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-   -   improving existing mod - Rubini's water streams mod (https://www.subsim.com/radioroom/showthread.php?t=138833)

Schwuppes 07-02-08 09:21 AM

Thanks Racerboy

I will be keeping a close eye on your work! :rock:
will try this next time I reach port after my current patrol.

Sailor Steve 07-02-08 10:09 AM

Beautiful!:rock:

But I agree with Vickers and Letum: the water draining from the top lip of the tower looks odd.

TheDarkWraith 07-02-08 10:27 AM

Quote:

Originally Posted by Sailor Steve
Beautiful!:rock:

But I agree with Vickers and Letum: the water draining from the top lip of the tower looks odd.

yeah it does. I was just playing around with ideas. I'll move it to the floor of the conning tower and see if I can make it 'spill out' from inside the conning tower, onto the sub and down the sides.
Another idea: from my background in physics and fluid dynamics I see a problem with the water streams. If the sub has motion in the water then the movement of the water across a hole opening would preclude it from entering into the hole and filling it up as an eductor effect would be happening (along with a smooth laminar flow boundary being established to some degree across the opening). The magnitude of this effect would depend on the speed of water across the hole opening (sub's speed) along with some other factors (we'll choose to disregard these other factors since they are small in magnitude compared to the eductor effect and the establishment of the smooth laminar flow boundary). I'm going to try and model this effect. Anyone in agreement? :yep: As sub speed would increase the water streams themselves would decrease in size, speed, opacity, weight, etc with this modelling.

Myxale 07-02-08 11:10 AM

RB back with a venegance! :rock:

Great work so far mate!

vickers03 07-02-08 01:11 PM

Quote:

Originally Posted by Racerboy
I'm going to try and model this effect. Anyone in agreement?

if i'm understanding this right, SH4 models some basic physics for the
water drains- but having full physics now in SH3 as you mentioned
would be incredible.
keep up the good work!:up:

TheDarkWraith 07-02-08 01:24 PM

well there's a ton of math involved in this one trying to simulate the physics effects on the water streams with the movement of the sub combined with the relative wind effects on the water exiting the water holes......but I'm getting there. In the screenies below the simulated physics effects have been applied to the left side. The right side has no simulated physics modelling at all. The simulated physics modelling is being done through some clever use of some action controllers. Unfortunately linear interpolation is the only way these controllers let me do math where exponential is needed so we have to work with what is given to us. The magnitude of the simulated physics modelling increases (or decreases) with the sub's speed. Screenies show I'm getting there:

sub just crested a wave that had the bow underwater. Sub's speed is ahead flank. Same camera location just different sides of the sub.

non-simulated physics modelled side. Note how there appears to be very little wind interaction with the streams. There's no mist either from the relative wind interaction:

http://i228.photobucket.com/albums/e..._interp_ri.jpg

simulated physics modelled side. Note how their appears to be wind interaction with the streams. Also note that mist is being developed and carried by the wind:

http://i228.photobucket.com/albums/e...nterp_left.jpg


sub speed at 0, sub motion 0. At a standstill bobbing in the water here's what it looks like currently:

non-simulated physics modelled side. Note how water falls down, there's just a little mist:
http://i228.photobucket.com/albums/e...r_interp-1.jpg

simulated-physics modelled side. Note how there's lots of mist now:
http://i228.photobucket.com/albums/e...erp_left_a.jpg

and an aft-view shot showing the differences. It's not modelled perfect yet but it's getting there:
http://i228.photobucket.com/albums/e...ison_linea.jpg

Realize that I'm not creating a new game engine or patches to it, I'm exploiting the action controllers and making them do things that the developers probably didn't think could be done. Define what you want to accomplish, research the tools (controllers and such) available to you, think 'way outside the box' to see how you can use these tools to accomplish your goal, apply knowledge that you know (physics, math, fluid flow, etc.) to define how to model it, write some code, test, modify code, retest, modify code, retest.....till it finally works.

TheDarkWraith 07-02-08 03:48 PM

might be one of my finest works ever.....
 
ok, got the simulated physics modelling where I want it (for the most part). Only left side of sub has physics modelling enabled. Tell me what you think:

http://rapidshare.com/files/12664009...0_BETA.7z.html

it will also be available at post #2. I'll always keep post #2 updated.

Vader 1 07-02-08 04:33 PM

Nice to have you back sir...you have been missed :yep: :yep: :up:

Vader

Tomi_099 07-03-08 05:50 PM

RB is BACK !!!
 
:up: We missed you - Wilkommen back RB
WILKAM BACK MY FREND !!!:rock: Beautiful!

a litle bit impression !!


http://www.subsim.com/radioroom/showthread.php?t=137337
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..
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panthercules 07-03-08 06:17 PM

Welcome back indeed!

Took a quick look at this, and I'm really liking it so far. Very impressive the way the mist/spray is working, as shown below:

http://i3.photobucket.com/albums/y96...aterDrain1.jpg

http://i3.photobucket.com/albums/y96...aterDrain2.jpg

One thing though - while the spray is looking real good, it seems a little odd that it's all spray and no actual water drainage. I really have no idea since I've never actually seen a type IIA in heavy seas/high winds, so I'm totally speculating here, but it seems like maybe there should be some water running down the side of the hull, with some smaller portion of of that showing as spray/mist. I haven't had a chance to sail around waiting for calmer weather (will that even happen in a single mission, or is the weather fixed?), so maybe it would look more like I'm expecting if the winds weren't so high, but in particular it seems a little strange having all the water flowing up as the boat plunges back down into the trough of the wave - I would think that some would, but that some would keep running down the side of the boat, but maybe (1) that's not possible with the limitations of the mechanism you're playing around with, or maybe (2) I'm just wrong in thinking that there would be more real water and less spray/mist coming out of those holes.

In any event, none of this is intended as criticism so please don't take it that way - I think this is really awesome work that you've been able to figure out how to make any of this actually work and I'm really looking forward to seeing this work progress.

Thanks for doing this :up:

urfisch 07-04-08 05:08 AM

very impressive racerboy!

what factors does the dynamic effect depend on? wind? on the pics the effect looks like as if storm catches the water droplets and blows them aside...i think just a kind of fine-tuning, right?

:up:

TheDarkWraith 07-04-08 03:47 PM

Quote:

Originally Posted by urfisch
very impressive racerboy!

what factors does the dynamic effect depend on? wind? on the pics the effect looks like as if storm catches the water droplets and blows them aside...i think just a kind of fine-tuning, right?

:up:

The only factor that determines the dynamic effect is speed of the sub.
When you run the single mission I included use the external cam to view the sub and try all 5 different bells. Make sure you look at both sides (left and right) to see the differences with speed.
As the sub moves through the water the speed of the water passing over the 'holes' will preclude water from being 'sucked in'. The faster the sub moves through the water the less 'time' the water has to enter inside the holes. Plus the airflow around the sub would interact with any water that does drain out to produce mist and water drops instead of streams. That's how I've designed it to act.

i_b_spectre 07-04-08 09:23 PM

Quote:

Originally Posted by Racerboy
The only factor that determines the dynamic effect is speed of the sub.
When you run the single mission I included use the external cam to view the sub and try all 5 different bells. Make sure you look at both sides (left and right) to see the differences with speed.
As the sub moves through the water the speed of the water passing over the 'holes' will preclude water from being 'sucked in'. The faster the sub moves through the water the less 'time' the water has to enter inside the holes. Plus the airflow around the sub would interact with any water that does drain out to produce mist and water drops instead of streams. That's how I've designed it to act.

Would one expect to see water streams from the holes at slower speeds, say, one-third ahead or less? I presume sea state would have an effect on whether the holes are submerged at times, therefore flooded and producing streams upon breaking the surface.

TheDarkWraith 07-04-08 11:31 PM

Quote:

Originally Posted by i_b_spectre
Would one expect to see water streams from the holes at slower speeds, say, one-third ahead or less? I presume sea state would have an effect on whether the holes are submerged at times, therefore flooded and producing streams upon breaking the surface.

yes and yes to a point. Because the water streams have the sub as the parent ID the calculation for depth (y) is a function of the center point of the sub and the y position of the water stream in relation to the center point of the sub. It would be nice if the game engine would only consider the y position of the water stream itself in determining whether it's above or under water but since it doesn't I made a trigger height and a render height (it's either this y calculation or the game engine takes the mean value for the water height based on the surrounding wave heights). The trigger height is a depth under the water that the calculated y position has to cross before the stream can become 'active'. Just because a stream is active doesn't mean it will display. It is stopped until it crosses the render height, which is the surface, at which time it is finally started and displayed. Because of this you will occassionally see a water stream display when water hasn't covered it. This becomes more apparent as sea state worsens.
Each individual water stream has it's own trigger height and render height control. It is possible to see some of the water streams show and some not.

urfisch 07-05-08 07:37 AM

im totally impressed

TheDarkWraith 07-10-08 10:52 AM

I would like to hand this off to someone and let them run with it. The foundation has been laid now it just needs to be finished. All the other subs need to be completed. What is involved is determing each hole position (x,y,z) on each sub and modifying/adding nodes to accomodate them.
Surely somebody wants to complete this and release it under their name?
I'll be completing my own version of it for my own use. As I said before when I started this it'll take community involvement to complete if it's to be made available to everyone. The excuse of 'I'm no modder, I don't know how' is not acceptable...everyone can learn if they want to. You just have to try. :yep:
Same thing is going to hold for the shells I'm adding to the guns. If everyone wants it then it'll take community involvement to bring to life.

Tomi_099 07-11-08 06:25 AM

Mr.Racerboy
 
Hello RB,
last it possible your new project with my new VII-D wraps to try.

Also a new VII-C covering is in constructs (Multisub VIIc/Vc41).
There I on Monday for one week to Holliday, in vacation drive and the Multisub VII-C/VII-C41 already to 80 % is finished and possibly further interest exists to the project to work,

also without my presence.

I would deliver you the VIIC/VIIc41 (DAT).
Otherwise it continues after one week again.

Thus if interest exists here to go through, then announces you simply.
It is yielded it with the S3D or Hexeditor to work can.

Yours sincerely :up:

TheDarkWraith 07-12-08 08:37 AM

If I undestand correctly, you're asking me to add water streams to your new multi-sub? Send it over, I'll have a look-see.

TheDarkWraith 07-12-08 10:29 AM

on the VIIb should water be draining from all areas marked in red (GWX 2.1 file and skin)?

http://i228.photobucket.com/albums/e...IIb_marked.jpg

TheDarkWraith 07-12-08 01:44 PM

VIIb is looking pretty stunning with the improved water drains. 0 knots speed bobbing in the waves with winds @ 10knots. Only the large holes on the forward left side have been done. I might have to enter into the screenshot contest when this one is done.....

http://i228.photobucket.com/albums/e..._FL_VIIB_2.jpg

http://i228.photobucket.com/albums/e..._FL_VIIB_1.jpg


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