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

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.

sergbuto 11-01-06 04:42 PM

Quote:

Originally Posted by Anvart
For visual effect you can to use AI and Air Torpedoes.?

Yes, I thought about that. Unfortunately, the AirTorpedo needs to be dropped significantly before the aircraft reaches the boat/ship but the level bomber does not allow for that and drops the torpedo directly on a target which does not look realistic. If one can make it drop the torpedo much earlier, that would be perfect for visual effects.

U-snafu 11-01-06 04:45 PM

Amazing piece of work:huh:

sergbuto 11-02-06 02:31 PM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by Anvart
For visual effect you can to use AI and Air Torpedoes.?

Yes, I thought about that. Unfortunately, the AirTorpedo needs to be dropped significantly before the aircraft reaches the boat/ship but the level bomber does not allow for that and drops the torpedo directly on a target which does not look realistic. If one can make it drop the torpedo much earlier, that would be perfect for visual effects.

The visual image (at all absolutely real) gives more emotions, than
abstract image (invisible virt. torpedos)!

In reality, people on U-boat's bridge would never see an attacking torpedo unless it was a steamed torpedo with the wake. Therefore, torpedoes flying around the boat and almost ahead of the diving aircraft or landing on boat's deck are absolutely unrealistic (at least to me) and do not contribute to immersion, no matter how much emotions that can give. In a way, enemy torpedoes were pretty much invisible for the U-boat crew.

sergbuto 11-03-06 07:10 AM

Quote:

Originally Posted by Anvart
I think planes with torpedos came nearer to the target as it is possible more close, activation of a torpedo so close how much allowed.?
It is necessary to think as to make emission of torpedos for ~100 meters (???) from the target.


F.e., commonly used American airborne torpedo Mark 13 would have its exploder mechanism armed after water travel of 180 meters. However, the torpedo would often need as much as 275 meters of water travel to reach the pre-set running depth.

rasmus1896 11-03-06 12:57 PM

i agree with you sergbuto ,that the watch crew cant see the torp .
but what about the splash when the torp hits the water?

great work. i realy like the rocket:D

bigboywooly 01-09-07 02:06 PM

Damnit Anvart finish it :rotfl:
J\K mate
Cool
Didnt realise you were playing with AI torpedos also

ref 01-09-07 02:24 PM

:rock: :rock: :rock: :up: :up: :up:

Nice !!!!

Ref

Jimbuna 01-09-07 02:39 PM

WOW :o ....very very nice :yep: :up:

AVGWarhawk 01-09-07 02:45 PM

Go Anvart, its my birthday, got torpedo planes!!!! Really sweet!

Sailor Steve 01-09-07 03:40 PM

Nice stuff, but I don't think a Hudson could carry three torpedoes.


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