack:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack2.jpg

Hunt I fires a torpedo:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack3.jpg

Hunt I's torpedo finds it's mark:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack4.jpg

The attacked sub fights back. Torpedo away:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack5.jpg

PT boat sneaks up from behind and releases both starboard side torpedoes:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack6.jpg

PT boat swerves to right and releases one port side torpedo and swerves back to left (3 torps in water):
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack7.jpg

The sub being attacked fights back and releases a torpedo against the PT boat:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack8.jpg

PT boat's torpedoes miss their mark:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack9.jpg

One of the AI subs scores a hit on the Hunt I:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack10.jpg

and finally one of the AI subs severely damages the PT boat eventually sinking it by flooding:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/huntIptattack11.jpg
AI were still using guns in addition to the torpedoes.
Now that was totally cool :|\\

TheDarkWraith
02-27-09, 10:27 PM
another update: wasn't happy with the torpedo splash when it detonates so made a new one. The goal was to model what happens when a real torpedo detonates. When it detonates a column of water is initially pushed up due to an expanding steam bubble. Then the steam bubble collapses and the water 'implodes' on itself sending columns of water high in the air. So far it's looking pretty good:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash1.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash2.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash3.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash4.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash5.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash6.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash7.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash8.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/torp_splash9.jpg

not done with it yet.

Task Force
02-27-09, 11:35 PM
Amasing racerboy.:up: never thought it was possiable.

CapZap1970
02-28-09, 12:07 AM
:o :o
WOW!!!!
That looks fan-blody-tastic!!!
CapZap

coronas
02-28-09, 04:59 AM
Really good work! :up:

java`s revenge
02-28-09, 02:23 PM
I want to have the demo mission.....:wah:

TheDarkWraith
02-28-09, 03:59 PM
I want to have the demo mission.....:wah:

I'm just sorting out the last details. It'll be available very, very shortly....

kakemann
04-06-09, 09:45 AM
Hi Racerboy!

Any news on the progress on this?

Thanks a lot!

ivank
04-06-09, 02:52 PM
File front has no vid