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-   -   Swordfish torpedo attacks on U-boats (https://www.subsim.com/radioroom/showthread.php?t=100235)

Safe-Keeper 10-31-06 02:54 AM

AI torpedoes have actually worked for some time. Check out Serg's site (see his signature;)).

Quote:

Only Wildcats screenies at hand at the moment, taken during the rocket and strafe attack
You're just begging me to ask how rockets work, aren't you?

OK, how do rockets work? Do they have a smoke trail?

Cdre Gibs 10-31-06 03:46 AM

As much as I like what Serg does (when he finaly posts screen shots that is) I never get excited any more since its now seems to be a trend of his to tease the hell out of ppl then leave em hanging - forever.

Case in point:
Originally Posted by sergbuto
Some day.

Another 1 in the same boat is Ibecomelife, simply out standing work, nice screen shots, never see a damn thing (well not very much). So I have to ask, why bother posting screen shots if you never intend to release what the screen shots about, of if its your intent to release it near on a year later. At least the bigger mods only post screen shots an bits when a release is close.

Constantly waving a red flag under a bulls nose is parmount to suicide.

sergbuto 10-31-06 10:52 AM

Quote:

Originally Posted by stabiz
So you guys have made AI torpedoes work?

AI "virtual" torpedoes. ;)

sergbuto 10-31-06 10:53 AM

Quote:

Originally Posted by Safe-Keeper
OK, how do rockets work? Do they have a smoke trail?

No, but you just gave me an idea to try out. ;) It is the same principles as for shells.

The problem with using rockets is finding the way to tell the game engine that the loadout with rockets should not be used in the beginning of the war. In the EQP and CFG files defining the loadouts the date definitions are not used. That forces to create another copy of the aircraft with different EQP file and later entering date in the game.

sergbuto 10-31-06 06:23 PM

Yes, it does. A stock swordfish attacks and bombs with diving. I have set it up as a level bomber. Then at low heights this fairly looks as a torpedo bomber run. The question is how to make these planes always get spawned and do the attack approach at low heights.

WilhelmSchulz. 10-31-06 07:20 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by bigboywooly
Got any screenshots of them Serg ?

Only Wildcats screenies at hand at the moment, taken during the rocket and strafe attack


http://usx218.fysik.uu.se/users/Serg...atAttack01.jpg

http://usx218.fysik.uu.se/users/Serg...dcatAttack.jpg

DEAR GOD!!! :huh: :dead:

bigboywooly 10-31-06 07:26 PM

Well I guess if you add them to one type of airbase only - say the small one

C:\Program Files\Ubisoft\SilentHunterIII\data\Land

LAB_SmallAirBaseGB

[Unit]
ClassName=LargeAirBaseCa
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1
[AirGroup 1]
StartDate=19380101
EndDate=19401225
Squadron1Class=FBHurricaneMk1 <--------Replace with the Swordfish
Squadron1No=2

Then make sure those airbases are the ones close to coastal areas

As for the height not sure if you can adjust that in the .sim file in the aircrafts folder

sergbuto 11-01-06 06:17 AM

I specifically meant spawning at low heights. SIM file defines only the lowest height for the aircraft. Probably, it will be necessary to script squadrons at low heights in the RND layer using convoy waypoints to simulate torpedo bomber waves from a carrier as well as along the coast to hunt outgoing and returning U-boats along with their escorts.

sergbuto 11-01-06 06:19 AM

How is that for a smoke trail of four rockets? Just used one of smoke particle generators already in the game.

http://usx218.fysik.uu.se/users/Serg...t_attack01.jpg

WilhelmSchulz. 11-01-06 06:48 AM

:huh: :huh: :huh: :huh: :huh:
After a few munits... WOW!!!!!
Your making a Beufighter too?! :huh: :rock:

sergbuto 11-01-06 03:24 PM

Quote:

Originally Posted by Anvart
It is necessary to create new object #rocket_smoke in particlies.dat.

Yes, I know. That 's what I was trying to avoid doing. Because it means spending a lot of time in tweeking the parameters to full satisfaction. :)

sergbuto 11-01-06 03:32 PM

It is coming

http://usx218.fysik.uu.se/users/Serg...s/Rocket07.jpg

sergbuto 11-01-06 03:38 PM

Quote:

Originally Posted by Anvart
Do you apply AirTorpedo?
If you do not apply, why that?
Look my fast sketch:
Min height = 30m (in *.sim);
Max height = 50m (in mission);
Speed = 220 knts;
Diving Bomber;
Loadout = 4xAirTorpedo;

Torpedoes do not fly, rockets do.

sergbuto 11-01-06 03:57 PM

Quote:

Originally Posted by Anvart
Why such form of a torpedo?
:o
Sorry, I about torpedos.

Yes, it is a rocket on the screenshot.

As to torpedoes, they are presumably electric or acoustic so that it is impossible to see them coming. The aircraft is much faster than a torpedo so it is expected to surpass the U-boat significantly before the torpedo hits it. Therefore, the use of AirTorpedo from the Bombs.dat is not applicable for such a purpose.

Safe-Keeper 11-01-06 04:07 PM

The rocket trail is awesome.

At this rate, I won't need Silent Hunter 4.


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