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:sunny:
[edit] There's one but... The .zon file needs to be corrected as well. Moving the visual object (3D model) requires the SH3ZonesCtrl to be swapped as well. I think the easiest way to do this is by swapping the parent id's between the two controllers that are linked to the props. Also, I have no idea what the effect of a broken prop is (iow. the wrong prop may be broken). I suggest one of you tests this out before making this change across all submarines... That, or investigate other (better?) ways of changing rotation direction... I have no other ideas though... |
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Yes...I had to make the "XZ" swap after I noticed that the ends of the prop shafts, where they enter the subs hull, were sticking out and not aligned properly with the stern tubes. I had to do this for the Porpoise class only. Gato, Balao... looked fine. Cheers! |
well done ;) but if you just invert, then the 3dmodel will be wrong lol (blades pitch not correct...)
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Perhaps I'm having a bad hair day, I cant seem to find the dl link for this mod covering all sub props, I dont see a link for it
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You need to click one of the three prop pictures under the server you want to download from.
And the X swap is only a band aid for the problem. As I've said, the props are mounted and pitched correctly the way they are, it just so happens that Ubi made the shafts spin the wrong way. However, since the direction of shaft rotation does not change when the props are swapped, is there a way to swap the shafts instead of the props? Or maybe swap the engines/motors or something? That said, does anyone know what code determines the direction of the props/shafts? |
Direction of spin is determined 2 ways.
Which side of center is it on and is it forwards or behind center Center being determined by the X position for left to right, Z position for front to back. Also note that if a prop goes above surface of water? It counter rotates. |
Alright, so long story short, is there a way to get the props spinning the right directions?
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I will second that !
Left Propeller to run counterclockwise and the right one clockwise,will fix the glitch.
link for new down-load desired______________:roll: Now that we are back in port for Refit. |
one of the annoying things that got under my skin
good job on the fix |
I don't know if it was mentioned, but at full/flank speed, the shafts spin the correct direction in reference to the pitch of the props, however, at lower speed settings, they reverse. So at 1/3, they're spinning like if you were in 1/3 reverse, not forward. So I don't think reverseing the props X or Z or XZ would really help, as it seems to be a core coding issue. You'd have to be able to determine the rotation at all telegraph settings.
My .02 |
Car wheels spin backwards as well at high speed. I don't know if the RPM at flank speed could do the same to the way the human eye/brain interprets motion. But I also haven't looked at the issue ingame. Is only the shaft rotating incorrectly, or both the shaft and prop?
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I thought of this as well. I'll have to double check when I get home, but when I noticed it, I was only looking at the prop, not the shaft.
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I'd like to see what happens if I swap the Rotation XZ and/or YZ in the node...
maybe we'll correct the wrong rotation of propellers instead of "PATCHING" the problem by inverting the propeller blades. Since the props were correct and the rotation was wrong. Quote:
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And yes, both the shafts and props spin the wrong direction. |
By reading privateers post, the following may work. (again, theory!!!)
I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation. The same for right prop, but reversed. The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in. [edit] changed description, I made a mistake (I made a dozen or so edits, lol) |
mmm...
Interesting theory, skwas :hmm: I'll try that. Not that i'm not occupied with that Narwhal modelling...;) |
Must... have... correct... props... :smug: Now get to it you lazy bast :rotfl:
[edit] I'm not sure why I said the pitch would be screwed after doing that though. As the model would still sit at the correct spot. Even the zones don't have to be changed! |
This could have been intentional on the dev side to imitate the RPM induced illusion.
Any spinning object will have a speed at which it begins to appear it's rotation is reversed. Just an observation from an old automotive guy. Excellent looking props! :|\\ |
Kapitan, do you think you could get us retextured 3-bladers and high resolution cavitation bubbles (who else is sick of those milky clouds emanating from the props?)? If you can get around to it sometime, that is.
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oh my...! :ahoy: got plenty of work to do now! lol :dead: I'll see what i can do, but 'im focusing on modelling the Narwhal as for now (i believe it could be highly prioritized regarding the anticipation :hmm:) |
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