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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Airspeed settings (https://www.subsim.com/radioroom/showthread.php?t=102822)

Kpt. Lehmann 12-29-06 03:58 PM

Okay... now I'm getting interested. :huh:

Verrrrry cool direction you are taking there Priater sir.

Totally wild stuff. :up: :up: :up:

bigboywooly 12-29-06 05:02 PM

Quote:

Originally Posted by priater
Over 37,000 Patrols wasn't it?:hmm:

And as for hooking them to a ship? Done that today!:yep:
When ship rolled in shallow water, it was like an iron bar between them!:rotfl:
Ship went down, Balloon was swung into the water, Ship came up!:o :doh:
:rotfl: :rotfl: :rotfl: :rotfl:
Blow em up with the ship!!!:rock:

This all came about when I tethered the AirShip to an AI sub.:lol:
Now make the sub and tether invisible and it passes for a true air ship.
The sub could be made to take no damage and pass through things?:hmm:

The only prob I can see with that is changes to AI subs impact on player subs also

The balloon needs a damage model too so when the ship went down the ballon would have gone too

Interesting idea mate
Am enjoying this so far

Crack on

Madox58 12-29-06 05:07 PM

It's gettin' better!!:up:

I've flown the lastest test ship for 20 minutes now at 20 Knots!:rock:

AND it's climbing!!!:rotfl:

Nice lazy left hand bank and climb!!!!!:rock:


Here it is going out at 10 Knots or so


http://i108.photobucket.com/albums/n...Sub/Blimp4.jpg



Here it is a few tests later at around 5 knots or so
climbing and coming back around!!


http://i108.photobucket.com/albums/n...Sub/Blimp3.jpg



:rock: :rock:

Now, after 21 straight hours, I'm takin a break.:lol:

Then the weapons test can start!!:arrgh!:

OH YES!!! She's fully armed for attack trials!!!:up:

Jimbuna 12-29-06 07:02 PM

Bloody amazing this is mate...here's wishing you every success :up:

bigboywooly 12-29-06 07:08 PM

Kudos mate
:up:
Looking good

Venatore 12-29-06 07:14 PM

Priater,

You have got to be joking. Just when I thought well that's about all we can introduce, then comes this, how far can this game expand ! Well done on your efforts, your hard work is much appreciated here at this forum.

panthercules 12-29-06 07:40 PM

Whoa! This is looking really great :up:

If this winds up being tagged somehow as part of or a replacement for a ship, would it be able to have sensors and stuff so it would be able to spot the player's u-boat at greater distance than a normal ship and call for help from nearby destroyers or aircraft and stuff? This would be cool enough if they just turn out to be eye candy, but if they would really "work" and affect gameplay - awesome!

Great idea! :rock:

Madox58 12-29-06 07:55 PM

This Air Ship is FULLY ARMED AND SENSORED!!!:o

And it is a bear to bring down!!!!:smug:

If you see it, it probably sees you and is calling in everything in the area!!!:doh:

My advise???:hmm:

CRASH DIVE!!!! AAALLLLLAAAAAARMMMMM!!!!!:o

Historically, VERY few were lost to enemy action but claimed more than a few U-Boats. Specially on the East Coast.

And to think, I was working on something totally different when this interested
me.:88)

bigboywooly 12-29-06 07:56 PM

I imagine they can be given sensors
Even DC
Silent death from above :rotfl:

Madox58 12-29-06 08:36 PM

Quote:

Originally Posted by Letum
Would it be possible to mod a plane so it moves across the map at ~10knts, but attacks at full speed when in range of the player?

After all the testing and such I did today, I'd say that could be a very interesting
thing to test out.:hmm:
However, some of the changes needed to get down to even 20 knots may
not allow a higher speed without the aircraft launching into outter space
or straight into the ocean!:o
It is a VERY, VERY fine adjustment that took me 21 straight hours to stumble
upon!!!!:oops:

bigboywooly 12-29-06 09:57 PM

Quote:

Originally Posted by Letum
Would it be possible to mod a plane so it moves across the map at ~10knts, but attacks at full speed when in range of the player?

Well for the life of me I fail to understand why ?
If you miss a ship sailing at 6\7 kts at high TC whats the point of having aircraft flying at 10 kts ?
Yes you do miss ships too at high TC not just aircraft
Heap plenty work for no gain

Also damn unrealistic for an aircraft to be doing 10kts AND still be flying

If you wanted it done for another reason I still dont understand what possibly for

Madox58 12-29-06 11:01 PM

OK, If we want to talk time compression here are some of my
ideas from other Games I've done Mod work in.

1st: Time compression is usually a skip frame deal. That's why you get jumped.

2nd: You CAN trick it with ghost units in most cases.
EXAMPLE: I attach an invisible "to your eye" unit with no weapons or sensors, sent out AHEAD of true game units. TC detects, drop to real time, NOW you have a chance. YOU WOULD NEVER KNOW!
(And if you've ever played Quake 1 - 3, NeverWinter Nights, and such?
Well, it happened to you, YOU JUST DIDN'T KNOW!!!!)

As for going 10 knots?:rotfl:
That's an AIR SHIP!!!:rotfl:
And YES! It will speed up!:rock:

BUT YOU WON"T LIKE IT!!!!:lol:

bigboywooly 12-29-06 11:08 PM

Wasnt talking about your airship mate
You carry on with that - looks cool

I think Letums ideas is to slow them down so you dont miss them or get jumped
Skipping a frame or 2 maybe a low TC but at 1024\2048 and even 4096 as some ppl are running means the damn things skip the whole atlantic without ever coming close to the player

Lower TC is the only sure way of not missing out on things
Besides who wants to play a game on high TC everywhere anyway
Tis a sim not an arcade game

Back OT
For a first SH3 addition from you thats a tough one to beat mate
:up:

Madox58 12-29-06 11:17 PM

Just dropping a unit to 10 knots won't fix the TC cause the units behind would pass them on a skip.
Better to send out FASTER ghosts!
HMMM, How do I know this?:smug:

bigboywooly 12-29-06 11:40 PM

:rotfl:
Dont complicate matters
Better to slow TC down

Now if that airship isnt done why are you talking to me
:rotfl:

Only j\k


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