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View Full Version : [TEC] Propeller spin direction - revisited (yet again)


skwasjer
06-16-08, 06:58 AM
This topic has been discussed many times, and no good solution has ever been found as far as I know. A couple of days ago Captain America asked me about this again (for a mod he is working on) and I only remember theorizing about this topic a couple of months ago, never actually testing stuff. Today I did, and what do you know... I actually found a working fix! The solution is near to what I described back then, just a little different. A very cool workaround that may prove usefull in other scenario's as well...

Here's a small in-game movie for ya:

http://sh4.skwas.net/media/props.wmv (8 MB, 30s)


Ok, here's a video walkthrough describing how it is done...

http://sh4.skwas.net/media/props_tutorial2.wmv (43 MB, 9m10s)

If you decide to use this method, please credit me ;)

Oh and one more thing, pardon my english pronounciation :rotfl:

[edit] For future reference, here's the first mod that uses this method: http://www.subsim.com/radioroom/showthread.php?t=138374

Captain America
06-16-08, 11:23 AM
I pm'd skwasjer a couple of days ago for help regarding my soon to be released 4 bladed prop mod. I couldn't get the rotation to work properly...thought all my work was in vain.

Then skwasjer came to the rescue!:ahoy:

Excellent job skwasjer. We finally have a true fix for the proper rotation instead of "bandaids". This should be good payback for those that ridiculed your theory on this months ago. :|\\

Thank you.

Webster
06-16-08, 11:50 AM
wow, thanks skwasjer, thats a great fix for a long standing problem.

you should release it as a ready to go jsgme mod when you have the time.

thank you

skwasjer
06-16-08, 04:55 PM
Hi Webster, I'm not sure about the entire scope of Captain America's mod, but he is going to use this method for his mod so you can wait for that. I am not planning to make this into a mod myself, and was only interested to find a solution. But I am sure you will see this fix in a few mods soon... ;)

andrut82
06-16-08, 05:36 PM
I hope that this WONDERFUL thingie will be embedded in PE, NSM or will be released as a little self-standing mod ;P I hate that when I show this unbelievable game to my friends and the first thing they always say when watching the external camera is "WTF? You're going ahead and the props are spinning like you're going backwards!" ^^

Captain America
06-16-08, 05:53 PM
Yes my mod is going to cover both vanilla and TM for now. I'll change all props on each sub and also add the new 4 bladed model I created to the proper variants (i.e. gato, balao, tench)

Should see a new thread by tomorrow the latest.

skwasjer
06-16-08, 05:55 PM
:up: :up:

JSF
06-16-08, 11:19 PM
After all this time......Great job skwasjer!..

Even after watching your tutorial I concede that is techically above my pay grade.

Webster
06-16-08, 11:23 PM
I hope that this WONDERFUL thingie will be embedded in PE, NSM or will be released as a little self-standing mod ;P I hate that when I show this unbelievable game to my friends and the first thing they always say when watching the external camera is "WTF? You're going ahead and the props are spinning like you're going backwards!" ^^

well this is more of a game "fix" than a mod so you should alter your game files directly in my opinion, then it will be in effect all the time no matter what mods you use. the only thing is if a mod changed that subs file (the one he shows you) then that mod when enabled will just have backwards props, so no biggy.

@ skwasjer - i like single stand alone fixes myself for the reason that joe might want fix a, b & c but mike doesnt like fix b, he only wants fix a & c.

stand alones IMO are better because everyone has the most creativity in what they want the game to be their way. that way by simply copying the mods you like into one, each person builds their own large mod customized to them and everything can be available to all without otherwise being forced to make changes you dont want to.

Hylander_1314
06-17-08, 12:29 AM
All I get are error pages when trying to view the vids. :damn:

Rip
06-17-08, 01:04 AM
All I get are error pages when trying to view the vids. :damn:

I got the same so I save the slink to my desktop and ran the vids from there.

The method of moving the animation back to the correct side is nothing short of brilliant. Nothing I love more than a simple solution to a complex issue. Not to mention one that has little chance of causing new issues. The fix seems to effect little outside the animation so should not endanger any code related to calculation etc. WHne the graphics are broken fix just the graphics if you can...beautiful.

skwasjer
06-17-08, 02:48 AM
@ skwasjer - i like single stand alone fixes myself for the reason that joe might want fix a, b & c but mike doesnt like fix b, he only wants fix a & c.

stand alones IMO are better because everyone has the most creativity in what they want the game to be their way. that way by simply copying the mods you like into one, each person builds their own large mod customized to them and everything can be available to all without otherwise being forced to make changes you dont want to.
I understand, but the reason I am not providing a mod is two-fold: Captain America already plans to make a mod with the fix for stock and TM, and even if he didn't I probably wouldn't do it because I prefer to stick with solving problems, not building and maintaining mods (remember that many ships can use this fix as well, it's a lot of work). Besides, with the tutorial, most people may be able to do it themselfs, or at least try.

The method of moving the animation back to the correct side is nothing short of brilliant. Nothing I love more than a simple solution to a complex issue. Not to mention one that has little chance of causing new issues. The fix seems to effect little outside the animation so should not endanger any code related to calculation etc. WHne the graphics are broken fix just the graphics if you can...beautiful.

Solutions such as these are quite fun. It proves once again that the game can be manipulated in ways you usually don't think of. :up:

Oh, and yeah if anyone has problems watching the video, right-click the link and save the video to watch locally...

Captain America
06-18-08, 03:51 PM
I'm just about finished with the mod. It took slightly longer because I got anal with the AO map. I have to package everything up (readme, etc.), then I'll make a new thread.

FYI- For those interested in using skwasjer's excellent tutorial to make their own changes anyway, there are a couple of things to note: The above fix will correct the rotation for all subs. However, the blades will still be facing the wrong direction on all subs except the tambor, gato and balao -i.e. the trailing edge first instead of the leading edge first. So I had to swap the models and their offsets (ignoring their +/- sign). The reason you have to also switch the offsets is because each prop has a different starting location in max. If you import both props at the same time in max you'll see what I mean.

The other way to do it would be to just rename the nodes and swap their values...but I always thought this was the "dirtier" way since your tricking the game by saying right is left and left is right since the original ID# is referenced in the .zon file. If I'm wrong I'm sure skwasjer will correct me on this.

Edit: Forgot to add the tambor to the list that also doesn't require a model swap.

skwasjer
06-18-08, 06:02 PM
No you've done perfectly right. It will indeed screw with the zones so they would have to be corrected as well then.

Thanks for adding this info :up:

Hylander_1314
06-18-08, 11:45 PM
All I get are error pages when trying to view the vids. :damn:

I got the same so I save the slink to my desktop and ran the vids from there.

The method of moving the animation back to the correct side is nothing short of brilliant. Nothing I love more than a simple solution to a complex issue. Not to mention one that has little chance of causing new issues. The fix seems to effect little outside the animation so should not endanger any code related to calculation etc. WHne the graphics are broken fix just the graphics if you can...beautiful.

Thanks Rip. I did the same as you suggested, but was so darn tired from working on the boat all day, that I dozed off while trying to watch the vids.

Anvart
06-19-08, 03:45 PM
No you've done perfectly right. It will indeed screw with the zones so they would have to be corrected as well then.

Thanks for adding this info :up:
:D
68=UPropellers1 and 72=UPropellers2 ... there are not right and left zones ... there are different zones only ...
If to choose some lines of text or 43 MB of video ... i choose some lines of the text ... :-?
More correctly to tell, ... two words about the main idea of mod ... it is enough ...

skwasjer
06-19-08, 05:03 PM
Anvart, you are smart enough to find out how it was done if you take a look at the mod Captain America just released. He used my method:

http://www.subsim.com/radioroom/showthread.php?t=138374

Sorry if I was wrong about the zones. I don't stare at the files as much as some of you guys do and quite frankly - since I never made a mod - it's amazing I found this fix, and not some else :rotfl:

[edit] And as far as the video vs written tutorial. I can make a video tutorial in 10 mins, whereas if I had to write it down, I would spend at least one hour. That and the fact that the video guarantees succes, and written text will almost certainly raise questions. My time is precious...

Anvart
06-19-08, 05:25 PM
Anvart, you are smart enough to find out how it was done if you take a look at the mod Captain America just released. He used my method:

http://www.subsim.com/radioroom/showthread.php?t=138374

Sorry if I was wrong about the zones. I don't stare at the files as much as some of you guys do and quite frankly - since I never made a mod - it's amazing I found this fix, and not some else :rotfl:
I did not see your video, but I remember your conversations about some trick ...
And if you realized dummy object with changing its position through object animation ... i congratulate you with this hard work ... :up: This is good trick ... but complex.


[edit] ... and written text will almost certainly raise questions. ...
Only not at me ... :D
... two words about the main idea of mod ... it is enough ...

skwasjer
06-19-08, 05:52 PM
Well, maybe it's possible to refine and simplify it (by people like yourself), or apply the trick in a different way. What matters is there is now a fix and it may trigger some new ideas :up:

Are there for example by any chance other objects that rotate in a different direction (based on their relative position instead of controllers)? Radars or hydro's maybe? I have little knowledge about the real life functional systems on subs and ships and how they are implemented in the game, but others do and may find use in this solution or find another, easier way...

Anvart
06-20-08, 02:03 AM
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:

skwasjer
06-20-08, 05:42 AM
And why doesn't your propeller fix include this solution?

Jimbuna
06-20-08, 06:13 AM
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:


That is correct mate http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

kapitan_zur_see
06-20-08, 08:06 AM
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:

Not to mention, i relealised a 4 bladed propeller model long before S3D was capable of importing 3d models :smug:
Faites pas genre, les gars... citez les copain aussi! :rotfl:
But nice addition, eitherway.
I remembered somewhere, Kriller2 told me my model couldn't be used on newer version of PE and should have been redone or something... Don't remember for sure, as i only uses Uboat from now on

DrBeast
06-20-08, 08:19 AM
I remembered somewhere, Kriller2 told me my model couldn't be used on newer version of PE and should have been redone or something... Don't remember for sure, as i only uses Uboat from now on
Both your mod and Captain America's alter the submarines' .dat file, which will lead to conflicts with PE3, yes. It would be great if a PE3-compatible version could be made, but that would lead to other incompatibility issues, as TMaru also touches those files (and perhaps RFB too...I really need to d/l that mod and check out its components!). A vicious circle, I tells ya! :D

skwasjer
06-20-08, 08:32 AM
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:

Not to mention, i relealised a 4 bladed propeller model long before S3D was capable of importing 3d models :smug:
Faites pas genre, les gars... citez les copain aussi! :rotfl:
But nice addition, eitherway.
I remembered somewhere, Kriller2 told me my model couldn't be used on newer version of PE and should have been redone or something... Don't remember for sure, as i only uses Uboat from now on

This thread is not about 4 bladed props... :x

And come on people, if you really want to have this fix in other mods check out the damn tutorial. You can do it in a couple of minutes (you can even reuse the chunks from Captain America's mod). I start to wonder why I even bothered.

A summary of the last 8 posts...

Not a new trick, not a new mod idea, not a new mod, not useful, too difficult, too complex, don't want to watch a video...

All the whine about incorrect props and yet... bah... :shifty:

CaptainHunter
06-20-08, 09:37 AM
Please don't let a few bad apples spoil it for the rest of us, I have been visiting these forums for years and I rarely post, but I must say I feel your contribution to this sim is conspicuously excellent.

Captain America
06-20-08, 10:37 AM
I'm a straight shooter so I'm gonna tell it like I see it.

Anvart, you have the be the most annoying person I have ever met (yes, somone finally said it). Let someone challenge me otherwise and I will compile a list of every thread he has posted in. You never have anything productive to say about the work of others...your typical responses are "Bah, don't make me laugh. This was already invented at the time of Moses."

You have been harassing skwasjer about this prop issue since long ago. Here's a sample for those who forget:

By reading privateers post, the following may work. (again, theory!!!)

I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation.

The same for right prop, but reversed.

The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in.

Oh and here comes the helpful response from Anvart:

Dear,
do not force people to laugh ...
This theme was already discussed at a forum...


This is just a tiny sample of many posts like this. What is the point? I have observed his actions for a very long time so don't even try to tell me its a language barrier issue. Anyone who will spend a few minutes reading the history will clearly see its a matter of jealousy and plain old rudeness. Its like he has to quickly downplay the work/achievements of others. I even had a small taste of it when it came to my interior mod for sh3. What does this contribute to the modding community? Anvart, must you always make it a point to belittle the findings of others? Look at how your pursued this thread as a perfect example. I'm sorry if you lack the attention you so desire.

Who cares if GWX supposedly had the fix long ago...the fact is we didn't have it or hear about it for that matter until skwasjer's fix. Why didn't master anvart contribute this proper fix for the community then? The fact is, when skwasjer released this fix he sincerely believed he was the first to fix it. The bottom line is who cares who made it first? Why all of this competition? In the end we are all fighting for the same cause...to make this game better. The type of comments contributed by anvart only help to poison the creativity of this hobby.

One last thing I also want to address to Kapitan_zur_see. You made 2 posts now (one in here and in my mod thread) jokingly referring that you did this already and you deserved credit. Your joke comment calling me a pirate and your translated french -
"Do not type, guys ... also cite the buddy".

Yes I know you were joking...but 2 posts about it? They say there is truth to every jest and I am sure that applies here. I appreciate all of the work you put into your propeller mod but can you please tell me where I failed to pay credit to you? What credit should I give? That you made a propeller once for this game? If I had used your work in any way I would of course give you credit. However, the facts remain that my mod contains zero parts of your mod and is different from yours in many ways. Shall I list them?

Bottom line is the jealousy and unnecessary competition (from a select few) really gets old. I have spoken privately to several people in this community that feel the same way but choose not be vocal. If this type of behavior continues you will see a loss of productivity and creativity pouring out of here.

CaptainHunter
06-20-08, 11:09 AM
Well said...you put my thoughts & feelings to words, Thank you:up:

Anvart
06-21-08, 06:39 AM
And why doesn't your propeller fix include this solution?
:D
1) To me it is absolutely indifferent in what side propellers rotate (and it was for a long time when it was not known yet as correctly...) ...
2) I do only that that I want and I do not like to repeat another's solutions ...
3) I think that you understand, that solution, which you used, is no unique solution ...


In no event (unlike you), i do not wish to reduce advantage of your work ... :up:

...
Oh and here comes the helpful response from Anvart:
...
You write too many words to read them ... :dead:
But allow me myself to solve that and how to reply ...
Such phrases stimulate brain work ... example ... that we see at Skwasjer ... :lol:

Madox58
06-25-08, 07:19 PM
Anvart may state things in a way that grinds some.
A lot of it comes from the communications problem
I believe.

When I actually took the time to try bettering communications?
I found him a very straight forward Guy and a nice source
to exchange ideas with.

He has pointed out the obvious.
Nothing more.

If his posts do not meet your expectations of proper
posting?

Why read them?

He is one of the Greats that I highly Respect.
He does not sugar coat things or take sides.

Unlike many.

Ducimus
06-25-08, 09:11 PM
Who would have thought modding was such a political activity. :roll:

Over the years, i have come to realize that In general, while degrees of motivation vary, there are two basic types of modders: One, mods primarily for the betterment of the game; the other primarily for personal "glory", and the two often rub against one another. Just food for thought.

Kpt. Lehmann
06-26-08, 10:40 AM
Who would have thought modding was such a political activity. :roll:

Over the years, i have come to realize that In general, while degrees of motivation vary, there are two basic types of modders: One, mods primarily for the betterment of the game; the other primarily for personal "glory", and the two often rub against one another. Just food for thought.

Oh grow up. Given your posting history you would be wise to keep your mouth shut.

AVGWarhawk
06-26-08, 11:58 AM
You guys are just too much. It never ceases to amaze me.

Anvart
06-26-08, 11:59 AM
Guys!
Master Skwasjer has applied the known solution for the trick with propeller rotation ...
And i congratulate him on success in this business ... :D
This all, that i wished to tell ...

P.S.
Hope, i has correctly written ... :hmm:

Jimbuna
06-26-08, 12:36 PM
Who would have thought modding was such a political activity. :roll:

Over the years, i have come to realize that In general, while degrees of motivation vary, there are two basic types of modders: One, mods primarily for the betterment of the game; the other primarily for personal "glory", and the two often rub against one another. Just food for thought.

You know what Duci boy.....over recent years I've come to the same conclusion also http://www.scale-models.co.uk/images/smilies/thumbsup.gif

There could well be some mileage in this statement of yours, therefore I've got to say I agree with you, but not what I suspect is your true/intended sentiment and meaning. http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif

Whilst on the philosophy theme let me add two more statements I also endevour to subscribe to:

People should practice what they preach.

People in glass houses shouldn't start throwing stones.

Now......just like your initial statement, these could also be perceived in a variety of ways and are therefore 'open to individual interpretation'.


http://img98.imageshack.us/img98/2822/yawnbigji2wt7.gif Time to return to the peanut gallery.

Captain America
06-26-08, 12:40 PM
Just couldn't let this post die...of course you guys couldn't do that. You have to keep harping on the issue and pull me back in. No problem. This is going to be a long post, but as privateer would say - you don't have to read it if you don't like it.

Privateer I don't care how you view anvart, if he's your hero or not. The point is lets start acting like adults and stop the baby crap. You don't make it a habbit to go to everyone's thread and dump on their findings. Even if they may believe incorrectly about being the first to find it. What purpose does it serve? It is just plain juvenile and insulting. It adds nothing to the community other than your self- serving egos. Why all this urgency to point out findings? If somone blatantly stole from a mod then I fully agree with you. But honest "mishaps" such as these do not warrant the actions I have seen both present and past. Why do some people need so much attention? Did mommy and daddy not commend them enough growing up?

Like I previously stated: Shame on you even more if this finding truely has been around; because it only strengthens the belief about the selfishness in the sh3 modding community. Do you guys not see how clear and evident all this bs is?

Let me break it down for you:

You don't share most of your findings, even create modding applications that 99% of the Subsim community doesn't even know exist! Then as soon as some poor soul finds what he/she thinks to be a breakthru....the "sh3 modding police" are right there to slap your wrist and tell you that someone already did that. HOW ARE WE SUPPOSED TO KNOW THAT IN THE FIRST PLACE IF THAT INFORMATION IS KEPT PRIVILEGED! Don't you know that saying..."if a tree falls in the woods and nobody was there to hear it, did it really make a sound?" Same thing here folks - its catch 22.
Don't expect to get credit for something you kept privileged to begin with. I'm sorry if we weren't able to "hear your tree falling."

This thread lost its usefullness after post # 16...for after that the rest was all about reminding skwasjer that "its been done already". Also, notice the people that chimed in after that...not for any good intentions other than re-enforcing the wrist slapping.


He has pointed out the obvious.
Nothing more.
If his posts do not meet your expectations of proper
posting?
Why read them?


I think you need to take your own words into practice for I also merely stated the "obvious". I am not going on a hunch here...his post history serves as fact. Are you going to argue that it is not a fact that he posts in a majority of threads with useless 3 line sentences on how its been done already? Yet your statements insinuate that I shouldn't have posted. Is it ok for others to point out facts but not me? Not to mention that it took 3-4 people to point out the very same fact...basically ganging up on the guy. But ONE person states the obvious and thats no good. This is hypocracy at its finest.

As far as I am concerned skwasjer was the one who fixed the props and will continue to get credit for his findings. The fact is he is one of the few here in the sh4 comm. that should have glory for his selfless contributions. Who else here can say otherwise? Have you done better? Not only does he share his intelligence with the community, but he took the time to make a very functional and robust application that has taken and continues to take countless laborious hours; Not just for a handful of privileged people -- the whole community (both sh3 & 4)! This type of behavior is the only one that truely contributes to the community..for knowledge is power and if more have it, the more great things we'll continue to see.

Well I'm going to put an end to all of this. I have been observing this community for many years. It has slowly changed from the open and sharing environment it once was to a selfish and secretive one. Again, I do not speak about all...you know who you are. Sh4 could be even more better now with proven and existing findings that are kept privy. I loved sh3 and made my contributions there just like everyone else. I have sinced moved on to sh4 and would like to see many things already proven in sh3 used in sh4. Unfortunately, most of the best talent has chosen to stay with the German campaign. I don't blame them and I respect their decisions...but that doesn't mean the other half of the community should be without benefit.

Subsim is a community for lovers of all these types of games...I do not think Neal's intention was to make a divided community where one half benefits while the other doesn't. There should be a contiguous flow from sh3 to her sister game sh4. Yet this does not exist, why?

Well here is both the solution and test to see the true colors of people. I am going to create another "super-mod" for sh4. I going to try to fill up the void that Ducimus is going to leave while he takes his (temporary) break (this guy has some big shoes)! I have already discussed this with him and believe I have his blessings. This community has always been about choice so its very healthy to have the excellent RFB and another "super mod" coexist. The work of Ducimus and others in TM will serve as a foundation to build upon. I have already spent over a month doing just that and hope over time others will join my cause and help contribute. Let me say it now, any new content that I have and will be creating (models, textures, etc.) is free for the entire community, both sh4 and sh3....this is how its always been.

I can not speak for the gwx team because I personally do not know many of them, but I have exchanged correspondance with Kpt. Lehmann in the past and can honestly say he has been nothing but respectful and professional in his dealings with me. I remember when he approached me privately at the conception of gwx and wanted me to "share" my interior fix http://www.subsim.com/radioroom/showthread.php?t=89753&highlight=captain+america
which was imo, a major contribution at the time (there are other bits also).

I of course said yes with the understanding of the sharing philosophy. Now its more than 2 yrs later and I would like to see if it really is a two-way street. I was going to eventually contact the gwx team with a formal request but figured now is a good time to do so in a public forum where actions can be judged. I would like to maybe use some of the excellent ideas already implemented in gwx. Let me be clear, I haven't already found something specifically yet. But since info is not shared I must dig in to learn about the great achievments made in gwx. I am sure this should not be a problem because I already shared my work in the past and anything new I make can always be used in gwx which is what has been the understanding since day 1. (i.e. some of the interior models I am creating can be re-used/modified for the german campaign) Don't worry, I do not plan on "stealing" any art assets as that is my primary strength and will make my own content. I just want to know that the witch hunt that some have warned me about will not occur.

I can not tell you to remove all of my work from gwx...we all know its just virtual numbers. I happen to place the right ones where they belong but in the end its just numbers (even though it took 1 month of my life). Well the same should stand for the content in your mod. As long as I give the proper credit and not make ANY money on it, it should be ok with you guys because after all its for the community as whole like Neal intended, not only a select group.

Ducimus
06-26-08, 12:52 PM
I see the wolves are tossing out bait, hoping someone will bite. Well, ill nibble some. If i modded primarly for personal glory, i would not be freely giving my work away to almost anyone, nor freely giving away any knowledge that i might have about my mod, or modding in general to others.

I might infact, if i were more concerned about being king of the hill, make damn sure NOBODY used my work without my say so, and id keep all knowledge and tools to myself and work entirely in secret without telling anyone the how's and whys. And when people asked me specifics to how things work or why, id just blow a whole lot of smoke so i don't have to explain anything that others might be able to use. After all, doing any of the above is helping out the "competition", and that just isn't conducive to maintaining dominance. Can't have that now can we.

skwasjer
06-26-08, 01:21 PM
PS: Just because one or two persons 'know' about a solution or fix, doesn't mean everyone does. As far as I'm concerned, I found this solution and I don't give a damn if anyone found it and used it in their own mod without openly sharing this hack. I did, and the community will learn and move on. Not only that, beginners have have a video tutorial for S3D to boot.

Anyway, thanks for letting this thread getting out of hand. I saw where this was going (as I usually do) right from the first page so I didn't care to post anymore, nor will I from this point on.

Bye... :dead: :dead:

Some old thread:
http://www.subsim.com/radioroom/showthread.php?t=115047&page=4

[edit] Oh, and lastly, I think it's pretty lame to say something has been done before without even pointing to any available public resources that explain the solution or a simple mod that fixes it properly. Both me and Captain America have done so now. Period.

Madox58
06-26-08, 05:45 PM
Why not do the standard approach?
Just lock the thread.
Seems some can state an opinion and others can't.
I didn't point fingers and made no claims or put downs.
I don't have the time to point out EVERY thing I have done,
or others have done in the past.
I'm not dissing anyone.
Will I ask permission to use this approach?
Absoluty not!!
Does anyone need permission?
Not as far as I see it.
Skwas doesn't read every file and that's cool with me.
Notice I did not jump in and blast him?
Heck, I give him credit for figureing it out!!
It's not my concern to inform anyone of what I do
nor how I do it.
And I try to care very little what most people think of me.
Worry about your own posts.
I can dig up bad days too.
Meh!

Rockin Robbins
06-26-08, 08:08 PM
Let me add one comment here. Anvart, this discussion is not for your great intellect, which can understand any complex concept in two words (save the video please), but for the benefit of those less gifted and enlightened than you. You are not the mental center of Subsim.

Even if you are, the intent is to teach as many as possible how to use a useful technique. Whether you or others did it first in your secret laboratory or not, you might as well not have, for your work benefited nobody.

Suppose I explained the Dick O'Kane manual targeting technique in two words? How many players could have more fun with SH3 and SH4 as a result? How many players, frustrated and at wits end would then begin to have fun with manual targeting? My two words would be wasted on everybody but you. Instead, through multiple videos and long explanatory posts, a waste of precious bandwidth to you, the Dick O'Kane technique has become a resource that has many enjoying a game they began to hate, I've been able to contribute to a great many people's happiness. That is the best way to measure a successful idea.

It's a pity that your only concern is for yourself and what's appropriate to you. You are missing out on what makes Subsim, Silent Hunter 3 and Silent Hunter 4 fun.

Madox58
06-26-08, 08:15 PM
Since every file is released publicly for free?
Are We responsable for lazyness now?

Read the files.
Is that to much work?

That's how I learned.
:roll:

AVGWarhawk
06-26-08, 08:40 PM
Yet another thread in the crapper :down: Thank you all!

tonschk
08-16-08, 02:43 PM
I hope that this WONDERFUL thingie will be embedded in PE, NSM or will be released as a little self-standing mod ;P I hate that when I show this unbelievable game to my friends and the first thing they always say when watching the external camera is "WTF? You're going ahead and the props are spinning like you're going backwards!" ^^


Unfortunatly after 5 " FIVE " patches the propellers are still spinning upsidedown ( the propellers of U-Boot are OK ), and I remember before the patch 1.4 we was already begging UBISOFT to fix the propellers bug , the begging was therefore ....... useless

I dont care if the propellers have three or four blades ( I preffer only three blades ), but the wrong spinning decrease the inmersion factor