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Kendras
12-18-16, 08:54 AM
< W I P >

README (6 octobre 2017) : http://www.mediafire.com/file/68tebg...ockets_Mod.pdf (http://www.mediafire.com/file/68tebg4p7btgcw7/README_-_Aircraft_Rockets_Mod.pdf)

Corrections (will be included directly in the readme coming with the final release of the mod) :

* In 3. of IV. INSTALLATION INSTRUCTIONS, add this sentence : "At the beginning of the file, make sure that “PlanePropeller” is linked to the number 92 (“92=PlanePropeller”)".


D/L LINK : the mod is near completion ...


< >

A v2 may come one day with :

- better modelled rockets
- better modelled bombs
- a new Wildcat model
- a new Hellcat model

All this may be done by Gap, I'm not skilled enough to do that myself.

Tycho
12-18-16, 09:14 AM
Original author is Sergbuto, then have Unofficial Rocket fix by Rubini.

Kendras
12-18-16, 09:25 AM
Original author is Sergbuto, then have Unofficial Rocket fix by Rubini.

Okay, thank you very much for the fast answer ! :up:

Now, have to check if all is ok in my files, and also write a readme.

Kendras
12-19-16, 08:45 PM
My mod will come with some airplanes, now fitted with rockets. They come from other mods :

- P-38 Lightning (from GWX : author ?)
- P-47 Thunderbolt (author : Testpilot)
- P-51 Mustang (unknown artist)
- Spitfire Mk.XXII (author : Testpilot)
- Hawker Tempest Mk.V (author : Testpilot)
- Me262 (author : SOM-Group) the sound of this plane is missing (does anyone have it ?)

I have to ask for permission to use the models from rowi58 (SOM-Group ????) and Testpilot.

My last work is about P-51 :
- reworked texture
- new propeller texture
- new pilot model and texture
- new machine guns
- new loadout definitions

Pictures of P-51 Mustang :

http://i.imgur.com/fUjMHdh.png

http://i.imgur.com/KdLnt9N.png

Anvar1061
12-20-16, 12:00 AM
- Me262 (author : SOM-Group) the sound of this plane is missing (does anyone have it ?)
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2186165&postcount=2

NGT
12-20-16, 03:38 AM
:Kaleun_Wink:
http://www.subsim.com/radioroom/showpost.php?p=2186165&postcount=2

Thank you very much. But, I downloaded 2 times, inside 2 different folders, and I cant open with 7zip or with WinRAR. Both reports problem.

Can you confirm ? :06:

Anvar1061
12-20-16, 04:01 AM
Thank you very much. But, I downloaded 2 times, inside 2 different folders, and I cant open with 7zip or with WinRAR. Both reports problem.

Can you confirm ? :06:

http://s9.uploads.ru/t/BC0VN.jpg

Kendras
12-20-16, 04:26 AM
:Kaleun_Wink:
http://www.subsim.com/radioroom/showpost.php?p=2186165&postcount=2

Wow ! That's perfect mate ! Thank you so much ! :subsim:

Now, the Me 262 with a small effect from me :03: :

http://i.imgur.com/RRkaIGT.png

Maybe this jet will save you one day, she's fitted with 24 rockets ! :o Testing now against destroyers ! :)

Note : i need help from someone to model the rack under the wing : Edit : I managed to do that.

http://www.largescaleplanes.com/reviews/images/779/Me262-0051.jpg

NGT
12-20-16, 04:36 AM
http://s9.uploads.ru/t/BC0VN.jpg

OK ! I did downloaded WinZip, and with it the work is done !

Thank you again. :up:

Kendras
12-20-16, 03:56 PM
Progressoin is slow, as Silent 3Ditor doesn't stop to make my laptop crash ! More than 10 times today, I got a blue screen while I was editing the .dat files of the planes, losing all my work each time, and once a file got totally corrupted !

:k_confused:

I'm tired, I have to rest for a time. :yawn:

Edit : And now, my complete installation of SH3 seemes to be corrupted. Impossible to launch any mission without crash of the game, even after uninstalled my mods and relaunched the computer :x.... :hmmm: ...... :06: ... :doh: ...:shifty: ..... :nope:

Kendras
12-21-16, 01:33 PM
Maybe this jet will save you one day, she's fitted with 24 rockets ! :o Testing now against destroyers ! :)

Well, that's devastating ! :arrgh!:

Else, I have problem with some planes : when they are shot down, they don't sink at all, but stay on the surface and don't stop to explode. Does anyone know where it comes from ???? Edit : problem solved.

Kendras
12-22-16, 04:58 PM
Installation repaired. Testing many new things on airplanes. I've also discovered that p51 crashed in water when p38 is activated in mods. :damn: Probably an ID conflict. :wah:

Need to hear sweet music to don't get crazy !

:k_confused:

Kendras
12-22-16, 05:37 PM
Now, when the airplane crashes in the water, the texture of the turning propeller disapears and the 3D model of the propeller is shown (no more turning) ! I've tried to make the 3D model appear when the engine was destroyed, but without success (tried why Remains Object controller, not working as it seems with my tests).

http://i.imgur.com/NUH3Tzw.png

Kendras
12-26-16, 04:55 PM
I've also discovered that p51 crashed in water when p38 is activated in mods. :damn: Probably an ID conflict.

Yes, that was that, I've just discovered the culprit ! :smug:

And now P51 is flying without any problem ! :rock:

Testpilot
12-28-16, 10:32 AM
great Mod....:Kaleun_Applaud:

Anvar1061
12-28-16, 11:24 AM
great Mod...
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
Where?

Kendras
12-28-16, 12:02 PM
Where?

Coming soon for the new year ! :)

great Mod....:Kaleun_Applaud:

Thanks ! :salute:

A6Intruder
12-28-16, 12:16 PM
great Mod....:Kaleun_Applaud:

Hi Testi,
you are badley missed here:
http://www.designmodproject.de/forum/modding-silent-hunter-3

Please use the gangway, most of us are still there.:up:
Best regards vom Flieger-Uffz.

Anvar1061
12-28-16, 12:19 PM
Hi Testi,
you are badley missed here:
http://www.designmodproject.de/forum/modding-silent-hunter-3

Please use the gangway, most of us are still there.:up:
Best regards vom Flieger-Uffz.

+100/500

Kendras
12-28-16, 03:22 PM
I was on the point to forget to add rockets on the Hurricane ! One of the most common airplane in SH3 ! :damn:

http://i61.photobucket.com/albums/h79/janswede/Aviation/hawker-hurricane-mk-iv-fighter-03_zpsaumqzdma.png

Working now on this !

https://upload.wikimedia.org/wikipedia/commons/7/73/No_20_Sqn_RAF_sergeant_with_rockets_Burma_1945.jpg

Wolfpack345
12-28-16, 09:37 PM
This looks awesome! Can't wait to try it!!! :up:

gap
12-29-16, 08:09 AM
@ Kendras:

I might have a little surprise for you concerning this mod.
Stay tuned :03::salute:

Kendras
12-29-16, 12:19 PM
@ Kendras:

I might have a little surprise for you concerning this mod.
Stay tuned :03::salute:

Really ? :)

New rockets and racks models ? :D

gap
12-29-16, 12:36 PM
Really ? :)

New rockets and racks models ? :D

You read in my... hard disc :D

Hope to send you the files tonight before I go to sleep :up:

Kendras
12-29-16, 02:51 PM
Rockets on the Hurricane !

http://i.imgur.com/NnThAp3.png

Kendras
12-31-16, 01:19 PM
Hope to send you the files tonight before I go to sleep :up:

I didn't receive anything.

gap
01-04-17, 03:24 PM
I didn't receive anything.

...for the reason that I didn't send them yet. :oops:
Sorry, I was busy during the last few days, and I need to look for the files in an old HD of mine.

I promise I will do it tomorrow. Now I have a quiet night in from of me, and I want to make some progress with... you know what :03: :salute:

Kendras
01-04-17, 03:35 PM
I promise I will do it tomorrow. Now I have a quiet night in from of me, and I want to make some progress with... you know what :03: :salute:

:D yes Sir ! :salute: The rock, not the rocket ! :har:

gap
01-04-17, 03:50 PM
:D yes Sir ! :salute: The rock, not the rocket ! :har:

:haha::O:

Kendras
01-05-17, 03:51 PM
Polishing the airplanes before release. Example of P-51 Mustang :

Features :
* .dat file : added a detailed 3D model for the pilot (not from me), modified the helix texture, modified the 3D propeller and made it visible underwater, deep improved the aircraft's texture, changed the model of the MG (3 fires instead of 2), modfied the structure of the MG nodes, added nodes for rockets (T01, T02, B01, B02).
* .sim file : added a node for each gun, corrected number of rounds.
* .zon file : improved collision spheres and zones
* .cfg and .eqp files : changed loadout parameters

http://i.imgur.com/QdgWtNm.png

I think that I will add rockets as option for each airplanes, except the P-47 Thunderbolt which was a bomber-fighter.

Else, viewing this video :
https://www.youtube.com/watch?v=MxTLndrf4QQ

:yep:

gap
01-05-17, 11:55 PM
Well done Kendras :up:

Kendras
01-06-17, 02:24 PM
Hey, I've found a new airplane : the Douglas SBD Dauntless. It was an american dive-bomber which could be fitted with rockets ! :) I've found it in Wolf Ocean Mod V3 (by Chinese U-47), I don't know original author .... Starting improvments, the loadout file is a total mess ....

http://i.imgur.com/0zObxa9.png

Kendras
01-06-17, 04:22 PM
http://i.imgur.com/juCUig8.png

A6Intruder
01-07-17, 03:31 AM
ImO its not a need that every Plane has to be fitted with Rockets. The Dautless was widley used to begin of WWII and was nearly allways used as a Dive Bomber as on your Picture shown.
Best regards:Kaleun_Salute:

Kendras
01-07-17, 05:56 AM
ImO its not a need that every Plane has to be fitted with Rockets. The Dautless was widley used to begin of WWII and was nearly allways used as a Dive Bomber as on your Picture shown.
Best regards:Kaleun_Salute:
Indeed, I won't add rockets to all the planes, only to those which were possibly fitted with rockets :). That reminds me that I have to add the Swordfish to my list. About the Dauntless, I will add rockets as optional loadout. Loadout parameters will be :

- basic = two 100 kg bombs
- option 1 = one 500 kg
- option 2 = one 500 kg + two 100 kg
- option 3 = two 100 kg + 2x4 rockets

:shucks:

Kendras
01-07-17, 09:53 AM
http://i.imgur.com/nhVR9Nx.png

Dauntless with brand new 5 inch rockets racks that I've just created !

Else, I've added new sounds for the rockets, created with the video of my previous post. Also tweaked the sh3.sdl to hear the sound from far away ! :|\\

Kendras
01-07-17, 05:28 PM
Unfortunately, it seems impossible to set the historical speed to the rockets, because with 217 meters per second, they systematically miss the target. I have to set at least 500 meters per second to have some accurate shootings. :-?

5 inch rockets racks that I've just created !

http://i.imgur.com/p9MJn2A.png

I have no precise plans, so the 5 inch rockets may be at the wrong scale. For me, it seems that they are a bit too big ... :hmmm:

Kendras
01-08-17, 12:15 AM
http://i.imgur.com/cIQGS9H.png

I need someone to remap the marks of this beautiful model of Grumman Avenger (Author is Rubini, or he just converted this unit from another game, I don't know). Here are the parts of the texture to use :

http://i.imgur.com/HJt9CTG.png

PM me if you want to help !

:Kaleun_Wink:

Anvar1061
01-08-17, 06:02 AM
PM me if you want to help !

http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://yadi.sk/d/F9fbYjsy37kYqw
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
PM

Kendras
01-08-17, 09:26 AM
https://yadi.sk/d/F9fbYjsy37kYqw
:Kaleun_Wink:
PM

Thank you very much Anvar1061 ! :salute: :yeah:

That was what I needed ! It's the same plane as me, but with the american marks directly painted on the texture. :)

Else, I didn't know that it was Testpilot's airplane. In Wreford Brown's mod, the readme says that it is Rubini. :o

Kendras
01-08-17, 10:01 AM
And last but not least, the High Velocity 5 Inch Aircraft Rockets (HVAR) ! :)

http://i.imgur.com/8BMbsLL.png

http://i.imgur.com/xMfibgT.png

I have the same problem as for the Wildcat, the surfaces don't look smooth ... :hmmm:

Kendras
01-08-17, 09:53 PM
Finished work on the Swordfish !

* .dat file : changed all bombs nodes, resized the helix and changed its texture and speed of rotation, modified a bit the 3D model (wheels' position, motor and glasses), improved slightly the texture of the airplane, changed the pilot's 3D models (P01) using the library file provided with the Dauntless airplane.
* .cfg and .eqp files : changed all the loadout definitions
* .zon file : reworked all the collision and types zones
* .sim file : still have to check MG nodes, but another day.

http://i.imgur.com/kTqWIrN.png

What you can sea on the pic is the basic loadout in end of 1944 - 1945.

; basic loadout (3 depth bombs)

[Equipment 1]
NodeName=B01
LinkName=NULL

[Equipment 2]
NodeName=B02
LinkName=NULL

[Equipment 3]
NodeName=B03
LinkName=NULL
StartDate=19380101
EndDate=19430901

[Equipment 4]
NodeName=B03
LinkName=3.5''AR_gun
StartDate=19430902
EndDate=19440601

[Equipment 5]
NodeName=B03
LinkName=5''AR_gun
StartDate=19440602
EndDate=19451231

[Equipment 6]
NodeName=B04
LinkName=AirDepthCharge
StartDate=19380101
EndDate=19440601

[Equipment 7]
NodeName=B04
LinkName=NULL
StartDate=19440602
EndDate=19451231

[Equipment 8]
NodeName=B05
LinkName=AirDepthCharge

[Equipment 9]
NodeName=T01
LinkName=3.5''AR_rack
StartDate=19430902
EndDate=19440601

[Equipment 10]
NodeName=T01
LinkName=5''AR_rack
StartDate=19440602
EndDate=19451231

[Equipment 11]
NodeName=P01
LinkName=Pilot_Plane_Kendras


; 6x100Kg Bombs

[Equipment 12]
NodeName=B01
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 13]
NodeName=B02
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 14]
NodeName=B03
LinkName=Bomb100Kg
Loadout=6x100Kg Bombs

[Equipment 15]
NodeName=B04
LinkName=NULL
Loadout=6x100Kg Bombs

[Equipment 16]
NodeName=B05
LinkName=NULL
Loadout=6x100Kg Bombs

[Equipment 17]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=6x100Kg Bombs


; 1x500Kg Bomb

[Equipment 18]
NodeName=B01
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 19]
NodeName=B02
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 20]
NodeName=B03
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 21]
NodeName=B04
LinkName=Bomb500Kg
Loadout=1x500Kg Bomb

[Equipment 22]
NodeName=B05
LinkName=NULL
Loadout=1x500Kg Bomb

[Equipment 23]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=1x500Kg Bomb


; 2x100Kg Bombs + 2x4 Rockets

[Equipment 24]
NodeName=B01
LinkName=Bomb100Kg
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 25]
NodeName=B02
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430901
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 26]
NodeName=B02
LinkName=NULL
StartDate=19430902
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 27]
NodeName=B03
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430901
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 28]
NodeName=B03
LinkName=3.5''AR_gun
StartDate=19430902
EndDate=19440601
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 29]
NodeName=B03
LinkName=5''AR_gun
StartDate=19440602
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 30]
NodeName=B04
LinkName=NULL
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 31]
NodeName=B05
LinkName=NULL
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 32]
NodeName=T01
LinkName=3.5''AR_rack
StartDate=19430902
EndDate=19440601
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 33]
NodeName=T01
LinkName=5''AR_rack
StartDate=19440602
EndDate=19451231
Loadout=2x100Kg Bombs + 2x4 Rockets

[Equipment 34]
NodeName=P01
LinkName=Pilot_Plane_Kendras
Loadout=2x100Kg Bombs + 2x4 Rockets


During a test with three Me262 attacking together with salvos of R4M rockets :

http://i.imgur.com/VXOABEA.png

gap
01-09-17, 12:10 PM
Hi Kebdras,

I have finally found my model of the RP-3 rocket (https://en.wikipedia.org/wiki/RP-3), used by the RAF and RN: :03:

http://i519.photobucket.com/albums/u359/taneshikimano/RP3%20rockets.png?t=1483891633

It includes: a launching rail, the 60 lb HP warhead and the 25 lb AP warhead.

Note that this is a different weapon from the 2.75 inch FFAR (https://en.wikipedia.org/wiki/Folding-Fin_Aerial_Rocket), the 3.5-Inch FFAR (https://en.wikipedia.org/wiki/3.5-Inch_Forward_Firing_Aircraft_Rocket), the 5-inch FFAR (https://en.wikipedia.org/wiki/5-Inch_Forward_Firing_Aircraft_Rocket) and the HVAR (https://en.wikipedia.org/wiki/High_Velocity_Aircraft_Rocket) used by the American, and the Soviets had their own airborne unguided rockets (https://en.wikipedia.org/wiki/RS-82_(rocket_family)) too that can be simulated in game :D

While looking for the British rocket on my HD, I have discovered that I had modelled a FFAR rocket as well, I think the 5-in one, but it is not textured yet. If you send me the library files where you have stored the rocket launchers and projectiles, I will update them with the models I have ready so far :salute:

Anvar1061
01-09-17, 12:35 PM
Excellent cooperation and mutual!
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif

gap
01-09-17, 12:55 PM
Unfortunately, it seems impossible to set the historical speed to the rockets, because with 217 meters per second, they systematically miss the target. I have to set at least 500 meters per second to have some accurate shootings. :-?

What rocket is the 217 m/s figure relative to? Rocket's accuracy was an issue even in real WWII warfare. From Wikipedia:

...as it [the RP-3 rocket] was unguided aiming was a matter of judgment and experience. Approach to the target needed to be precise, with no sideslip or yaw, which could throw the RP off line. Aircraft speed had to be precise at the moment of launch, and the angle of attack required precision. Trajectory drop was also a problem, especially at longer ranges.

Increasing rockets' speed in game might be a good compromise anyway. The maximum speeds reported by many sources include the lettering "+ aircarft speed", but I don't know if velocity inherited from the launching aircraft is simulatred in game for gun shells. An easy way to test it would be giving the rocket launcher a ridiculously low speed, and see if the rocket falls down almost vertically rather than following a parabolic trajectory. We should also take in account that, being self-propelled, real rockets have a steedier horizontal speed and their trajectory is flatter compared to a normal gun shell, but this can't be simulated in game.

On an unrelated note, long ago I had an idea for making rockets to disappear from their racks after launch, but never had time to test it:

- attach a rocket model to each launcher as a separate mesh, near the (virtual) gun muzzle;
- make it destroyable, and create a new zone for it with a very low AP value (so that it can take damage from an explosive charge with low penetration properties) and a very high HP value (so that even if damaged by normal ordnance, it wont be easily detsroyed as long as its parent projector is not destroyed);
- create a new muzzle flash effect for the virtual rocket gun, and make it to spawn an explosive charge (similar to TDW's fire effects)
- set this explosion with a low AP value and a small blast radius (so that no other object but the rockets under aircraft wings will take damage from it), and an HP value high enough that the rocket in the rail gets detsroyed at once when a rocket is fired.

The same could be done for virtual torpedoes and other ordnance which should disappear from the launching unit once fired. Might it work? :hmm2:
-

Kendras
01-09-17, 01:11 PM
What rocket is the 217 m/s figure relative to ?

The 5" FFAR. From Wikipedia : Performance was limited because of the increased weight, limiting speed to 780 km/h (= 217 m/s).

I don't know if velocity inherited from the launching aircraft is simulatred in game for gun shells. An easy way to test it would be giving the rocket launcher a ridiculously low speed, and see if the rocket falls down almost vertically rather than following a parabolic trajectory.

I think it's not simulate, but that's just my opinion. Tests are needed to check.

On an unrelated note, long ago I had an idea for making rockets to disappear from their racks after launch, but never had time to test it:

I though about that too. Have to try ! :yep:

- make it destroyable, and create a new zone for it with a very low AP value (so that it can take damage from an explosive charge with low penetration properties) and a very high HP value (so that even if damaged by normal ordnance, it wont be easily detsroyed as long as its parent projector is not destroyed)

You mean AL, not AP ? Armor level ?

- create a new muzzle flash effect for the virtual rocket gun, and make it to spawn an explosive charge (similar to TDW's fire effects)

What is TDW ?

gap
01-09-17, 01:29 PM
The 5" FFAR. From Wikipedia : Performance was limited because of the increased weight, limiting speed to 780 km/h (= 217 m/s).

:up:

I think it's not simulate, but that's just my opinion. Tests are needed to check.

Maybe. If it wasn't, increasing rockets nominal speed by taking aircraft speed into account would be realistical :03:


I though about that too. Have to try ! :yep:

:up:


You mean AL, not AP ? Armor level ?

I think in the editors is called AP for "Armor Piercing", but yes, we are talking about the same thing :)

What is TDW ?

TheDarkWraith aka RacerBoy

P.S: have you seen post #43 in this thread?

Kendras
01-09-17, 01:40 PM
I think in the editors is called AP for "Armor Piercing", but yes, we are talking about the same thing.

No. You have different shells types : AP (armor piercing) and HE (highly explosive). In Zones.cfg, you have Armor Level and HP (hitpoints).

P.S: have you seen post #43 in this thread?

:D Yes. I was on the point to answer you. Well very nice models, that's sad that it's not the rockets that I have worked on ... So we have to think about modelling them, on the base of yours. So here is my idea : I release a first version of my work (kind of beta test) with no highly modelled rockets, and we work for a second versions with improvments. :03:

I would like to have something simple : 3 types of rockets :
- first as anti-submarine warfare (with no explosive head, just piercing) : 3.5" FFAR
- second which is the same with explosive but low speed : 5" FFAR
- third with explosive and better speed : 5" HVAR.

About R4M rockets on the Me262, it's just for fun, these rockets were against bombers airplanes, and I doubt that they could be used against shipping. :doh:

Kendras
01-09-17, 01:43 PM
Rocket's accuracy was an issue even in real WWII warfare.

Sure, but in-game, the rockets just missed EVERYTIME, they were ALWAYS shot in front of the ships, whatever the distance between airplane and target, kind of wrong computering. :hmmm:

Kendras
01-09-17, 02:19 PM
If you send me the library files where you have stored the rocket launchers and projectiles, I will update them with the models I have ready so far :salute:

Here are the .dat files : could you tell me if my models have the proper size please ? I think that the 5" rack/rocket is a bit too big and/or the 3" rack/model too small ... :hmmm: What do you think ?

http://www.mediafire.com/file/u828973cuu8ci0h/Rockets_Library.zip

gap
01-09-17, 08:03 PM
No. You have different shells types : AP (armor piercing) and HE (highly explosive). In Zones.cfg, you have Armor Level and HP (hitpoints).

In the AmmoDamageInfo the same value is called AP, but we can call it whatever as long as we understand each other :O:


:D Yes. I was on the point to answer you. Well very nice models, that's sad that it's not the rockets that I have worked on ... So we have to think about modelling them, on the base of yours. So here is my idea : I release a first version of my work (kind of beta test) with no highly modelled rockets, and we work for a second versions with improvments. :03:

Rockets are very simple objects and on the web there is plenty of information and drawings of them. Modelling them shouldn't pose any problem, but may I ask why you decided not to include British rockets in game? The British were the main and the closest German enemies (whereas American fighters were mostly deployed in the Pacific and in the Mediterranean, their usage in the Atlantic being limited mostly to to escort-carrier-based airwings), and their usage of airborne rockets in ASW role is well documented. Directly or indirectly, they caused the loss of severla U-boats, and they might have played a role in the early dismissal of Doenitz U-Flaks. In my opinion your mod shoudn't miss them :yep:

Sure, but in-game, the rockets just missed EVERYTIME, they were ALWAYS shot in front of the ships, whatever the distance between airplane and target, kind of wrong computering. :hmmm:

I see. Just in case, have you tried playing with the max range/angle and the elevation speed of their gun? Those parameters might play a role.

Here are the .dat files : could you tell me if my models have the proper size please ? I think that the 5" rack/rocket is a bit too big and/or the 3" rack/model too small ... :hmmm: What do you think ?

You can check yourself: 1 unit legth in Wings3D is equal to 10 m in the real world. WWII rocket sizes are well documented on the web. :03:

The rockets should look more or less like this:

http://img.photobucket.com/albums/v354/ththomason/35-inchAircraftRocket.png http://www.designation-systems.net/dusrm/app4/ffar.jpg
3.5" FFAR. Dimentions:8.255 cm motor diameter; 8.89 cm warhead diameter; 139.7 cm total lenght = 114.3 cm motor length + 25.4 cm warhead length. These dimensions are not compatible with the drawing on the right, which is too short, but they are with the picture on the left.

The picture below shows the 2.3368 m-long channel-slide launchers. According to wikipedia they were causing eccessive drag and they were replaced with zero-lenght launchers in May '45.

http://mtdata.ru/u23/photo647A/20254783607-0/original.png

http://www.designation-systems.net/dusrm/app4/5in-ffar-1.jpg
5" FFAR, basically a 3.5" motor with a 5" HE warhead in place of the solid steel warhead of its predecessor (8.255 cm motor diameter; 12.7 warhead diameter; 1.651 m total length)

I am not too sure about the warhead in the drawing above though. After having considered several pictures, I think the 5" rocket came in two versions. In one of them, the warhead is fitted with a pointed nose fuze:

https://upload.wikimedia.org/wikipedia/commons/thumb/3/37/5in_FFAR_F4U_MAG-33_Okinawa_Jun1945.jpg/800px-5in_FFAR_F4U_MAG-33_Okinawa_Jun1945.jpg

At first glance the second version looks almost identical, except for the fuze, which looks more blunted:

http://www.vmb613.com/images/navarre44c.jpg

I wonder if .they really are different fuzes, or rather the fuze could be covered with a pointed nose cap absent from some pictures. In any case the aforementioned drawing seems a poor representation of the "smooth-nose" rocket.

Last, a close-up picture showing a detail of the fin assembly:

http://www.eugeneleeslover.com/G_PAGE_259_FIGURE_11C3.jpg

Also note the "zero-length" launchers, visible in the three pictures above.

http://2.bp.blogspot.com/_GbPcI30qhvQ/S7OZy7xhKnI/AAAAAAAAAiI/AwFcxRG0xLU/s1600/Rockets+4.jpg
http://64.78.11.86/uxofiles/mulvaney/images/5-IN-HVAR.jpg
The 5" HVAR. Dimensions: 1.7272 m total lenght; 12.7 cm diameter; 39,6875 cm wingspan.

Again, pictures available on the web show the rocket either in the pointed or smooth-fuzed wahead configurations:

http://i1378.photobucket.com/albums/ah97/denisbonetti9/F%206F%20HELLCAT/hvar_zpssmnz4hfk.jpg https://c1.staticflickr.com/3/2186/2060519939_003e91a0c8_b.jpg
pointed nose

https://images4.sw-cdn.net/product/picture/625x465_207263_238996_1459303017.jpg http://combatace.com/uploads/monthly_04_2015/post-15260-0-29301700-1428175097.jpg
smooth nose

a detail of the exhaust (replica):
http://sunhoolove.img.paran.com/Kit/ka-model/MA48005/MA48005_8.jpg

Drawings of the zero-length suspension stubs:

http://www.zenoswarbirdvideos.com/Images/P-51/P-51ROCKETLAUNCH.gif http://i20.photobucket.com/albums/b212/Capitanstratos/FM2.jpg

Kendras
01-09-17, 09:20 PM
In the AmmoDamageInfo the same value is called AP, but we can call it whatever as long as we understand each other :O:

Ah yes, I see what you mean.

may I ask why you decided not to include British rockets in game?

Because I wanted a simple mod with a few rocket types, and I had only bad models. But now, you're here to bring new stuff, and that's good !

The British were the main and the closest German enemies (whereas American fighters were mostly deployed in the Pacific and in the Mediterranean, their usage in the Atlantic being limited mostly to to escort-carrier-based airwings), and their usage of airborne rockets in ASW role is well documented. Directly or indirectly, they caused the loss of severla U-boats, and they might have played a role in the early dismissal of Doenitz U-Flaks. In my opinion your mod shoudn't miss them :yep:

Well, you convinced me ! :03:

I see. Just in case, have you tried playing with the max range/angle and the elevation speed of their gun? Those parameters might play a role.

Yes exactly, and it changed nothing. Except when I tried an angle of 90°, the rockets were near zero speed....

You can check yourself: 1 unit legth in Wings3D is equal to 10 m in the real world. WWII rocket sizes are well documented on the web. :03:

Well, I have to learn how to measure objects in Wings3D ... :06:

3.5" FFAR. Dimentions:8.255 cm motor diameter; 8.89 cm warhead diameter; 139.7 cm total lenght = 114.3 cm motor length + 25.4 cm warhead length.

2.3368 m-long channel-slide launchers.

5" FFAR, basically a 3.5" motor with a 5" HE warhead in place of the solid steel warhead of its predecessor (8.255 cm motor diameter; 12.7 warhead diameter; 1.651 m total length)

The 5" HVAR. Dimensions: 1.7272 m total lenght; 12.7 cm diameter; 39,6875 cm wingspan.

Well, it's very precise ! :yep:

Anvar1061
01-10-17, 01:23 AM
Well, it's very precise !

The devil is in the details!

gap
01-10-17, 01:34 AM
Because I wanted a simple mod with a few rocket types, and I had only bad models. But now, you're here to bring new stuff, and that's good !

...and you inspired me with a series of amazing mods :yeah:


Yes exactly, and it changed nothing. Except when I tried an angle of 90°, the rockets were near zero speed....

Okay. On a side note, how did you set the parameters of the 3.5" FFAR launcher? In theory the shooting aircraft should aim for the water line, slightly in front of the target:

The warhead contained no explosive. The rocket's nose was a solid steel mass, weighing 20 pounds (9.1 kg), that punctured the pressure hull of a target submarine through the kinetic energy and momentum from its high velocity and mass. The nose of the 3.5" FFAR was given a relatively blunt conical shape that had been shown experimentally to give a maximum pitch-up of the nose as the rocket entered the water. This caused the rocket to shoot forward at a shallow depth deadly to submarines that were surfaced or traveling at snorkel or periscope depth. The rockets were launched in a shallow dive, since entry into the water at too steep an angle would defeat their ability to shoot forward at the required shallow depth. The rocket remained lethal even after passing through up to 130 feet of water, giving the pilot a target several times the actual size of the submarine. The sweet spot for targeting was considered to be 60 feet in front of the near side of the submarine. Typical firing range was about 1500 yards.

I don't know if something like that can be simulated in game though :hmm2:


Well, I have to learn how to measure objects in Wings3D ... :06:

Everything about WIngs3D is very simple and intutive: select an edge, and you can read its length on the left of the top bar; select two vertices, and their distance (absolute and on the three axis) is shown in the same spot :up:

Kendras
01-10-17, 01:09 PM
I had an idea for making rockets to disappear from their racks after launch, but never had time to test it:

- attach a rocket model to each launcher as a separate mesh, near the (virtual) gun muzzle;
- make it destroyable, and create a new zone for it with a very low AP value (so that it can take damage from an explosive charge with low penetration properties) and a very high HP value (so that even if damaged by normal ordnance, it wont be easily detsroyed as long as its parent projector is not destroyed);
- create a new muzzle flash effect for the virtual rocket gun, and make it to spawn an explosive charge (similar to TDW's fire effects)
- set this explosion with a low AP value and a small blast radius (so that no other object but the rockets under aircraft wings will take damage from it), and an HP value high enough that the rocket in the rail gets detsroyed at once when a rocket is fired.

Testing now this "explosive" solution ! :03:

Everything about WIngs3D is very simple and intutive: select an edge, and you can read its length on the left of the top bar; select two vertices, and their distance (absolute and on the three axis) is shown in the same spot

Great ! :up:

Kendras
01-10-17, 02:03 PM
I've just managed to put an explosive input on the rocket launch event ! :har:

http://i.imgur.com/IFpAFNL.png

So it should be easy now. Just have to tweak some parameters values.

gap
01-10-17, 02:50 PM
I've just managed to put an explosive input on the rocket launch event ! :har:

http://i.imgur.com/IFpAFNL.png

So it should be easy now. Just have to tweak some parameters values.

Amazing! :rotfl2:

Note that the approach I suggested, if it works, might require each rail/launcher to be a separate gun. The reason is that the virtual muzzle that the explosive flash effect is spawned from, needs to be really close to the "unarmed" rocket model (the one attached to the rail), for it to be destroyed by the explosion.
When a multiple-muzzle gun is elevated/traned, its muzzles move away from gun's pivot point, so it it would be impossible making sure that the muzzles are always close to their respective rocket, unless we make rockets to unrealistically turn together with the virtual barrels. On the contrary, if we have separate launchers for each rocket, the one muzzle and the one roket can be placed on the same coordinates as the pivot point of the virtual gun, and the muzzle will alway "fire" its explosive charge at the center of the corresponding rocket, no matter whan gun's elevation/training is.

Some other advantage of having a separate gun for each rocket, is that we could place any number of rails under aircraft wings (2, 4, 5, etc for each wing) , we could have any combination of rocket rails (say for example 2 AP + 2 HE for each wing) and by moving the equipment nodes appropriately we could make each rail to follow more closely wing's profile.
The one downside that I can think of, is the time required to create multiple rocket hardpoints on aircraft models, and for setting their equipment files appropriately :)

Kendras
01-10-17, 03:01 PM
Amazing! :rotfl2:

Note that the approach I suggested, if it works, might require each rail/launcher to be a separate gun. The reason is that the virtual muzzle that the explosive flash effect is spawned from, needs to be really close to the "unarmed" rocket model (the one attached to the rail), for it to be destroyed by the explosion.
When a multiple-muzzle gun is elevated/traned, its muzzles move away from gun's pivot point, so it it would be impossible making sure that the muzzles are always close to their respective rocket, unless we make rockets to unrealistically turn together with the virtual barrels. On the contrary, if we have separate launchers for each rocket, the one muzzle and the one roket can be placed on the same coordinates as the pivot point of the virtual gun, and the muzzle will alway "fire" its explosive charge at the center of the corresponding rocket, no matter whan gun's elevation/training is.

Some other advantage of having a separate gun for each rocket, is that we could place any number of rails under aircraft wings (2, 4, 5, etc for each wing) , we could have any combination of rocket rails (say for example 2 AP + 2 HE for each wing) and by moving the equipment nodes appropriately we could make each rail to follow more closely wing's profile.
The one downside that I can think of, is the time required to create multiple rocket hardpoints on aircraft models, and for setting their equipment files appropriately :)

I perfectly understand and I agree with you.

gap
01-10-17, 04:02 PM
I perfectly understand and I agree with you.

Another possible advantage of the one rail/one gun approach is this:

A typical RP-3 installation was 4 projectiles on launching rails under each wing. A selector switch was fitted to allow the pilot to fire them singly (later omitted), in pairs, or as a full salvo. Towards the end of the war some RAF Second Tactical Air Force Hawker Typhoons had their installation adapted to carry an additional four rockets doubled up under the eight already fitted.

If a group of four rails is set as a single gun, they will always fire their rockets as a salvo. On the contraty, if each rail is a separated gun, depending on circumstances chances are that the AI pilot will fire his rocket loadout in two or more attack runs. There are things we could do for making this evenience more likely (like having two copies of each laucher/rocket to be fitted on the same plane, each with slightly different gun settings), though it actually happening is largely out of our control :D

Kendras
01-10-17, 04:49 PM
When a multiple-muzzle gun is elevated/traned, its muzzles move away from gun's pivot point, so it it would be impossible making sure that the muzzles are always close to their respective rocket, unless we make rockets to unrealistically turn together with the virtual barrels.

Well, to be sure, I've tested by putting a flak fire effect at the place of the 4 muzzles rockets gun. Each muzzle effect is always centered on its own rocket.

If a group of four rails is set as a single gun, they will always fire their rockets as a salvo.

Not at all. You can separate each launch by the time you want. You just have to set whatever value you want for the recoil time (2 seconds for example). You can also simulate several separated salvos by setting a reload time (3 seconds for example), and you choose clip size=2 : that means that 2 rockets will be launched (separated by the recoil time) and 3 seconds will pass before another salvo of 2 rockets is fired.

On the contraty, if each rail is a separated gun, depending on circumstances chances are that the AI pilot will fire his rocket loadout in two or more attack runs.

No. In this case, all guns will fire at the same time.

About my tests. I don't manage to make the rockets destroyed when fired. The airplane (wings + engine) is destroyed (even with a min/max radius=0.000001 for the ammo damage). It seems that a very small explosion is impossible. I have tested further with max radius=0 : the wings are no more destroyed but the rockets still don't disappear. And when the airplane falls in the water, only the rockets on the left wing disappear because of the depth. :hmmm: :hmmm: :doh:

Kendras
01-10-17, 05:44 PM
Have to fix the crazy machine guns of this plane ... :o

http://i.imgur.com/ACpfXnG.png

gap
01-10-17, 06:07 PM
@ Kendras

What is the minimum armor level of the aircraft you are using for your tests (considering CollionableObject's AL of the plane and the AL of its wings/engine)? It is probably something between 0.5 and 2. If so, have you tried setting the AP value of the spawned explosive charge and of the dummy rockets on the racks to 0? To be sure also set the minimum radius of the explosive charge smaller than the maximum radius (let's say 0 and 0.1 for a start) and set Min and MaxEF to the same value (let's say double the hit points required for the dummy rocket to be destroyed).

If you followed these instructions and the plane still gets destroyed before the rockets in its racks, then I am afraid there is not alternative but reducing the Min and MaxEF of the explosive and the HP of the dummy rockets to something veeeery low. The plane would still get damaged, but the damage would be so modest that the player won't notice it. The downside is that the rockets would disappear from under the wings even when they are subject to enemy fire, but I think we can live with it :)

Kendras
01-10-17, 06:46 PM
What is the minimum armor level of the aircraft you are using for your tests (considering CollionableObject's AL of the plane and the AL of its wings/engine)?

AL/HP (armor level/hitpoints) :
unit "Avenger" = 1/300
front wings = 11/110
engine = 14/70

explosive charge spawned :
MinEF=1
MaxEF=10
AP=100
MinRadius=0
MaxRadius=0,000000001

Rocket new zone :
Multiplier=1
Flotability=0
HitPoints=5
Destructible=Yes
Armor Level=90
Critic Flotation=0
Critical=No
FloodingTime=1
CargoType=None
Crash Depth=10
Effect1=#plane_on_fire, 50

It is probably something between 0.5 and 2. If so, have you tried setting the AP value of the spawned explosive charge and of the dummy rockets on the racks to 0?

No, maybe I will try this.

To be sure also set the minimum radius of the explosive charge smaller than the maximum radius (let's say 0 and 0.1 for a start) and set Min and MaxEF to the same value (let's say double the hit points required for the dummy rocket to be destroyed).

Already tested.

I'm trying another solution. If I fail, I will try a bit more with your/TDW solution.

gap
01-10-17, 07:18 PM
Try with these values:

explosive charge spawned
MinEF=1000
MaxEF=1000
AP=0
MinRadius=0
MaxRadius=0.1

Rocket new zone
Multiplier=1
Flotability=0
HitPoints=500
Destructible=Yes
Armor Level=0
Critic Flotation=0
Critical=No
FloodingTime=1
CargoType=None
Crash Depth=1000

If the Avenger still explodes, try reducing charge's Min/MaxEF and rocket's HitPoints to 2 and 1 respectively (I am not sure whether decimal numbers are valid HP entires; if they are, something like 0.25 and 0.0625 respectively, would be even better...)

If the Avenger finally doesn't explode but the dummy rockets don't disappear, try increasing a bit the max radius of the explosive charge and moving gun's muzzles away from the dummy rocket. It is possible that if an explosion happens within an object, that object can't get damaged (i.e. the explosion must impact its damage box from outside) :hmm2:

Kendras
01-10-17, 07:31 PM
It is possible that if an explosion happens within an object, that object can't get damaged (i.e. the explosion must impact its damage box from outside) :hmm2:

Yeah, I though about that too. But the spawned explosion has no speed.

Kendras
01-10-17, 09:12 PM
I've found how to prevent the plane to explode. But the rockets still don't disappear ...:damn:

Further tests tomorrow, mayge the night will teach me something ...
:Kaleun_Sleep:

gap
01-11-17, 03:39 AM
I've found how to prevent the plane to explode.

:up:

Did you apply my suggested settings or how else did you manage doing that?

But the rockets still don't disappear ...:damn:

But the spawned explosion has no speed.

I didn't suggest the explosion to move away from the dummy rocket due to its own speed, but you to move the muzzle that the explosion generates from away from the rocket :03::D

Doing that might be unpractical, because muzzle's position in the 3D world, is also where the real rockets spawn from after being fired, and they departing the plane several cm away from their supposed initial position would look a bit odd.
There is a possible workaround though: get a basic mesh, attach it to the rocket rail as a separate object, place it near the position of the virtual rocket gun muzzle but not on top of it (neither its 3D mesh nor its damage box should overlap the muzzle), make it invisible, and set it to be destroyable applying to it the new damage zone. Set then the node of the dummy rocket model as a child of the invisible mesh. If everything works well, the invisible equipment should get destroyed by the explosion (just like aircraft wings and engine before your tweak), and its child rocket model should disappear from the SHIII world...

Kendras
01-11-17, 09:41 PM
:nope: disappointing ..... nothing is working ..... yet.

Kendras
01-11-17, 10:13 PM
Sorry, but I give up with this problem. I've spent more than 20 hours with tests of all kind, and I won't do more. If you want to test by yourself, I can send you my files. Maybe you will have more luck than me ...

Anvar1061
01-11-17, 10:48 PM
Leave missiles under their wings and go!

Kendras
01-11-17, 11:13 PM
Leave missiles under their wings and go!

Jawohl ! :salute:

gap
01-12-17, 02:55 AM
Sorry, but I give up with this problem. I've spent more than 20 hours with tests of all kind, and I won't do more. If you want to test by yourself, I can send you my files. Maybe you will have more luck than me ...

Yes please, send them to me, and sorry for your disappointment :)
If nothing works, it is also possible that, due to game mechanics, an equipment can't get damaged by its own fire. I will see if putting the rockets in a separete equipment will make any difference :up:

Kendras
01-12-17, 06:49 AM
I have finally something working .... but the way it works is strange .... further tests needed .... I tell you more this evening .... or later ..... :salute:

gap
01-12-17, 05:05 PM
I have finally something working .... but the way it works is strange .... further tests needed .... I tell you more this evening .... or later ..... :salute:

:up:

Can't wait for your news!

Kendras
01-12-17, 07:07 PM
So, I will explain you how it works.

How did I succeed ? First because I'm obstinate. :hmmm: And second thanks to gap's excellent ideas. Thank you bro ! :Kaleun_Thumbs_Up:

Now, here are the details : :Kaleun_Salivating:

First, I've removed the collision boxes and zones from the wings to prevent them to be destroyed by the explosion input. Now, I could probably add them again without any problem I think, I didn't test.

I've separated the 3D model of the rockets from the rack and made it child node. Perhaps I could also put the virtual gun as child node to have more simple loadout definitions files.

I've added a "trigger" under each rack placement in the airplane .dat file. For these triggers, I've created a special zone in the Zones.cfg.

To have these triggers destroyed when a rocket is fired, 3 things are necessary :

- a collision sphere, whatever size or location.
- the new type-box, but with an armor level different from -1 (which is odd, because -1 means that the value is the one in the Zones.cfg file which is 90) : if you set 90 instead of -1, it works ! (it's very odd). This type-box is linked to the object of the rockets model in the guns_SB.dat file. Thus, when the trigger is destroyed, the rockets model disappear.
- a 3D model (which can be invisible, but I let it visible for my tests, so I can see it when destroyed).

And finally, I've created an explosion input. For that, I downloaded The Dark Wraith mod about fire destroying the ships. I've understood the process and created a file containing the settings for a single explosion. There is an odd thing here : there must be a very high value (200) to destroy a zone with only 20 hitpoints ...

Anyway. This explosion is linked to the particles.dat file where the effect of rocket launch event is stored. Moreover, the explosion is in a child node which allows to put it UNDER the wings, where I placed the triggers. Thus, the explosion can't destroy the wings ! :know:

And that's it.

To better understand what's going on, I've added some visual marks (small light stars) spawned when an event occures. The red stars indicate the location of the explosion impulses. The blue stars indicate the location of each rocket-shell departure and last 5 seconds during which you can see the virtual gun moving on the left or on the right, you will see that the marks are always placed in the rockets models.

So, maybe now you want to see this by yourself ? :) No problem, here is my experimental airplane with the necessary files for the rockets. And also a single mission to test (called "rockets"). It is JSGME ready.

http://www.mediafire.com/file/kvs7q79fc9t1acv/ROCKET_TESTING.zip

But before installing, you have to create a new zone in Zones.cfg (a new number at the end of the list (example : 192=Rocket), and a new paragraph), and report its number in the airplane .zon file (for each trigger, the actual number is 192, but maybe it will be different for you). The zone settings are :

[Rocket]
Multiplier=1.0
Flotability=0.0
HitPoints=20
Destructible=Yes
Armor Level=90
Critic Flotation=0.3
Critical=No
FloodingTime=1
CargoType=None

For testing, there are 40 rockets for each gun, one rocket is launched every second. I've made them inoffensive for your U-Boot.

A strange thing is that sometimes, more than 5 rockets are launched and the rockets model is not destroyed. That's why I made bigger boxes in .zon file but without success. I was on the point to test with a bigger 3D model for one of the trigger. Perhaps by adding more collision spheres ?

You see ? That was a hard work, and it's still not perfect, even if I spent near 25 hours in tests. Thank you very much gap for your excellent advice which helped me to solve the problem. Have fun with tests, and tell me what could be improved, and how ??

:salute:

Last thing : I didn't manage to fix the crazy forward machine guns of the Avenger, also firing straight forward when the U-Boot is behind ... :doh:

Anvar1061
01-13-17, 11:26 AM
I get the wrong suspension missiles
http://s6.uploads.ru/t/Q4Img.jpg
http://sh.uploads.ru/t/FaKim.jpg

Kendras
01-13-17, 11:54 AM
I get the wrong suspension missiles
http://s6.uploads.ru/t/Q4Img.jpg
http://sh.uploads.ru/t/FaKim.jpg

:) That's normal. What you see are the triggers models. They will be invisible in the final version !


- a 3D model (which can be invisible, but I let it visible for my tests, so I can see it when destroyed).

Anvar1061
01-13-17, 12:05 PM
:) That's normal. What you see are the triggers models. They will be invisible in the final version !
http://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Niume
01-13-17, 03:22 PM
Kendras your work is amazing :Kaleun_Salute:. join WAC TEAM

gap
01-13-17, 04:16 PM
So, I will explain you how it works...

Brilliant :yeah:

Thank you very much gap for your excellent advice which helped me to solve the problem.

My pleasure mate!

Have fun with tests, and tell me what could be improved, and how ??

Believe it or not, I currently don't have SHIII installed, though I have an old installation of it + GWX in the hard disc of an old laptop with I now use as external storage. This is to say that I cannot test your testing mod directly, but I have downloaded it and I had a quick glance into it. I already have some suggestions, but I will wait posting them until I have a closer look into it :salute:

Last thing : I didn't manage to fix the crazy forward machine guns of the Avenger, also firing straight forward when the U-Boot is behind ... :doh:

I will have a look into it myself, but a later stage: now I have too many projects pending. By the way: I have the new model of the F4F Wildcat/Martlet almost ready for importing in game. Currently working on the textures; I am doing a major effort to have all the painting schemes (http://www.angelfire.com/dc/jinxx1/Wildcat/F4FColors.html) which were applied to the plane ad different stages of the war and in different scenarios, represented in game. Tedious but fun work at the same time. Wings Palette (http://wp.scn.ru/en/ww2/f/574/3/0) is a great resource for this kind of work :03:

Anvar1061
01-14-17, 04:20 AM
I will have a look into it myself, but a later stage: now I have too many projects pending. By the way: I have the new model of the F4F Wildcat/Martlet almost ready for importing in game. Currently working on the textures; I am doing a major effort to have all the painting schemes (http://www.angelfire.com/dc/jinxx1/Wildcat/F4FColors.html) which were applied to the plane ad different stages of the war and in different scenarios, represented in game. Tedious but fun work at the same time. Wings Palette (http://wp.scn.ru/en/ww2/f/574/3/0) is a great resource for this kind of work :03:

I did color quickly, without going into details. You can improve it by yourself on your choice. I only showed how.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif

gap
01-14-17, 05:12 AM
I did color quickly, without going into details. You can improve it by yourself on your choice. I only showed how.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif

Are these drawings (http://www.angelfire.com/dc/jinxx1/Wildcat/F4FColors.html) your work? :o :D

Anvar1061
01-14-17, 05:28 AM
Are these drawings (http://www.angelfire.com/dc/jinxx1/Wildcat/F4FColors.html) your work? :o :D
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2456710&postcount=39

gap
01-14-17, 06:44 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2456710&postcount=39

I see, you have updated Avenger's textures with Fleet Air Arm's markings. I have tried downloading your package, but unfortunately my antivirus blocked it :-?

Anvar1061
01-14-17, 07:27 AM
Rockets do not fly
I made the changes, as you said:
http://www.subsim.com/radioroom/showpost.php?p=2457819&postcount=75
http://s4.uploads.ru/t/I0aj9.jpg
http://s8.uploads.ru/t/7UDKL.jpg
http://sa.uploads.ru/t/vxPWY.jpg
But in a test mission in 1944, I get damage from exposure to the invisible. No missile launches and falling bombs, which are not on the suspension.

Kendras
01-14-17, 10:50 AM
Rockets do not fly

But in a test mission in 1944, I get damage from exposure to the invisible. No missile launches and falling bombs, which are not on the suspension.

Thank you for input. But what do you mean ? You don't see any rocket beeing fired ? You're taking damage : maybe from the machine guns ?

Kendras
01-14-17, 11:20 AM
http://i.imgur.com/ajtJcoj.png

It appears that the mechanism is not at all reliable. Sometimes, the rockets model disappears as soon as one rocket is fired. Sometimes, 2 or 3 rockets are necessary. And sometimes, the model doesn't disappear at all. And worse, the airplane is sometimes destroyed. Random effects ...

So I won't add this feature to my first version.

Anvar1061
01-14-17, 11:32 AM
Thank you for input. But what do you mean ? You don't see any rocket beeing fired ? You're taking damage : maybe from the machine guns ?
I do not have these beautiful rocket launches, and I do not see the falling bombs, and I get fatal damage.
http://i.imgur.com/VXOABEA.png

Kendras
01-14-17, 12:59 PM
I do not have these beautiful rocket launches, and I do not see the falling bombs, and I get fatal damage.

The white smoke is only for the rockets on the Me262. For the other, the smoke is black. About fatal damage, I don't understand ...

Else, I have resized all the rockets with the RL dimensions.

The devil is in the details!

Indeed :

http://i.imgur.com/msYeRcm.png

Anvar1061
01-14-17, 01:47 PM
Only the first plane dropped a bombs. Nevertheless, I will closely monitor the progress. I hope there are a lot of realistic skins. I will wait for the release.
http://s8.uploads.ru/t/9VunQ.jpg (http://uploads.ru/9VunQ.jpg)
http://s0.uploads.ru/t/Q2ZVT.jpg (http://uploads.ru/Q2ZVT.jpg)
http://s3.uploads.ru/t/dg6hC.jpg (http://uploads.ru/dg6hC.jpg)
http://sg.uploads.ru/t/n8eNB.jpg (http://uploads.ru/n8eNB.jpg)
http://s4.uploads.ru/t/ZTP4l.jpg
http://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Kendras
01-14-17, 06:39 PM
Have to fix the crazy machine guns of this plane ... :o

http://i.imgur.com/ACpfXnG.png

Problem solved : 5 and 355 were reversed in the traverse parameters.

Kendras
01-15-17, 12:31 AM
Bombs and rockets loadouts ready for the Wildcat ! By the way, do you know how to hide the edges on the rockets ?

http://i.imgur.com/7YmysiB.png

A6Intruder
01-15-17, 02:54 AM
The Wildcat wasn`t used with Rockets and Bombs simultaneously. If used with Bombs only one under each wing.
Best regards:Kaleun_Salute:

the_frog
01-15-17, 08:18 AM
Bombs and rockets loadouts ready for the Wildcat ! By the way, do you know how to hide the edges on the rockets ?


Yes :03:
... and the reasons for those effects have been discussed here recently ...

.
.
.
.
The 3D model is completely edge-splitted, thus, all edges appear as "hard". To have them "soft" (= round), the edges need to be re-attached ...
Find Meshlab, install it, load the *.obj file of the 3D model via "Import Mesh", go to "Filters" -> "Cleaning and Repairing" -> "Merge close vertices" -> enter the distance between the vertices in question (should be 0.0000) -> hit "Apply"; then export the model (use "Export Mesh as", select *.obj).
In case the model has several materials (textures), re-adjustment might be nescessary since Meshlab (as Blender) sometimes mixes up material designations upon exporting to *.obj.

Or, in case you created the 3D meshes, make sure that your 3D editor is not set to split edges upon exporting. Blender is doing so if the respective modifiers have not been un-ticked.

Or, in case the models have been imported with normals, just re-import tem into S3D without normals.

Kendras
01-15-17, 11:04 AM
If used with Bombs only one under each wing.

Well, I wanted to use the Hellcat's loadout (which is the same airplane but more powerful) for the late-war, and only two 100 Kg bombs in early war (Wildcat's loadout).

http://www.fiddlersgreen.net/aircraft/Grumman-Hellcat/IMAGES/Grumman-Hellcat-Callout-Front.jpg

Edit: A good compromise could be:

- basic : 2x100Kg Bombs
- option 1 : 8x100Kg Bombs (Hellcat)
- option 2 : 6x5"HVAR
- option 3 :2x250Kg Bombs + 6x5"HVAR (Hellcat)
- option 4 : 2x500Kg Bombs (Hellcat)

:salute:

Kendras
01-15-17, 11:10 AM
@ frog : I think the 3D model is refering twice to the same texture. But I don't know how to correct this.

If you want to have a brief look :

http://www.mediafire.com/file/3q9hmdy8bs0n8c8/models_with_edges.zip

All the models have this problem.

gap
01-15-17, 02:27 PM
F4F Wildcat / F6F Hellcat armaments:

Grumman Wildcat F4F-3, Martlet I to III (from mid '40)

4 x 0.5 cal M2 Browning machine guns with 450 rpg in wing position
2 × 100 lb bombs under wings


Grumman Wildcat F4F-4, Martlet IV (from '41)

6 x 0.5 cal M2 Browning machine guns with 240 rpg in wing position
2 × 100 lb bombs under wings


General Motors FM-1/2, Wildcat Mk V/VI (from late '42)

4 x 0.5 cal M2 Browning machine guns with 430 rpg in wing position
2 x 250 lb bombs OR 6 rockets under wing


Grumman F6F Hellcat (from late summer '43, all versions)

6 x 0.5 cal M2 Browning machine guns with 400 rpg OR 2 x 0.75 cal AN/M2 cannons with 225 rpg and 4 x 0.5 cal M2 Browning machine guns with 400 rpg, in wing position
6 × 5 in HVAR rockets OR 2 × 11¾ in Tiny Tim rockets under wing
1 × 2,000 lb bomb OR 1 × Mk. 13-3 torpedo, in fuselage centerline position
2 × 1,000 lb OR 4 × 500 lb OR 8 × 250 lb bombs, under wings's center section

the_frog
01-15-17, 02:52 PM
kendras,

... such effects do not result from textures ...

As I suspected, the model is completely edge-splitted. Actually, each and every triangle ist separated. What a mess ...

I try ot fix it.

Kendras
01-15-17, 03:04 PM
2 × 100 lb bombs under wings

Which means 45kg bombs. The smallest bomb in SH3 is 100 kg...

Grumman F6F Hellcat (from late summer '43, all versions)

Hellcat entered service in Februray 1943 :

The first production F6F-3, powered by an R-2800-10, flew on 3 October 1942, with the type reaching operational readiness with VF-9 (https://en.wikipedia.org/wiki/VF-9) on USS Essex (http://javascript<b></b>:void(0)) in February 1943

About armament, there will be 6 MG which 400 rounds for each.


- basic : 2x100Kg Bombs
- option 1 : 8x100Kg Bombs (Hellcat)
- option 2 : 6x5"HVAR
- option 3 :2x250Kg Bombs + 6x5"HVAR (Hellcat)
- option 4 : 2x500Kg Bombs (Hellcat)



; basic loadout (2x100Kg Bombs)

[Equipment 1]
NodeName=B01
LinkName=BombDummy

[Equipment 2]
NodeName=B02
LinkName=Bomb100Kg

[Equipment 3]
NodeName=B03
LinkName=BombDummy

[Equipment 4]
NodeName=B04
LinkName=BombDummy


; 8x100Kg Bombs (H)

[Equipment 5]
NodeName=B01
LinkName=BombDummy
Loadout=8x100Kg Bombs (H)

[Equipment 6]
NodeName=B02
LinkName=Bomb100Kg
Loadout=8x100Kg Bombs (H)

[Equipment 7]
NodeName=B03
LinkName=BombDummy
StartDate=19380101
EndDate=19430201
Loadout=8x100Kg Bombs (H)

[Equipment 8]
NodeName=B03
LinkName=Bomb100Kg
StartDate=19430202
EndDate=19451231
Loadout=8x100Kg Bombs (H)

[Equipment 9]
NodeName=B04
LinkName=BombDummy
Loadout=8x100Kg Bombs (H)


; 6x5"HVAR

[Equipment 10]
NodeName=B01
LinkName=BombDummy
Loadout=6x5"HVAR

[Equipment 11]
NodeName=B02
LinkName=BombDummy
Loadout=6x5"HVAR

[Equipment 12]
NodeName=B03
LinkName=BombDummy
Loadout=6x5"HVAR

[Equipment 13]
NodeName=B04
LinkName=BombDummy
StartDate=19380101
EndDate=19440701
Loadout=6x5"HVAR

[Equipment 14]
NodeName=B04
LinkName=5''HVAR_gun
StartDate=19440702
EndDate=19451231
Loadout=6x5"HVAR

[Equipment 15]
NodeName=T01
LinkName=5''HVAR_rack
StartDate=19440702
EndDate=19451231
Loadout=6x5"HVAR


; 2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 16]
NodeName=B01
LinkName=BombDummy
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 17]
NodeName=B02
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430201
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 18]
NodeName=B02
LinkName=Bomb250Kg
StartDate=19430202
EndDate=19451231
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 19]
NodeName=B03
LinkName=BombDummy
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 20]
NodeName=B04
LinkName=BombDummy
StartDate=19380101
EndDate=19440701
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 21]
NodeName=B04
LinkName=5''HVAR_gun
StartDate=19440702
EndDate=19451231
Loadout=2x250Kg Bombs + 6x5"HVAR (H)

[Equipment 22]
NodeName=T01
LinkName=5''HVAR_rack
StartDate=19440702
EndDate=19451231
Loadout=2x250Kg Bombs + 6x5"HVAR (H)


; 2x500Kg Bombs (H)

[Equipment 23]
NodeName=B01
LinkName=BombDummy
StartDate=19380101
EndDate=19430201
Loadout=2x500Kg Bombs (H)

[Equipment 24]
NodeName=B01
LinkName=Bomb500Kg
StartDate=19430202
EndDate=19451231
Loadout=2x500Kg Bombs (H)

[Equipment 25]
NodeName=B02
LinkName=Bomb100Kg
StartDate=19380101
EndDate=19430201
Loadout=2x500Kg Bombs (H)

[Equipment 25]
NodeName=B02
LinkName=BombDummy
StartDate=19430202
EndDate=19451231
Loadout=2x500Kg Bombs (H)

[Equipment 26]
NodeName=B03
LinkName=BombDummy
Loadout=2x500Kg Bombs (H)

[Equipment 27]
NodeName=B04
LinkName=BombDummy
Loadout=2x500Kg Bombs (H)

Kendras
01-15-17, 03:07 PM
kendras,

... such effects do not result from textures ...

As I suspected, the model is completely edge-splitted. Actually, each and every triangle ist separated. What a mess ...

I try ot fix it.

Oh my ...

Probably because I've separated the original models in sub-models to model them easier. Then, I combined them again, and this may cause the fact that every triangle stayed separated ...

Thank you very much to take time to correct my mistakes. :oops:

gap
01-15-17, 04:13 PM
Which means 45kg bombs. The smallest bomb in SH3 is 100 kg...

Looking at the sizes and shapes of stock bomb models, I think devs confused pounds for kilograms, so the 100 kg bomb should be equivalent to the US GP bomb used during WWII. In any case a while back I modelled a fairly detailed G.P. 100 lb AN-M30 bomb, that you can use if you want. It should be included in Open Horizons II for SH5, or if you don't want to download the whole mod, I can send you the model :up:



Hellcat entered service in Februray 1943 :

That's a bit controversial. Other sources report August 31, 1943 as debut date of the Hellcat in operative service, and elsewhere in the same Wikipedia article you have quoted, it is stated that:

The Hellcat first saw action against the Japanese on 1 September 1943 when fighters off the USS Independence shot down a Kawanishi H8K "Emily" flying boat.

Six months from the supposed entry into service to the first success of the aircraft, is a huge lapse of time :hmmm:

the_frog
01-15-17, 04:54 PM
@ kendras,

I don't think simple object separation can cause such excessive edge separation. My guess, the models originate from CFS2. Such models tend to be much fragmented ...

I reversed the edge-splitting and then re-adjusted it. Also, I reduced the mesh counts of the German racks (= made one object out of many) and removed all surfaces not visible in the game.

Here's the new version: http://www.mediafire.com/file/9bq1h4ogdnq3pj9/models_corrected.7z

I hope I did not mix up models ...


@ gap,

some time ago, Testpilot did a new version of the bomb library; it is included in LSH and CCoM.

By the way, I can offer Tallboy, Grand Slam and FX1400 3D models ... not of any use, since their characteristics cannot be simulated by SH3/4 :D

Cheers

Kendras
01-15-17, 08:02 PM
Wow, that's perfect mate ! Thank you so much !

:Kaleun_Applaud:

http://i.imgur.com/RzmPkZj.png

Kendras
01-15-17, 08:19 PM
@ gap : as you're working on the Wildcat's model, could you delete the surface which is hidding the pilot's body ?

http://i.imgur.com/y4KvOSp.png

Else, would it be possible to create the Hellcat's model, which is very similar to the Wildcat ? Thus, you could create dedicated textures for her ! :03:

Kendras
01-15-17, 08:38 PM
some time ago, Testpilot did a new version of the bomb library; it is included in LSH and CCoM.

By the way, I can offer Tallboy, Grand Slam and FX1400 3D models ... not of any use, since their characteristics cannot be simulated by SH3/4

I don't find the files in my LSH 5.1 installation.

Why can't the Tallboy, Grand Slam and FX1400 be simulated in SH3 ?

propbeanie
01-16-17, 12:38 PM
@ gap : as you're working on the Wildcat's model, could you delete the surface which is hidding the pilot's body ?

... pic ...

Else, would it be possible to create the Hellcat's model, which is very similar to the Wildcat ? Thus, you could create dedicated textures for her ! :03:
Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

btw, very nice work on the rockets!

Kendras
01-16-17, 03:32 PM
Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

:har: It seems you have no choice, gap ! :D (I'm jocking of course :03:)

gap
01-17-17, 05:19 AM
@ gap : as you're working on the Wildcat's model, could you delete the surface which is hidding the pilot's body ?

http://i.imgur.com/y4KvOSp.png

Like this? :03:

http://i519.photobucket.com/albums/u359/taneshikimano/Wildcat%20cockpit.jpg

This is the model that the_frog pointed us to, and that I started working on. I have already reassenbled its parts in their correct positions, detached the wings from the fuselage (in game, wheels, wheel doors, inner and outer wing sections, guns, ailerons, elevators and rudder will be separate/destroyable parts), corrected some small mistakes and optimized it for use in game. As you know, I am currently creating a set of configurable textures to mimic the various paint schemes applied by USN/USMC and FAA in different war theaters and at various stages of the war. I am almost done with the US versions and I am about to start with the British ones :up:


Else, would it be possible to create the Hellcat's model, which is very similar to the Wildcat ? Thus, you could create dedicated textures for her ! :03:

Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

:har: It seems you have no choice, gap ! :D (I'm jocking of course :03:)

Well, it seems that the Hellcat was not too dissimilar in aspect from its predecessor. At first glance, some of the main differences are the reshaped wing profile, the lower wing position and the different undercarriage configuration :hmmm:

On cgtrader (https://www.cgtrader.com/free-3d-models/aircraft/historic/grumman-f6f-hellcat) there is a free low-poly model of the aircraft. I didn't look into it yet, buit going by its picture it looks a bit under the standards of the Wildcat model that I am currently working on. On the other hand, Pack 3D (http://p3dm.ru/files/5338_amerikanskiy-istrebitel-f6f-5n-hellcat-.html) got another model, extracted from Damage Inc. Pacific Squadron, but its poly count is a bit too high for our game.

I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat or I might use the low-poly Hellcat, staright-away or with some detail added, but I wont promise anything at this moment. If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)


some time ago, Testpilot did a new version of the bomb library; it is included in LSH and CCoM.

I don't find the files in my LSH 5.1 installation.

Just in case, here is my version og the 100lb GP US bomb:

http://i519.photobucket.com/albums/u359/taneshikimano/100%20lb%20GP%20US%20bomb.png

And here are the files:
http://www.mediafire.com/file/1gfud11uem7lnzi/bomb_US_GP_100lb_AN-M30.7z

The model should be ready for importing in game (smoothing groups are removed, faces are triangulated and the model is flipped on its X axis), some edge splitting might be required for it to look god in game though.
You might also want to resize its texture file. Note that I have set the model with two materials: one for the metal fuze, and another for the painted body and fins. Both of them use the same texture. You should set the two materials according to your taste, and add them to the parent node that you want to import the bomb in, before actually importing it... at least this is how you will be prompted by S3d. Dunno if adding the missing material after importing the model will make any difference. Let me know :salute:

By the way, I can offer Tallboy, Grand Slam and FX1400 3D models ... not of any use, since their characteristics cannot be simulated by SH3/4 :D


Why can't the Tallboy, Grand Slam and FX1400 be simulated in SH3 ?

You Migh ask Madox58 a.k.a Privateer, a.k.a Jeff Grooves. He had something like that in the making :D

http://www.subsim.com/radioroom//showthread.php?p=879034#post879034

Kendras
01-17-17, 06:44 AM
@ the_frog : I can no more export the models as .obj files, is it normal :06:?

Like this? :03:

:o :o :o ....... :har: well... you are just incredible mate ! :yeah:

This is the model that the_frog pointed us to, and that I started working on. I have already reassenbled its parts in their correct positions, detached the wings from the fuselage (in game, wheels, wheel doors, inner and outer wing sections, guns, ailerons, elevators and rudder will be separate/destroyable parts), corrected some small mistakes and optimized it for use in game. As you know, I am currently creating a set of configurable textures to mimic the various paint schemes applied by USN/USMC and FAA in different war theaters and at various stages of the war. I am almost done with the US versions and I am about to start with the British ones :up:

Great news ! :yep:

I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat.

I think it's a good idea. :up: Even if the one of Pack 3D (http://p3dm.ru/files/5338_amerikanskiy-istrebitel-f6f-5n-hellcat-.html) looks really nice. What is the level of detail of the Wildcat model you're working on ?

If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)

I think this may help you a lot :

http://alternathistory.org.ua/files/users/user675/ispitano_v_usa_a6m2-02-01.JPG

Just in case, here is my version of the 100lb GP US bomb:

And here are the files:
http://www.mediafire.com/file/1gfud11uem7lnzi/bomb_US_GP_100lb_AN-M30.7z


I thank you very much for this awesome model, but I won't include it in the first version of this mod. I think it would be better to create a complete library (with labels in pounds and not kilogramms) of well modelled bombs, whereas having several models which are so different between them.

Good work ! Waiting for pics about the Wildcat !

:ping:

propbeanie
01-17-17, 06:48 AM
...
Well, it seems that the Hellcat was not too dissimilar in aspect from its predecessor. At first glance, some of the main differences are the reshaped wing profile, the lower wing position and the different undercarriage configuration :hmmm:

On cgtrader (https://www.cgtrader.com/free-3d-models/aircraft/historic/grumman-f6f-hellcat) there is a free low-poly model of the aircraft. I didn't look into it yet, buit going by its picture it looks a bit under the standards of the Wildcat model that I am currently working on. On the other hand, Pack 3D (http://p3dm.ru/files/5338_amerikanskiy-istrebitel-f6f-5n-hellcat-.html) got another model, extracted from Damage Inc. Pacific Squadron, but its poly count is a bit too high for our game.

I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat or I might use the low-poly Hellcat, staright-away or with some detail added, but I wont promise anything at this moment. If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)
...
The landing gear of course, retracted into the wings on Hellcat instead of the fuselage, as you noted. The front engine cowling on the Hellcat has an "air scoop", making it more of an oval shape to the Wildcat's round cowling. The Hellcat is "slenderer" through the waist, more "graceful" looking. The Wildcat is "pudgy" looking by comparison, more "round" in the fuselage (like me). The wingspan of the Hellcat is quit a bit wider, if I'm remembering correctly. I used to have models of both hanging from my bedroom ceiling as a kid, and my eyes were always drawn more to the Hellcat. I had visions of becoming a Navy pilot... but alas, I grew too tall - and I was blinded by a lass... :lol: - and for some reason, the USN change their planes, and went with jets...

gap
01-17-17, 09:09 AM
:o :o :o ....... :har: well... you are just incredible mate ! :yeah:

Remember that that model is not mine. It is mostly work of the Air Conflicts - Pacific Carriers developemnt team. I am just "post-producing" it for use in SHIII :03:


I think it's a good idea. :up: Even if the one of Pack 3D (http://p3dm.ru/files/5338_amerikanskiy-istrebitel-f6f-5n-hellcat-.html) looks really nice.

See my comment on that model below :03:


What is the level of detail of the Wildcat model you're working on ?

I would say very good. Probably over the average of other SHIII planes, both stock and imported, and with a relatively low poly-count. But you can judge yourself:

http://i519.photobucket.com/albums/u359/taneshikimano/F3F-3%20Operation%20Torch.png

Here the fighter sports the paint scheme used during Operation Torch: note the yellow rings surrounding the US roundel on the fuselage and under the wings.

The landing gear of course, retracted into the wings on Hellcat instead of the fuselage, as you noted. The front engine cowling on the Hellcat has an "air scoop", making it more of an oval shape to the Wildcat's round cowling. The Hellcat is "slenderer" through the waist, more "graceful" looking. The Wildcat is "pudgy" looking by comparison, more "round" in the fuselage (like me). The wingspan of the Hellcat is quit a bit wider, if I'm remembering correctly. I used to have models of both hanging from my bedroom ceiling as a kid, and my eyes were always drawn more to the Hellcat. I had visions of becoming a Navy pilot... but alas, I grew too tall - and I was blinded by a lass... :lol: - and for some reason, the USN change their planes, and went with jets...


I think this may help you a lot...

Thank you guys, your remarks and drawings are very useful! :)

After looking at the 3D models that I mentioned in my previous post I noticed the different cowling shape too. Moreover the tailwheel retracted into the fuselage for the Hellcat, the vertical stabilizer was thicker in the latter plane than it was in the Wildcat, and there were many more small differences that one cant spot at first glance.
All in all, the two fighters are only supeficially similar, but they were obviously based on two different projects. Using the Wildcat model as base for the Hellcat might be more work than modelling the latter plane from scratch.
By the way, the gctrader "low poly" model proved more high poly than the one from Pack3D. Another advantage of the Pack 3D model, is that it uses just one texture, which is good if we want the plane to have different paint schemes. I can see if an automatic poly-reduction of it will give good results, otherwise I am afraid we are are left with no other option but drawing a cylinder and starting from there :doh:


I thank you very much for this awesome model, but I won't include it in the first version of this mod. I think it would be better to create a complete library (with labels in pounds and not kilogramms) of well modelled bombs, whereas having several models which are so different between them.

No problem :up:

A while ago I had planned creating accurate models of the naval/air ordnance used by the main WWII belligerents. Regarding air ordnance, the only models I have worked on so far are the 100lb bomb that you have already seen, and US torpedoes including the FIDO acoustic torpedo. Finding on the web detailed drawings of dismissed US ordnance is relatively easy in these days (not the same for other nation's weaponry).
Modelling the full arsenal of US bombs, together with FAR and HVAR rockets shouldn't take too long. I will let you know when I finish, in case you are interested into having them for your mods :salute:

HanSolo78
01-17-17, 11:31 AM
@Gap

Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

gap
01-17-17, 12:16 PM
@Gap

Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

I guess you are talking about this model:

http://p3dm.ru/files/5336_amerikanskiy-istrebitel-p-38d-lightning-.html

That's a good news, hope to see your work soon :up:

the_frog
01-17-17, 02:21 PM
@ kendras

Tallboys, Grand Slam, FX1400 were guided/precision weapons. I tried to simulate that by "firing" them as gun shells (same as done for the rockets). However, the precision was very poor ...

Here's the bombs library by Testpilot. It is a modified version, with the models partly re-textured. I also replaced the model of the depth charge. And there is the model of the Tallboy as a "normal" bomb.

http://www.mediafire.com/file/4aqjfc76rjwp9ys/Bombs.7z

gap
01-17-17, 02:46 PM
Tallboys, Grand Slam, FX1400 were guided/precision weapons.

Doh sorry, I mistook Tallboy and Grand Slam for "Little Boy" and "Fat Man". It was to the latter that my previous comment referred to. I should have read more carefully :oops:

the_frog
01-17-17, 03:25 PM
... I thought you refered to the explosion of the Grand Slam; that would require some additional materials and particles .... :D

Kendras
01-17-17, 09:36 PM
I tried your 100lb bomb in my bombs.dat file :

http://i.imgur.com/lRuO4F0.png

Well, if you modelled it at the proper scale, it seems that you're right :

Looking at the sizes and shapes of stock bomb models, I think devs confused pounds for kilograms, so the 100 kg bomb should be equivalent to the US GP bomb used during WWII.

----

Modelling the full arsenal of US bombs, together with FAR and HVAR rockets shouldn't take too long. I will let you know when I finish, in case you are interested into having them for your mods.

Interested. Let me know ! :salute:

Kendras
01-17-17, 09:48 PM
Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

Indeed. I have also a model of Avenger which is very high poly, and there is absolutely no problem in game with it !

http://i.imgur.com/MkLACqn.png

The only problem : S3D often makes my computer crash when I work on this plane in S3D. And sometimes, the file gets corrupted ... :wah:

Kendras
01-17-17, 09:52 PM
I would say very good. Probably over the average of other SHIII planes, both stock and imported, and with a relatively low poly-count. But you can judge yourself:

http://i519.photobucket.com/albums/u359/taneshikimano/F3F-3%20Operation%20Torch.png

Here the fighter sports the paint scheme used during Operation Torch: note the yellow rings surrounding the US roundel on the fuselage and under the wings.

Indeed, it looks really nice ! :yep:

gap
01-18-17, 12:10 AM
I tried your 100lb bomb in my bombs.dat file...

Well, if you modelled it at the proper scale, it seems that you're right

When I have dimensions and scale drawings available (and in the case of American bombs I have plenty of them), I always do. To the millimeter :yep:

Interested. Let me know ! :salute:

:up:

Indeed. I have also a model of Avenger which is very high poly, and there is absolutely no problem in game with it !

This is a wireframe view of the F4F model I am working on:

http://i519.photobucket.com/albums/u359/taneshikimano/F4F_Wireframe.png

You see how simple it is by comparison, and why I fell in love with it :D

The only con I see so far, is that the UV mapping of the fuselage could have been better, but I didnt want to redo it

The only problem : S3D often makes my computer crash when I work on this plane in S3D. And sometimes, the file gets corrupted ... :wah:

Try re-importing the model without normals and making its textures external. Doing that might help to some degree :salute:

Kendras
01-25-17, 05:48 AM
Hello,

My computer is broken since Saturday, I'm posting from the computer of one of my friends. Hopefully, I always make regular saves on an external storage. To save time, I have published (on the first post of this thread) a part of the readme, with some data missing (but completed on my PC), but some other data are not definitive (###).

Kendras
01-27-17, 07:09 AM
http://www.subsim.com/radioroom/showthread.php?p=1043230#post1043230


...
New Units :
...
2.) Planes

A.) USA
...
- Douglass F6 Hellcat !


I don't have SH4, so could you check ?

propbeanie
01-27-17, 10:02 AM
I've got 'em both, and I'll look for you, but I've played the game off and on over the years, and I'm working on the "Ultimate" edition now, and I do not recall ever encountering it... besides the fact that the Hellcat is a Grumman aircraft... my suspicion is that he was using the "USFighter" as the Hellcat, but I don't know for certain.

gap
01-27-17, 10:47 AM
My computer is broken since Saturday...

Too much modding, you pushed that poor machine to its limit :03:

I am sorry for that, but it is good to hear that you had backed up your working files already :)


I don't have SH4, so could you check ?

Good find. I should have FoTRS somewhere on one of my old hard drives. I will check it later. If its copy of the F6F is a good one (considered the advances of 3D GFX of the last years) we will ask for permission to use it, otherwise I will see if we can import the model from pack3D :up:

propbeanie
01-27-17, 11:03 AM
Whatever happened to the one in RSRDC phase I??

I'm still looking for my v1.3 Fall of the Rising Sun, which is backed-up ~somewhere~ on this computer... but I do remember looking for the Hellcat in there before... I'm too old though to remember what I found... :lol:


... and looking through the v1.3 FotRS, I do not see a "Hellcat", neither Douglass nor Grumman...

gap
01-27-17, 12:08 PM
I've got 'em both, and I'll look for you, but I've played the game off and on over the years, and I'm working on the "Ultimate" edition now, and I do not recall ever encountering it... besides the fact that the Hellcat is a Grumman aircraft... my suspicion is that he was using the "USFighter" as the Hellcat, but I don't know for certain.

Whatever happened to the one in RSRDC phase I??

I'm still looking for my v1.3 Fall of the Rising Sun, which is backed-up ~somewhere~ on this computer... but I do remember looking for the Hellcat in there before... I'm too old though to remember what I found... :lol:


... and looking through the v1.3 FotRS, I do not see a "Hellcat", neither Douglass nor Grumman...

Confirmed.

I had a look into FoTRS 1.4's Names.cfg, and apparently it uses the Wildcat model that Kendras was working on when he asked for help on the buggy hard edges issue, as an Hellcat (I also opened the plane is S3D to make sure that it was the same model):

[Air]
FSAR196=Arado Ar-196 Aufklärer
FSF1M=F1M Pete-Bordflugzeug
LBSH6K=H6K-Flugboot
DBD3A1=D3A1 Val-Sturzkampfbomber
A6M2Zero=Mitsubishi A6M2 Zero
B5N2Kate=B5N2 Kate
USDiveBomber=Douglass SBD-3 Dauntless
KyushuQ1W1=Kyushu Q1W1
G4MBetty=G4M Betty
G4MBettyTorp=G4M Torpedobomber
H8K=H8K
USFighter=Brewster F2A Buffalo
USTorpedoBomber=Curtiss SB2C Helldiver
USHeavyBomber=Avro Lancaster Bomber
LBSUSSearchPlane=Avro Lancaster
FBP38=P 38 Jagdbomber
SSunderland=Patrouillenflugzeug Sunderland
FBBeaufighter=Jagdbomber Beaufighter
TBSSwordfish=Torpedoflugzeug Swordfish
LBSPBY5A=Catalina PBY5A
LBSPBY5=Catalina PBY5
FBWildcat=Hellcat
A6M5=Mitsubishi A6M5 Zero
ASW_B6N2=B6N2 Tenzan
ASW_H8K2=H8K2 Wabo
ASW_H6K4=H6K4 Wabo
LBB17Fortress=B17 Flying Fortress
LBB24Liberator=B24 Liberator
FBMosquitoTsetse=De Havilland Mosquito Tsetse
FBHurricaneMk1=Hurricane MK1
FBKi44=Nakajima Ki-44 Shoki
FBCorsair=Vought F4U-4 Corsair
FBKi84=Nakajima Ki-84 Hayate
TBAvenger=TBF Avenger Torpedobomber
FW190a5=****e Wulf FW 190A5
JunkersJu52=Junkers Ju 52
FBP51Mustang=Northamerican P-51 Mustang
FBP35=Republic P-35
ADB_D4Y3=D4Y3 Suisei Sturzkampfbomber
FBP47=Republic P-47 D Thunderbolt
FBMesserschmittBF109=Messerschmitt BF109
FBKi61=Kawasaki Ki-61 Hien


The FoTRS 1.5 update doesn't change this situation :yep::salute:

Kendras
01-28-17, 07:40 AM
Thank you for the investigation, mates !

Kendras
01-31-17, 09:02 AM
How is it with the Wildcat's model and textures ? :hmm2:

gap
02-03-17, 06:34 AM
How is it with the Wildcat's model and textures ? :hmm2:

I had put this project on stand-by, but I am resuming it while I wait for more feed-back on the reefs for your lighthouse mod :up:

Kendras
02-19-17, 02:08 AM
So, I will work on this mod today to release a first version, without Gap's work (new rockets and bombs models, new Wildcat model, perhaps new Hellcat model too). I want to finish this.

propbeanie
02-19-17, 12:07 PM
I'm still voting in the affirmative for a "real" Hellcat model... :lol: just so we can borrow it for FotRSU in SH4... :03:

Kendras
02-19-17, 12:32 PM
No answer from Gap for one week. I can think about only 4 explanations :

- he wants to have holidays :cool:
- he is sick :hulk:
- he lost interest into modding :(
- he is preparing me a big surprise ! :D

Kendras
02-21-17, 05:25 PM
OK, I think the mod is ready. But before releasing it, I would require some beta-testers to find out bugs or other problems (graphics, sound, problem to understand the readme, etc.).

Please send me a PM if you are interested !

Kendras
03-02-17, 04:38 AM
Small update here : http://www.subsim.com/radioroom/showpost.php?p=2469703&postcount=8

So, I think I will delete those random appearance dates to have a reliable load of bombs/rockets.

Only the basic load will have appearance dates, in order to have automatic appearing rockets on some airplanes (for example the Avenger). This is good news in a way, because it means that the Avengers you will encounter during your career won't always carry rockets under their wings at the end of the war ! I was hesitating between rockets as basic load, or as special load (in this case, some special script would have been necessary in Campaign_SCR/RND.mis files to have airplanes loaded with rockets). Now, I'm not anymore ! :)

But I will also add rockets as special loadout, to be sure that when writting a mission, you will have the rockets in-game if you want to have them ! You just have to take into account that rockets were not available at the beginning of the war. The historical entry dates will be specified in the Readme file.

Best !

gap
03-03-17, 11:13 AM
No answer from Gap for one week. I can think about only 4 explanations :

- he wants to have holidays :cool:

Sorry Kendras. I had family problems actually (all is fine now). My bad for not answering your calls before, but in the meanwhile I kept an eye on the forum and during the sparse free time I made some progress with our projects and and expanded them a bit (see below)

- he is sick :hulk:

Not at all :)

- he lost interest into modding :(

Never! :O:

- he is preparing me a big surprise ! :D

More or less...

So, I will work on this mod today to release a first version, without Gap's work (new rockets and bombs models, new Wildcat model, perhaps new Hellcat model too)

Summing up: I have created some new USN/USMC paint schemes for the upcoming new model of the Wildcat. The one portrayed below is the so called "Atlantic Scheme II" (there was a three-colour "Atlantic Scheme I" too, but it was rarely used):

http://i519.photobucket.com/albums/u359/taneshikimano/F4F%20Wildcat%20-%20Atlantic%20camo.png

I got bored with my paint job eventually, and in preparation of the upcoming British paint schemes, I started looking for information on the usage of the Wilcat (or Martlet, as the British called it) by the FAA.

Found a website (http://www.webring.org/l/rd?ring=dutchnavyring;id=17;url=http%3A%2F%2Fwww%2 Efleetairarmarchive%2Enet%2FSquadrons%2FIndex%2Eht ml) with summary information on the main FAA Squadrons with aircraft flown and carriers that they were assigned to month by month.
This data, crossed with detailed service histories of Commonwealth's carriers, available on naval-history.net (http://www.naval-history.net/xGM-aContents.htm), is more than it would be needed to simulate realistic WWII carrier movements with their aircraft equipment changing over the conflict duration. Naval-history in particular is a goldmine of precious information. Its service history section is so complete, that even number or aircraft embarked, daily sorties, bomb loadouts, aircraft lost in action, etc. are recorded for each carrier, often with side notes on the usage and effectiveness of aircraft and various ordnance types at different stages of the war. :up:

While digging the web for historical information, I found that the early carrier-borne dive bomber used by the FAA, the Blackburn Skua, is absent for game. I looked the web for a free 3D model of it, but I couldn't find any, and I decided to model it myself. It is still too early for a preview of it, but I can say is coming along nicely, the main problem being the lack of good pictures and drawings of it. I realized that World of Warplanes has a decent model of it though, so I had to play the game shortly untill I was given the aircraft, for me to look around it more closely in the hangar :D

While looking again the web for information on the bombs most commonly carried by the Skua, I found unclassified US information on US, British, French and Italian WWII airborne ordnance, including bombs and depth charges (not rockets and air torpedoes unfortunately). Detailed drawings and information on sizes, type and weight of explosive charges, detonations mechanisms, etc. are provided :yep:
SH games are pretty basic when it comes to air bombs they represent, and information on them is pretty sparse on the web, so I was so happy when I found those documents that I had to start modelling some British ordnance. For a start, I focused on the various marks of the AS series (anti-submarine) 100, 250, 500 and 600-lb British bombs. Have you ever heard about them before? It is surprising how few information on them is available on the web, though they were widely used by the British during both World Wars. For what I learned, they were a compromise between an HE bomb and a depth charge. They could explode immediately on contact (with target's plate or with the water surface), after a delay variable from 0.5 to 2 seconds or, when fitted with an hydrostatic pistol, at a fixed depth of 5.5, 7, or 9.1 m depending on bomb's weight. Apparently, early marks of the 100-lb bomb were totally inneffective against the reinforced hull of WWII submarines, but later marks, especially of the 250, 500 and 600 lb bombs, were quite an effective deterrant against surfaced U-boats. As an example, here is my rendition of the AS 100 lb Mk IV bomb in post-42 dark bronze green color (until late '42, the standard colour for British HE bombs was buff yellow):

http://i519.photobucket.com/albums/u359/taneshikimano/AS%20100%20Lb%20Mk%20IV%20bomb.png?t=1488470416

What do you think? If you are interested into having those bombs, I can send them your way as I finish modelling them :03:

I'm still voting in the affirmative for a "real" Hellcat model... :lol: just so we can borrow it for FotRSU in SH4... :03:

Hellcat's model from pack-3d is on my HD and definitely adding it to the game is in my to-do list :up:

propbeanie
03-03-17, 02:21 PM
... Hellcat's model from pack-3d is on my HD and definitely adding it to the game is in my to-do list :up:
My fingers are crossed that it goes smoothly and comes out soon!... :lol: Very nice Wildcat there gap, and bomb too! great stuff. Chant: Hellcat hellcat hellcat... :har: sorry, can't help myself. :D

Kendras
03-03-17, 07:40 PM
Sorry Kendras. I had family problems actually (all is fine now). My bad for not answering your calls before.

No problem. The important thing is that you're still there to help with your great talent ! :up:


Summing up: I have created some new USN/USMC paint schemes for the upcoming new model of the Wildcat. The one portrayed below is the so called "Atlantic Scheme II" (there was a three-colour "Atlantic Scheme I" too, but it was rarely used):

http://i519.photobucket.com/albums/u359/taneshikimano/F4F%20Wildcat%20-%20Atlantic%20camo.png

Wonderful ! Just don't find a better word ! :o

Are the different parts (wings, propeller ...) independent, so we could make them destroyable ?

I got bored with my paint job eventually, and in preparation of the upcoming British paint schemes

Did you also create these textures :

https://s-media-cache-ak0.pinimg.com/originals/a4/0e/f3/a40ef3ba5c19004d99777a71b1c83f52.jpg

Found a website (http://www.webring.org/l/rd?ring=dutchnavyring;id=17;url=http%3A%2F%2Fwww%2 Efleetairarmarchive%2Enet%2FSquadrons%2FIndex%2Eht ml) with summary information on the main FAA Squadrons with aircraft flown and carriers that they were assigned to month by month.
This data, crossed with detailed service histories of Commonwealth's carriers, available on naval-history.net (http://www.naval-history.net/xGM-aContents.htm), is more than it would be needed to simulate realistic WWII carrier movements with their aircraft equipment changing over the conflict duration. Naval-history in particular is a goldmine of precious information. Its service history section is so complete, that even number or aircraft embarked, daily sorties, bomb loadouts, aircraft lost in action, etc. are recorded for each carrier, often with side notes on the usage and effectiveness of aircraft and various ordnance types at different stages of the war.

Good find ! :up:

While digging the web for historical information, I found that the early carrier-borne dive bomber used by the FAA, the Blackburn Skua, is absent for game. I looked the web for a free 3D model of it, but I couldn't find any, and I decided to model it myself. It is still too early for a preview of it, but I can say is coming along nicely, the main problem being the lack of good pictures and drawings of it. I realized that World of Warplanes has a decent model of it though, so I had to play the game shortly untill I was given the aircraft, for me to look around it more closely in the hangar :D

Another airplane ? Great news ! :DL

While looking again the web for information on the bombs most commonly carried by the Skua, I found unclassified US information on US, British, French and Italian WWII airborne ordnance, including bombs and depth charges (not rockets and air torpedoes unfortunately). Detailed drawings and information on sizes, type and weight of explosive charges, detonations mechanisms, etc. are provided :yep:
SH games are pretty basic when it comes to air bombs they represent, and information on them is pretty sparse on the web, so I was so happy when I found those documents that I had to start modelling some British ordnance. For a start, I focused on the various marks of the AS series (anti-submarine) 100, 250, 500 and 600-lb British bombs. Have you ever heard about them before? It is surprising how few information on them is available on the web, though they were widely used by the British during both World Wars. For what I learned, they were a compromise between an HE bomb and a depth charge. They could explode immediately on contact (with target's plate or with the water surface), after a delay variable from 0.5 to 2 seconds or, when fitted with an hydrostatic pistol, at a fixed depth of 5.5, 7, or 9.1 m depending on bomb's weight. Apparently, early marks of the 100-lb bomb were totally inneffective against the reinforced hull of WWII submarines, but later marks, especially of the 250, 500 and 600 lb bombs, were quite an effective deterrant against surfaced U-boats. As an example, here is my rendition of the AS 100 lb Mk IV bomb in post-42 dark bronze green color (until late '42, the standard colour for British HE bombs was buff yellow):

What do you think? If you are interested into having those bombs, I can send them your way as I finish modelling them :03:

Yes, I would be very pleased, since I plan to release also a bomb library with the mod !

Hellcat's model from pack-3d is on my HD and definitely adding it to the game is in my to-do list :up:

:yeah: :yeah: :yeah:

gap
03-04-17, 11:17 AM
My fingers are crossed that it goes smoothly and comes out soon!... :lol:

[...]

Chant: Hellcat hellcat hellcat... :har: sorry, can't help myself. :D

If Hellcat must be, Hellcat will be. You conuldn't be more explicit. :O:
By the way, 3DPack got a nice Bearcat model too. Pity that the plane didn't enter service in time for WWII... or rather my luck lol :lol:

Very nice Wildcat there gap, and bomb too! great stuff.

Wonderful ! Just don't find a better word ! :o

Thank you guys, you are too kind :)
You might have noticed that my texturing work is slightly inaccurate though, in having roundels on both upper and under wings. In reality, mid-war US aircraft had roundels only on the left upper wing and right under wing. Unfortunately model's UV map uses the same texture for both wings, but I will mask the redundant roundels with some plain-colored faces that I will add to the model as equipments. :03:

Are the different parts (wings, propeller ...) independent, so we could make them destroyable ?

So far propeller, windshield, wing roots, outer wings, ailerons, left and right undercarriage, horizontal stabilizers, elevators and rudder, are separate objects. I wonder if I should also do the whole tail section detachable from the rest of the fuselage :hmmm:

Did you also create these textures :

All the paint schemes described in this article (http://www.angelfire.com/dc/jinxx1/Wildcat/F4FColors.html) will be featured.
I use Wings Palette for getting high quality drawings of the camoufflages listed in the webpage above, that I base my paint work on (though not always illustrators get colors accurate).

Yes, I would be very pleased, since I plan to release also a bomb library with the mod !

I will send you an update when I get all the British A/S bombs ready. This mod will need quite a lot of testing and fine-tuning to get damage values and radii, fall speeds, etc. fairly realistic. Some work on Splash/explosion effects will be required too. I think I will leave that part to you... :O: :D

Jeff-Groves
03-04-17, 04:52 PM
gap,

the roundels use a separate 3D model to render so you should just paint the wings then add a roundel object.

If you don't have SH3 I can send you example files.

gap
03-05-17, 07:30 AM
gap,

the roundels use a separate 3D model to render so you should just paint the wings then add a roundel object.

If you don't have SH3 I can send you example files.

Thank you Jeff, I know what you mean, but I prefer painting roundels directly on the main texture, because doing so provides a bigger flexibility as to their size and position, which varied during the course of the war :)

Jeff-Groves
03-05-17, 06:11 PM
I'd add the roundels as an eqp thing in that case.
enlarge the roundel as needed and place it in a separate dat in the Library.

gap
03-05-17, 07:44 PM
I'd add the roundels as an eqp thing in that case.
enlarge the roundel as needed and place it in a separate dat in the Library.

That's more or less what I plan doing, but I compared to SHIII/GWX I am reversing the concept (roundels painted straight on the texture, and plain-color faces used as library equipments for masking them out whenever needed).

Provided that only a few paint schemes will require some of their roundels masked out, an that all of them share the same 2 or 3 wing colours, I find this approach more practical for my purposes.
Moreover, painting the roundels directly on the texture, allows me to blend them in Photoshop, rather than simply overlapping them in game, thus making rivets, scratches, etc from the bottom layer still visible though the roundels, and matching main texture's patterns :yep:

Kendras
03-05-17, 10:12 PM
When the Wildcat is finished, don't forget to send it to me in order I make a battery of tests. And also add bombs/rockets under its wings ! :)

Kendras
03-08-17, 04:25 PM
I've had a dream ...

http://www.century-of-flight.net/Aviation%20history/photo_albums/images15/48.jpg

Kendras
03-23-17, 03:56 AM
Hi,

I thought about something today. If my intuition is correct, the carried rockets might be always destroyed when launched with the method I've tested (with random results), if the rocket model has also internal surfaces.

Will try to do that ! (when enough time)

Kendras
03-26-17, 07:20 PM
Any news about the Wildcat / Hellcat aircrafts ? :ping:

Kendras
07-02-17, 12:19 PM
Will try to finish this mod during the week.

:salute:

Kendras
07-04-17, 07:31 PM
http://i.imgur.com/KruSgsR.png

Kendras
07-06-17, 03:28 PM
And ............. the Wildcat ! With a texture made by me.

http://i.imgur.com/BTSuKgP.png

http://i.imgur.com/UXPfli6.png

Kendras
07-06-17, 06:42 PM
Now you know you'll have to have "The Red Tails" done correctly don't you?
:D

Done :

http://i.imgur.com/DilZBwJ.png

Kendras
07-09-17, 06:23 PM
http://i.imgur.com/vqeL9tX.png

mikey117us
07-09-17, 07:17 PM
Will the rockets be applied to the Fairy Swordfish? They have alot of credited U-Boat confirmed sinkings, with rockets.

Kendras
07-09-17, 07:48 PM
Will the rockets be applied to the Fairy Swordfish? They have alot of credited U-Boat confirmed sinkings, with rockets.

Yes, of course !

http://i.imgur.com/8sSJ8sL.png

http://i.imgur.com/gZfaKCZ.png

:Kaleun_Wink:

mikey117us
07-09-17, 09:03 PM
Excellent!! Dangerous!!

Kendras
07-10-17, 07:57 AM
More pics :

http://i.imgur.com/gDHC6wv.png

http://i.imgur.com/Uu61dfd.png

http://i.imgur.com/IgvoRur.png

http://i.imgur.com/MMN5xVO.png

Anvar1061
07-10-17, 08:33 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Kendras
07-10-17, 11:45 AM
Could anyone explain me how are the aircrafts sent from aircrafts carriers ?

In data\Sea\NCV_Illustrious.cfg, I have this :


[AirGroup 1]
StartDate=19380101
EndDate=19400601
Squadron1Class=TBSSwordfish
Squadron1No=24

[AirGroup 2]
StartDate=19400602
EndDate=19440101
Squadron1Class=TBSSwordfish
Squadron1No=24
Squadron2Class=FBHurricaneMk1
Squadron2No=12

[AirGroup 3]
StartDate=19440102
EndDate=19451231
Squadron1Class=TBSSwordfish
Squadron1No=24
Squadron2Class=FBHurricaneMk1
Squadron2No=12

What does that mean ? What should I write if I want to send 3 Wildcats for example ?

La vache
07-10-17, 02:58 PM
If they change Squadron1No = 3 so 1,2 or a maximum of 3 aircraft will come, which is quite by accident.

Aircraft I have edited:
Swordfish MkIII
https://www.designmodproject.de/images/joomgallery/originals/user_bilder_2/jpb_11547/swordfish_mkiii_01_20170710_1666365121.jpg
FAB (Força Aéra Brasileira) P-47 Thunderbolt
https://www.designmodproject.de/images/joomgallery/originals/user_bilder_2/jpb_11547/p47_05_20170710_1744092854.jpg
https://www.designmodproject.de/images/joomgallery/originals/user_bilder_2/jpb_11547/p47_03_20170423_1192849193.jpg

Kendras
07-10-17, 03:12 PM
If they change Squadron1No = 3 so 1,2 or a maximum of 3 aircraft will come, which is quite by accident.

So, if I write :

Squadron1Class=Wildcat
Squadron1No=1
Squadron2Class=Wildcat
Squadron2No=1
Squadron3Class=Wildcat
Squadron3No=1

... it means that 3 Wildcats will come each time ? :D

Kendras
07-10-17, 04:44 PM
I'm going to improve again the visual effect, as on this video :

https://www.youtube.com/watch?v=eZt7PAaTjns

La vache
07-11-17, 03:10 AM
So, if I write :

Squadron1Class=Wildcat
Squadron1No=1
Squadron2Class=Wildcat
Squadron2No=1
Squadron3Class=Wildcat
Squadron3No=1

... it means that 3 Wildcats will come each time ? :D

Only one will come. If they shoot one, the next. When all three are shot, nothing more comes.

Kendras
07-11-17, 08:16 AM
Only one will come. If they shoot one, the next. When all three are shot, nothing more comes.

Ok, will try ! :up:

Else, testing new effect :rotfl2: :

http://i.imgur.com/Un9GQNV.png

gap
07-11-17, 11:02 AM
Ok, will try ! :up:

Else, testing new effect :rotfl2: :

What's that, a new laser weapon? :o:doh:

...and what do I see on the background? Obviously you don't need the La Vieille lighthouse anymore :03:

Kendras
08-01-17, 04:18 PM
Is there a way to increase floodings, instead of increasing hitpoints lost ? My u-boat is totally destroyed with rockets, without having one single flooding. How is it possible ? :06:

I would like huge floodings, with only a few damage to the hull.

gap
08-01-17, 04:50 PM
Is there a way to increase floodings, instead of increasing hitpoints lost ? My u-boat is totally destroyed with rockets, without having one single flooding. How is it possible ? :06:

I would like huge floodings, with only a few damage to the hull.

Look in Zones.cfg for zones defintions assigned to damage boxes of playable subs. For each zone, there are two parameters dealing with fllooding and floatation.


Floatability: how much the flooding of each zone affects the floatability of the unit it belongs to (i.e. the volume of the compartment with that zone)

FloodingTime: the rate at which water will flow in the compartment, when it is damaged

Kendras
08-01-17, 05:02 PM
Look in Zones.cfg for zones defintions assigned to damage boxes of playable subs. For each zone, there are two parameters dealing with fllooding and floatation.


Floatability: how much the flooding of each zone affects the floatability of the unit it belongs to (i.e. the volume of the compartment with that zone)
FloodingTime: the rate at which water will flow in the compartment, when it is damaged



Yes, I already know this, but it can't solve the problem. :wah:

The flooding time is always the same, however the boxe is damaged ?

gap
08-01-17, 05:19 PM
Yes, I already know this, but it can't solve the problem. :wah:

The flooding time is always the same, however the boxe is damaged ?

My suggestion? Ask vdr1981: before working on The Wolves of Steel he messed a lot with SH5 submarine damage (see his mod "Reworked Submarine Damage), and SHIII uses more or less the same files and parameters as SH5.
I have read on his TWoS thread that he is currently changing house though, so he might not reply your questions right away. Maybe keep an eye of thatv thread and wait for him to be back before you get in touch with him, otherwise your query might get lost :)

Kendras
08-27-17, 02:55 PM
http://i.imgur.com/1KgoQ7A.png

Why ???

:k_confused:

propbeanie
08-27-17, 04:05 PM
what happened?...

Kendras
08-28-17, 04:58 AM
I destroyed the P51 with my flak guns, he fell down in the water, then went out of water to crash again in it ... All parameters of the .sim file are the same of the other airplanes which don't have this strange behaviour ....

Maybe an ID conflict again ? .... :hmmm:

Kendras
08-28-17, 11:15 AM
I've found how to avoid this problem, by limiting the max speed of aircrafts to 350 kts (even if the real max speed of P51 was 380 ...)

gap
08-28-17, 03:20 PM
I've found how to avoid this problem, by limiting the max speed of aircrafts to 350 kts (even if the real max speed of P51 was 380 ...)

Maybe the plane is ricochetting on the sea surface? Try resetting its max speed to 380 kts and reduce the rebound coefficient (in CollisionableObject controller) instead :hmmm:

propbeanie
08-28-17, 07:19 PM
so instead of skipping stones on the water, Kendras is skipping planes... :har: - now to just do that with some bombs... :arrgh!:

gap
08-29-17, 04:00 AM
so instead of skipping stones on the water, Kendras is skipping planes... :har: - now to just do that with some bombs... :arrgh!:

That's not a joke lol: airborne depth charges, air torpedoes and ASW bombs ricochetting on the sea surface was a factor that the Allies had to deal with. There are even records of bombs jumping back and exploding against the low-altitude patrol craft that had dropped them. For minimizing/avoiding that risk, pilots were instructed to drop their explosives only at certain speeds/altitudes/angles of attack, and in the course of WWII air ordnance was fitted with a variety of weird-looking appendices whose function was to increase water penetration :yep:

I think that could be mimicked in game by making air bombs collisionable and by playing with their rebound coeffcients, but a lot of testing and fine-tunig would be required if we wanted to simulate the different water penetrations of the many bomb marks/mods used during the war :hmm2:

Kendras
08-29-17, 04:35 AM
Maybe the plane is ricochetting on the sea surface? Try resetting its max speed to 380 kts and reduce the rebound coefficient (in CollisionableObject controller) instead :hmmm:

It looks like ricochetting, but it's not : the airplane crashes, sinks a few meters below the surface, and rise again to the surface without loosing speed. But I will try to change this setting (rebound coefficient), thanks for the advise. :up: I saw it too, but it's only 0,05, so I decided to not try to change it. But, we never know with this strange hardcode ...

That's not a joke lol: airborne depth charges, air torpedoes and ASW bombs ricochetting on the sea surface was a factor that the Allies had to deal with. There are even records of bombs jumping back and exploding against the low-altitude patrol craft that had dropped them. For minimizing/avoiding that risk, pilots were instructed to drop their explosives only at certain speeds/altitudes/angles of attack, and in the course of WWII air ordnance was fitted with a variety of weird-looking appendices whose function was to increase water penetration

Exactly ! I was watching an allied training film dealing with that problem a few months ago. :yep:

so instead of skipping stones on the water, Kendras is skipping planes... :har: - now to just do that with some bombs... :arrgh!:

The Allies destroyed a German dam at the end of the war, with a special ricochetting bomb. :o

I think that could be mimicked in game by making air bombs collisionable and by playing with their rebound coeffcients, but a lot of testing and fine-tunig would be required if we wanted to simulate the different water penetrations of the many bomb marks/mods used during the war :hmm2:

Now, I'm more looking towards air dropped torpedoes ... :D

http://i.imgur.com/ghOC2Yz.png

gap
08-29-17, 05:48 AM
It looks like ricochetting, but it's not : the airplane crashes, sinks a few meters below the surface, and rise again to the surface without loosing speed.

That might explain why devs made destroyed planes to always explode in the air in SH5. That limitation was removed by TheDarkWraith with one of his hardcoded patches, but I wonder if anyone has ever made extensive tests on aircraft sinking dynamics since the release of that patch :hmmm:


But I will try to change this setting (rebound coefficient), thanks for the advise. :up: I saw it too, but it's only 0,05, so I decided to not try to change it. But, we never know with this strange hardcode ...

:up:

Try both to reduce and increase it please, and see if it makes any difference.


Exactly ! I was watching an allied training film dealing with that problem a few months ago. :yep:

If you are talking about a wartime US training film on air torpedoes, then we have probably watched the same video :03:


The Allies destroyed a German dam at the end of the war, with a special ricochetting bomb. :o

You must be talking about bouncing bombs


Now, I'm more looking towards air dropped torpedoes ... :D

Air torpedoes were subject to the same problem. I don't think they could bounce back against their dropper, but IIRC their tendency to ricochet once they touched the sea surface, affected negatively their depth control system.

http://i.imgur.com/ghOC2Yz.png[/QUOTE]

Nice screenie, but I think that Swordfish has missed the right timing to release his fish :03:

Kendras
08-29-17, 07:12 AM
You must be talking about bouncing bombs

Yes, that's their name.

Nice screenie, but I think that Swordfish has missed the right timing to release his fish :03:

Yes, indeed, the torpedo can't be launched, it's just an eye candy addition (for now ... ;-)). I was just testing several things at the same time : swordfish flying very low above sea, with new smoke effect for engine failure, and new texture (camo and marks). :salute:

I'm interested in loonking closer how to create a working air torpedo attack, but I have not enough time right now (even if already several ideas :03:). I know that someone (I think it was Rubini) has already created something like that for SH3 but with serious limitations. :hmmm:

propbeanie
08-29-17, 09:46 AM
Rubini has already done the air torpedo. This vid is the homing torp:

https://www.youtube.com/watch?v=K2WpdXp1Fvc

http://www.subsim.com/radioroom/showthread.php?p=1923374#post1923374

... but you might want to make changes?...

Kendras
08-29-17, 12:24 PM
Rubini has already done the air torpedo ... but you might want to make changes?...

Yes ... if possible. :up:

gap
08-29-17, 04:02 PM
Rubini has already done the air torpedo. This vid is the homing torp:

http://www.subsim.com/radioroom/showthread.php?p=1923374#post1923374

... but you might want to make changes?...

Yes ... if possible. :up:

How do you want to improve it?
IIRC SHIV and 5 have a special controller for air torpedoes (and even with that controller, vanilla air torpedoes are buggy), but it doen's work in SHIII

HanSolo78
08-29-17, 05:08 PM
For me Rubinis solutions is almost perfect! :salute:

I mean.... in campaign there show torpedo planes up... they drop torpedos and sometimes you will be hit. Great addition to me!

gap
08-29-17, 06:05 PM
For me Rubinis solutions is almost perfect! :salute:

I mean.... in campaign there show torpedo planes up... they drop torpedos and sometimes you will be hit. Great addition to me!

Honestly I have never tested it, but as far as I could see from Rubini's presentaion videos, it seems a cool mod. The one things I would improve, is adding torpedo racks and making torpedoes to disappear from the plane, once they are dropped.
A whila ago, I had suggested to Kendras a little trick for making this to happen with the virtual rocket launchers. Unfortunately the first tests weren't promising (the plane was destroyed rather than the under-wing rocket models removed), but I am optimistic that with some fine-tunings my idea can still work :)

propbeanie
08-29-17, 06:17 PM
Rubini's torps work better is SH3 than they do in SH4 (translation problem??), but even if they're buggy, it's still a serious threat to a submarine. Since you cannot "see" what weapon a particular airplane carries from an initial spotting distance, you have to think to yourself: does he have rockets, or does he have torpedoes? Well, punk? Do you feel ~lucky~?...

https://www.youtube.com/watch?v=u0-oinyjsk0


so, you crash dive and hope for the best... :lol:

gap, if you can make the torps or the rockets - or both, disappear, you'd be "even more world famous-er" in my book, brother... |;^)

gap
08-29-17, 07:04 PM
gap, if you can make the torps or the rockets - or both, disappear, you'd be "even more world famous-er" in my book, brother... |;^)

Well, my idea is relatively simple:


make torpedo/rockets a separate submodel (they probably already are) in the rack/launcher/virtual gun models that torpedo/rocket launching aircraft are equipped with;


add a damage box to these models, and specify as damage zone a custom zone set as detroyable and with very low armor level and hit points (let's say 1/1);


add a muzzle flash effect to the virtual torpedo/rockets guns, if it is not already present;


make this effect to spawn a custom explosive charge (using the same concept as the 'unit damage from fire' mod)


set damage points/radii/armor penetration values of that charge just as high as to allow it to destroy the dummy torpedo/rocket models on the racks, but not high enough to damage the aircraft itself nor any other of its parts.


This is the theory. In practice the plane gets damaged anyway, I still need to understand why :hmmm:

Kendras
08-30-17, 04:51 AM
gap, if you can make the torps or the rockets - or both, disappear, you'd be "even more world famous-er" in my book, brother... |;^)

If you want to try yourself to solve the problem :O: :

http://www.subsim.com/radioroom/showpost.php?p=2457819&postcount=75

gap
08-30-17, 12:36 PM
Well, my idea is relatively simple:


make torpedo/rockets a separate submodel (they probably already are) in the rack/launcher/virtual gun models that torpedo/rocket launching aircraft are equipped with;


add a damage box to these models, and specify as damage zone a custom zone set as detroyable and with very low armor level and hit points (let's say 1/1);


add a muzzle flash effect to the virtual torpedo/rockets guns, if it is not already present;


make this effect to spawn a custom explosive charge (using the same concept as the 'unit damage from fire' mod)


set damage points/radii/armor penetration values of that charge just as high as to allow it to destroy the dummy torpedo/rocket models on the racks, but not high enough to damage the aircraft itself nor any other of its parts.


This is the theory. In practice the plane gets damaged anyway, I still need to understand why :hmmm:

I forgot to mention that the virtual muzzle that actual torpedo/rockets (and the dummy flash effect) will spawn from, must be close enough to the destroyable torpedo/rocket models (the ones in the rack) for the explosive charge linked to the flash effect to selectively destroy them.
The muzzle shouldn't be internal to the destroyable models though: tests by Kendras show that SHIII might not detect collision between a 3D mesh/damage box and and a piece of ammonition, if that ammonition is originating within the boundaries of the mesh/box.
All in all, it is better if a destroyable, invisible model (a 'trigger' as Kendras called it), is placed close to the muzzle (but not overlapped to it) and the dummy torpedo/rocket models linked to it as child models. :yep:

propbeanie
08-30-17, 12:46 PM
There are quite a few applications for this, if you can get it to go... But this is definitely worlds and planes above my skill and understanding... I could bring the plane down easy enough, I could probably link a thermonuclear detonation to a launch, make a big flash probably also, but to make the weapon disappear without destroying the platform... I dunno. I am gonna look though it though, thank you very much. I'm sure we're all awaiting LGN1's reply here:

http://www.subsim.com/radioroom/showthread.php?p=2509426#post2509426

Kendras
08-30-17, 01:07 PM
so instead of skipping stones on the water, Kendras is skipping planes... :har:

And it's even more funny with a rocket propelled aircraft, flying at 600 m/s ! :yep:

Kendras
09-03-17, 11:01 AM
I've added the british RP-3 rocket to the rockets library.

Testing them on Hawker Hurricanes, which have a new texture (Sea Hurricane texture) :

https://i.imgur.com/Dj1w8bs.png

https://i.imgur.com/1r74Xdn.png

Anvar1061
09-03-17, 11:45 AM
I've added the british RP-3 rocket to the rockets library.

Testing them on Hawker Hurricanes, which have a new texture (Sea Hurricane texture) :

http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Kendras
09-04-17, 01:22 PM
8 hours of work, and still not finished ... :wah:

https://i.imgur.com/p47CE25.png

gap
09-04-17, 03:32 PM
8 hours of work, and still not finished ... :wah:

:haha:

Looking good so far :up:

Kendras
09-04-17, 04:46 PM
The problem is that I have to create a new texture for a 3D model already mapped with an old bad looking texture ... :-?

:damn:

gap
09-04-17, 04:49 PM
The problem is that I have to create a new texture for a 3D model already mapped with an old bad looking texture ... :-?

:damn:

If you think it is worth it, I can help you creating a totally new UV projection :03:

Kendras
09-04-17, 05:24 PM
If you think it is worth it, I can help you creating a totally new UV projection :03:

In this case, a new and nice texture is also needed ... :O:

Kendras
09-05-17, 04:06 AM
Maybe, you could help me. Would you be able to create a texture from the already mapped 3D model, containing only the "mask" for each part of the model (above wing, below wing, body, etc.) .... I mean the precise area of the texture used for each part of the model. Like this :

https://i.imgur.com/k0Fyeca.png

... but more precise, and for more parts (bubble canopy, nose ....)

gap
09-05-17, 10:27 AM
Maybe, you could help me....

You can export UV projections by selecting any 3D model chunk in S3d: in the UV map preview section, match the Width and Height fields with the size of the desired texture, and then click Save and choose one of the saving options. You should repeat this process for all the sub-meshes composing the aircraft.
Altenatively, you can do the same in Wings3D: export the meshes one by one, import them in Wings, select them either in body or in face selection mode, right click on the subsequent AutoUV window and choose "create texture" and edit Draw Options at wish. When finished, look for the generated texture in the outliner window, Images section, right click on it and choose "Make external" to save it in the format you prefer :up:

Kendras
09-07-17, 05:58 PM
You can export UV projections by selecting any 3D model chunk in S3d: in the UV map preview section, match the Width and Height fields with the size of the desired texture, and then click Save and choose one of the saving options. You should repeat this process for all the sub-meshes composing the aircraft.
Altenatively, you can do the same in Wings3D: export the meshes one by one, import them in Wings, select them either in body or in face selection mode, right click on the subsequent AutoUV window and choose "create texture" and edit Draw Options at wish. When finished, look for the generated texture in the outliner window, Images section, right click on it and choose "Make external" to save it in the format you prefer :up:

Thank you !

:yeah: * :yeah:

Kendras
09-07-17, 06:02 PM
Since I've modified the Swordfish and P47 loadouts (just a few changes), the game CTD ... :damn:

And since I've changed some tiny things in the .dat file of P38, the RAM is full and the mission can't launch (stuck on the launch screen) ...

I think I spend half of my modding time to search why the game isn't working ... It's sometimes so irritating !

Kendras
09-08-17, 10:24 AM
OK. For an unknown reason, the game always crashes when I launch a single mission, while the P47 airplane mod is activated, even if this plane is not in the mission ......

And now, my SH3 is again totally corrupted, after a 6th installation !

:damn::damn::damn::damn::damn::damn::damn::damn::d amn::damn::damn::damn::damn::damn::damn:

https://www.youtube.com/watch?v=WwlNPhn64TA

gap
09-09-17, 05:22 AM
Sorry Kendras, that's unfortunate, but things like that can happen.
I have the feeling that sometimes JSGME can mess up files on repeated mod enabling/disabling cycling, as required by heavy modding sessions :-?

Kendras
09-09-17, 09:00 AM
Sorry Kendras, that's unfortunate, but things like that can happen.
I have the feeling that sometimes JSGME can mess up files on repeated mod enabling/disabling cycling, as required by heavy modding sessions :-?

Yes, it seems so ! :shifty:

Kendras
09-09-17, 10:48 AM
Let's go for the 7th installation ! Champagne ! http://yoursmiles.org/tsmile/drink/t0320.gif

Anvar1061
09-09-17, 10:57 AM
Let's go for the 7th installation ! Champagne ! http://yoursmiles.org/tsmile/drink/t0320.gif

Test my build.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2455787&postcount=19

Kendras
09-09-17, 11:08 AM
Test my build.
:Kaleun_Wink:
http://www.subsim.com/radioroom/showpost.php?p=2455787&postcount=19

I have to finish my mods first.

gap
09-09-17, 11:56 AM
Let's go for the 7th installation ! Champagne ! http://yoursmiles.org/tsmile/drink/t0320.gif

:Kaleun_Party:
:rotfl2:

Kendras
09-09-17, 01:07 PM
Damn ! That's crazy ! The p47 makes my game CTD when I launch a mission. I really don't understand why !

Could you have a look please guys ?

http://www.mediafire.com/file/bgagefe13tnknfd/BUG_Testpilot_p47.7z

gap
09-10-17, 05:07 AM
Damn ! That's crazy ! The p47 makes my game CTD when I launch a mission. I really don't understand why !

Could you have a look please guys ?

http://www.mediafire.com/file/bgagefe13tnknfd/BUG_Testpilot_p47.7z

Before I start: what version of p47 did you use as base (i.e. from what mod), what did you change in it, and have you saved any backups of your mod before it started crashing the game?

https://i.pinimg.com/originals/31/7b/e6/317be6c56e2c723bf4db38f200309f10.gif

Kendras
09-10-17, 05:32 AM
Ah ! I've just found out what was the problem : the nodes' numbering was a total mess ! Strange that it worked before. And since I've deleted 2 nodes, the game always CTD. Now, after correct numbering, the game works again ! :yeah:

Kendras
09-10-17, 02:22 PM
Before I start: what version of p47 did you use as base (i.e. from what mod), what did you change in it, and have you saved any backups of your mod before it started crashing the game?

The answers were :
1. I don't remember, it's Testpilot's model (probably from a compilation)
2. I changed many things !
3. Yes I always make backups (and I had one of the working P47).

Now, another bug. The rockets' racks don't show anymore on the Spitfire ... :wah:

gap
09-11-17, 10:04 AM
The answers were :
1. I don't remember, it's Testpilot's model (probably from a compilation)
2. I changed many things !
3. Yes I always make backups (and I had one of the working P47).

Now, another bug. The rockets' racks don't show anymore on the Spitfire ... :wah:

Again: :O:

-What version of Spiftire did you use as base for your own work (i.e. from what mod)?
- What was you last tweak to the plane that might have arguably caused its rocket racks to disappear?
- Have you saved any backups of your mod before the problem started?

https://i.pinimg.com/originals/f4/bd/22/f4bd22037098a1485e3f19fa74160e94.jpg

Kendras
09-11-17, 11:44 AM
Again: :O:

-What version of Spiftire did you use as base for your own work (i.e. from what mod)?
- What was you last tweak to the plane that might have arguably caused its rocket racks to disappear?
- Have you saved any backups of your mod before the problem started?


Stranger than before : I've just changed the ID of the rack node, and it re-appeared under the wings ! :doh: I don't understand what happened ... :doh:

Maybe I become crazy ...:Kaleun_Goofy:

Kendras
09-11-17, 11:52 AM
Sorry to put my problems here, and to solve them the day after. But when I feel too tired to search what's wrong, I prefer to send a distress signal. It helps me to not lose hope ... and it can also help to save time ! :salute:

gap
09-13-17, 07:16 AM
Sorry to put my problems here, and to solve them the day after. But when I feel too tired to search what's wrong, I prefer to send a distress signal. It helps me to not lose hope ... and it can also help to save time ! :salute:

A distress signal like a rocket? :D

Kendras
09-13-17, 02:24 PM
A distress signal like a rocket? :D

:lol: Perhaps ...

https://i.imgur.com/VXCi9lR.png

Kendras
09-18-17, 04:55 PM
Hello. I need help to find or create better blurred propeller textures. As on this pic :

https://upload.wikimedia.org/wikipedia/commons/thumb/3/3f/P-51_Mustang_edit1.jpg/1280px-P-51_Mustang_edit1.jpg

gap
09-19-17, 02:12 AM
Hello. I need help to find or create better blurred propeller textures.

How many blades? :hmm2:

gap
09-19-17, 03:12 AM
A while ago, I created a spinning propeller for the Wildcat that resembles the one seen in your picture, but it is a three-bladed one...

https://i.imgur.com/JIk7oRm.png

Kendras
09-20-17, 08:41 AM
I need one texture with 3 blades, and another with 4 blades. I'm searching for something simple : whole black, thin blades, blurred on the sides.

gap
09-20-17, 09:53 AM
I need one texture with 3 blades, and another with 4 blades. I'm searching for something simple : whole black, thin blades, blurred on the sides.

I see, something boring in other words... :O:

Like these?

https://i.imgur.com/2b2nkFs.png https://i.imgur.com/EIRp1MX.png

Kendras
09-20-17, 11:42 AM
I see, something boring in other words... :O:

Like these?

https://i.imgur.com/2b2nkFs.png https://i.imgur.com/EIRp1MX.png

Yes. :Kaleun_Wink:

Moreover, would it be possible to make the 3D model not flat, in order we can see the thickness of the porpeller's blades when the aircraft is flying above us ? Like this :

https://i.imgur.com/hQQNCy9.png

From this video :

https://www.youtube.com/watch?v=3Okx0T5vpFc

gap
09-20-17, 03:05 PM
Yes. :Kaleun_Wink:

Here they are, in tga format:

https://www.mediafire.com/file/3n0xs8bsu8xwsqp/Spinning%20propellers.7z

I hope they look better than the stock texture.
I wonder what an actual propeller spinnig at 2000-2700 rpm would look like btw. I have been travelling on a prop plane a few monsth ago, and I wish I had payed more attenction to its spinning propellers since the look of them in pictures largely depends on the exposure time used and also videos are not much more reliable :hmmm:


Moreover, would it be possible to make the 3D model not flat, in order we can see the thickness of the porpeller's blades when the aircraft is flying above us ?

I think so :hmmm:

Kendras
09-20-17, 04:53 PM
Here they are, in tga format:

https://www.mediafire.com/file/3n0xs8bsu8xwsqp/Spinning%20propellers.7z

I hope they look better than the stock texture.

They are enough good for me. :up:

If you're not tired with that, could you create 2 more versions with larger blades please ?

https://i.imgur.com/sWvBXHX.png

gap
09-20-17, 06:24 PM
They are enough good for me. :up:

If you're not tired with that, could you create 2 more versions with larger blades please ?

https://www.mediafire.com/file/3n0xs8bsu8xwsqp/Spinning%20propellers.7z

Let me know how they look in game. It is possible the opacity channel will need some adjustments; in any case I will keep the 'static' templates on my HD, so to ease any further refinement of the texture :salute:

Kendras
09-20-17, 06:59 PM
https://www.mediafire.com/file/3n0xs8bsu8xwsqp/Spinning%20propellers.7z

Let me know how they look in game. It is possible the opacity channel will need some adjustments; in any case I will keep the 'static' templates on my HD, so to ease any further refinement of the texture :salute:

When the model of the propeller is turning, I can see that the texture is not perfectly centered. Could you correct this please ? And last thing, I would like to have only the black blurred blades on the texture, and not the basis in the center. Thank you very much for your help ! :salute:

gap
09-20-17, 07:07 PM
When the model of the propeller is turning, I can see that the texture is not perfectly centered. Could you correct this please ? And last thing, I would like to have only the black blurred blades on the texture, and not the basis in the center. Thank you very much for your help ! :salute:

Okay, I will make the corrections and upload the new files tomorrow, but is not the hub painted on the texture hidden behind the 3D hub model?

Kendras
09-21-17, 09:24 AM
but is not the hub painted on the texture hidden behind the 3D hub model?

Not completly ... :-?

gap
09-21-17, 09:27 AM
Not completly ... :-?

See if this is better:

https://i.imgur.com/KsmEOhx.png

Kendras
10-06-17, 04:02 PM
Hi,

I think the readme is complete ! See here : http://www.mediafire.com/file/68tebg4p7btgcw7/README_-_Aircraft_Rockets_Mod.pdf

Tell me if you spot errors, or if you don't understand some things.

Cheers !

gap
10-07-17, 05:27 AM
Hi,

I think the readme is complete ! See here : http://www.mediafire.com/file/68tebg4p7btgcw7/README_-_Aircraft_Rockets_Mod.pdf

Tell me if you spot errors, or if you don't understand some things.

Cheers !

One of the most informative readme's I have ever read :yep:

I don't remember what we had agreed about adding my rocket and rack models to the mod though. For a start, did I actually send you the models? :O:

Kendras
10-07-17, 06:34 AM
I don't remember what we had agreed about adding my rocket and rack models to the mod though. For a start, did I actually send you the models? :O:

Well, I would be very happy to add them to my mod. But first, I would like to know if there are no problems with installation on different PC and mod soups. Then, we will add your amazing models to the mod as a second layer ! :up:

gap
10-07-17, 06:43 AM
Well, I would be very happy to add them to my mod. But first, I would like to know if there are no problems with installation on different PC and mod soups. Then, we will add your amazing models to the mod as a second layer ! :up:

Let's do that :up:

Anvar1061
10-07-17, 12:36 PM
Hi,

I think the readme is complete ! See here : http://www.mediafire.com/file/68tebg4p7btgcw7/README_-_Aircraft_Rockets_Mod.pdf

Tell me if you spot errors, or if you don't understand some things.

Cheers !

http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
"2. SH3\data\Air\EnglishNames.cfg (or GermanNames.cfg or FrenchNames.cfg). All the following lines should be written : TBAvenger=Grumman 'Avenger' TBSSwordfish=Fairey 'Swordfish' FBHurricaneMk1=Hawker 'Hurricane' FBWildcat=Grumman 'Wildcat' FBMartlet=Grumman 'Martlet' FBP38=P38 'Lightning' FBP47D15Thunderbolt=P47 'Thunderbolt' FBP51D5=P51 'Mustang' DB_SBD=Douglas 'Dauntless' FBSpitfireXXII=Spitfire Mk. XXII FBMe262A2=Messerschmitt 'Me 262' "
Is this a mandatory condition or can I use a Russian translate?

Kendras
10-07-17, 12:58 PM
Is this a mandatory condition or can I use a Russian translate?

No, you can write in russian if you want.

Anvar1061
10-07-17, 01:05 PM
No, you can write in russian if you want.

http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif