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lol
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Darkfish,
many thanks for that idea! I put a wpn_cannon controller onto the director AFTER my generic axis rotation. Now, when unspotted, it slowly rotates the built-in type 21 radars (the whole director) as it had before for me, but now it also tracks you! I made a dummy shell, so the "gun" has no fire effects, and the shell doesn't either, and does no damage, etc. If you like, I will up the dummy shell dat/sim/zon for you to use. I plan on doing this for every director I have in Real IJN now! Woot. |
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great idea btw, adding generic axis rotation too! mickey117 reported a small bug to me, namely that it rotates back to 0 degrees when you change target. To fix it I set the reload time to a lower value. As it fires lots of shells this way I already made my own dummy shell about 5 minutes before I read your post:) but thanks anyway Quote:
But it'd be a great addition to Real IJN. |
Well, many of the ships are poorly designed in this regard and the directors are not individual objects. There are only a few ships that have "well behaved" director objects.
Since I'm concerned with them primarily as sub targets, only the big directors will likely be visible anyway. |
fumo 30
on dark fishes url link it look major warships used the fumo 30 but not as ther main radar of course thats just dumb but like on scharnhorst and the bismarck class well not bismarck but tirpitz and both sharnhorst class ships used the radar on there foremast http://www.navweaps.com/Weapons/WRGER_64.gif thats the fumo 30 on that pole behind the range finder:rock:
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hmm
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UPDATE
I just got my new computer, so I need to re-install SH4.:D
Can all the members of TSWSMT e-mail their work please?:DL Any updates from the team members? Sorry for the lack of communication over the past weeks |
Well I've got one hell of an 'update' here!
An image says more than a thousand words A video says more than a thousand images so I made a small video to show some of the new features in TSWSM: http://i525.photobucket.com/albums/c.../ASW_TSWSM.jpg (click on the image above to view) It features a playable flower class corvette attacking a German AI U-Boat. A torpedo explosion is shown, which is NOT from an AI-fired torpedo, but instead from a modified mine. So don't get too excited about it ;). Which doesn't mean these mines couldn't be laid in the campaign, just for the realism of actually being attacked when escorting a convoy (what do you think Ivan?). Anyway, the bridge instruments and depth charges are currently only installed on the Flower class corvette, but as of now I'm adding them to the V&W class DD and hopefully many other ships will also have them. |
That is godly!!!! great work! I can see a lot has been done in my time of leave.:salute::yeah:
the 1st TSWSM tralier |
:oTHIS IS GONNA BE GREAT!!!!:D I never thought sh4 would be like this.:yep:
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Further update on damage modelling;
Managed to get torp damage to stop deck mounted torps from working on cruisers. Also have a workaround to damage not stopping deck guns from working on AXIS ships. Allied ships not a problem - deck guns stop working nicely once damaged. Have completed damage modelling thus far for; Bismark Class, Gneisenau Class, Deutschland class, Hipper Class, KGV Class, Kent Class. On the cruiser I have made a port & starboard deck torpedo damage zone (each with 4 tubes each). Have also been playing with ship physics. Graf Spee sorted nicely - trouble is when I use same setting on Bismark, it bobbles around badly. I need to lower the bismark (but I can't just lower the draft in the sim file - once you get down to zero it uses the centre of the bounding box for the model and makes the bismark float about 2ft above the water). |
Almost forgot, request to all ship modellers / converters .... here are a few things that will help complete damage modelling;
1) If it's an AXIS ship, create a seperate dummy conning tower (this enables more than 10 compartments - thus enabling us to make the ship compartments / damage more realistic). This does not seem to affect allied ships for some reason. 2) Please, if using a conning tower, set the coordinates for the mount point to the main model to 0,0,0 in the main model - makes positioning and damage zoning the AA so much easier. 3) Create a seperate object file for each main turret - we need a seperate object and assigned damage zzone for each turret to enable turret damage to work. Using a single object file and seperate zones in the zone file alone DOES NOT WORK. 4) If torpedo tubes are added, add the zones that go along with them. 5) If using a seperate "dummy" conning tower, only assigne AA to it. Deck watch can go in the main UPCGE file. I think that's all ... if I think of anything else I'll add to the post.... just want to achieve a more standardised approach to the ships I get to damage model .... it's still taking me around 40 hours to do one ship. Results are looking good ... realistic sinking, systems actually stop working when damaged. Have also found a really clever use for zone 29 - can be used as a 3rd level of engine redundancy. |
sounds great!
your ship movements over the waves, is that compatible with real enviroment? |
I havent got much done, fiddling around with FSX, but ill get back into it ASAP
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I just bought that!! lol how is it?
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