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

_Seth_ 01-09-07 08:02 PM

Just a thought, my fellow kaleuns... If we have this mod, and we encounter a plane with homing torps, what should we do..? Personally i would order crash dive, followed by a hard turn and silence, but does the torpedo have the possibility to "dive" down after the sub?
Edit; dont misunderstand, i would love to see this in SHIII! Please keep up the work on this!

Mush Martin 01-09-07 08:21 PM

well how about this
 
Quote:

Originally Posted by _Seth_
Just a thought, my fellow kaleuns... If we have this mod, and we encounter a plane with homing torps, what should we do..? Personally i would order crash dive, followed by a hard turn and silence, but does the torpedo have the possibility to "dive" down after the sub?
Edit; dont misunderstand, i would love to see this in SHIII! Please keep up the work on this!

The other day I had fired a group of 4 zaunkonigs at a group of 5 ships three fish homed on one ship and when the first one killed him the other two came back my way In order to recover the attack I went quick quiet let them slide past and then flanked ahead to turn them back around to chase me towards the escorts once they turned I did quick quiet again and they went back up range and took two of the remaining ships, not a bad improv if I do say so myself, but I think it might shed some light on the behaviour of homing torps when your the target. whhheeeewwwww!!!!
MM:arrgh!:

PS there is a diving angle setting in the torpedo code. but probably wont go deeper than presets

_Seth_ 01-09-07 08:26 PM

Quote:

Originally Posted by Mush Martin
Quote:

Originally Posted by _Seth_
Just a thought, my fellow kaleuns... If we have this mod, and we encounter a plane with homing torps, what should we do..? Personally i would order crash dive, followed by a hard turn and silence, but does the torpedo have the possibility to "dive" down after the sub?
Edit; dont misunderstand, i would love to see this in SHIII! Please keep up the work on this!

The other day I had fired a group of 4 zaunkonigs at a group of 5 ships three fish homed on one ship and when the first one killed him the other two came back my way In order to recover the attack I went quick quiet let them slide past and then flanked ahead to turn them back around to chase me towards the escorts once they turned I did quick quiet again and they went back up range and took two of the remaining ships, not a bad improv if I do say so myself, but I think it might shed some light on the behaviour of homing torps when your the target. whhheeeewwwww!!!!
MM:arrgh!:

PS there is a diving angle setting in the torpedo code. but probably wont go deeper than presets

:rotfl:Cool way to do that!!!! Excellent!! Hope someone sorts this out! :rock:

JU_88 01-09-07 08:41 PM

The Hudson could only carry one torpeedo!

For your infomation here is what each major torpeedo bomber could carry (topedos)

Hudson x1
Beaufighter x1
Swordfish x1
Avenger x1
IL2-T x1

Beaufort x2
SM 79 x2
HE 111 x2

JU88 X4

Pants 01-10-07 03:57 AM

Sorry to hear about your illness Anvart
I for one really hope you manage to finish this OUTSTANDING mod matey, This mod for me is the Biggest thing missing from SH3.

Here's hoping :up:

Safe-Keeper 01-10-07 06:31 AM

Maybe you could just release what you have and let, say, Serg or the GWX team finish it?

sergbuto 01-10-07 11:28 AM

Quote:

Originally Posted by Anvart
Hi, Sergbuto.
What news about your "Swordfish torpedo attack".?
My old work (~3 months ago) has not moved ahead at all.
There is no desire and time
.

Quote:

Originally Posted by Anvart
There are some problems (and health too).
It is necessary to try to drop down torpedos as Shell objects,
but i have no desires and time.

As to torpedo bombers with "virtual" torpedos, the mod is in use by me and friends of mine both for single- and multi-play between us.

As to 3D visualizing of AI torpedos, unfortunately I did not have much time to look into that further. As I see it, the main problem is not in actual 3D visualizing/activation of torpedos in water (there are a few means to do that although your method seems to be the best) but in AI aiming/firing (torpedo travel is relatively slow) and getting them into water in realistic way. Using amun_Shell may work for AI boats (needs testing) but could be difficult for planes to make it look as a realistic torpedo drop.

Anyhow, nice to see your progress with AI torpedos and hope you will get well soon.

sergbuto 01-10-07 11:35 AM

Quote:

Originally Posted by Mush Martin
Rocket smoke would be awesome
to have, very hard to detect a rocket attack at the moment.

Rockets use a particle (smoke) generator which was already in the game. I was too lazy to create a new one for the rockets. When I have more time I will try to fix the smoke.

sergbuto 01-10-07 11:41 AM

Quote:

Originally Posted by _Seth_
If we have this mod, and we encounter a plane with homing torps, what should we do..?

SH3 devs said one of the reasons why they removed FIDO from the game was that it was almost impossible for the player sub to survive any FIDO attack.

sergbuto 01-10-07 11:44 AM

Quote:

Originally Posted by JU_88
For your infomation here is what each major torpeedo bomber could carry (topedos)

Hudson x1
Beaufighter x1
Swordfish x1
Avenger x1
IL2-T x1

Beaufort x2
SM 79 x2
HE 111 x2

JU88 X4

I did not know that some planes could carry more than one torpedo. Good info.

sergbuto 01-10-07 11:46 AM

Quote:

Originally Posted by Anvart
Well, well.
Serg
does not wish to discuss on this theme.
خت.
I finish this theme.
:dead:

?????

Mush Martin 01-10-07 11:58 AM

Hmmmmmmmmmmmmmm
 
Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by _Seth_
If we have this mod, and we encounter a plane with homing torps, what should we do..?

SH3 devs said one of the reasons why they removed FIDO from the game was that it was almost impossible for the player sub to survive any FIDO attack.

Wouldnt this imply that if ubi tested and rejected it, then there must be
an aircraft already in game that has the flight profile for torpedo attack
when you use fido.......................
[edit] this would explain the mysterious TB designations.
[2ndedit] hardpoints arent something ive done any work on in this game, I dont recall seeing a hardpoint requirement just swap weapon in eqp. is that right. among the bomb rocket hardpoint designations is there a lingering code for an actual torpedo hardpoint
because the implication is that utilizing it would trigger the AI to use the torpedo flight profile.
MM:hmm:

Sailor Steve 01-10-07 12:13 PM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Sailor Steve
Nice stuff, but I don't think a Hudson could carry three torpedoes.

Steve, Hudson is convenient test object for me only, and than more torpedos on it, than better for testing.

Ah.:oops: Thanks for clearing that up.:up:

A6Intruder 01-10-07 01:35 PM

[quote=sergbuto]
Quote:

Originally Posted by JU_88
For your infomation here is what each major torpeedo bomber could carry (topedos)


JU88 X4

No Ju 88 could carry 4 torpedos. The Ju 88 A17, the real torpedo-bomber, could only carry 2. I do not know any plane in WWII that could carry mor than two. Especial no german!
Greetings from Germany:up:

sergbuto 01-10-07 04:07 PM

Quote:

Originally Posted by Anvart
But about: "Using amun_Shell may work for AI boats (needs testing) but could be difficult for planes to make it look as a realistic torpedo drop."
if Shell speed will be 2 m/sec, and Shell range ~ 20...50 m???


Although I did some testing with Shells quite some time ago and there might have been some errors along the way, I remember that setting the shell speed too low (e.g. the speed of a torpedo) would lead to AI gun hesitation to fire, probably because AI can't calculate the firing solution.

Do not recall that I was successful in reducing the gun range for a specific gun but I did testing with the purpose of making the gun unable to fire untill it in certain range to the target. However, guns kept firing anyhow although I never checked how far they would fire.

Anyway, as I said, those tests were conducted quite some time ago and there is some probability of errors on my side.


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