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-   -   [REL] Pilots ejecting from destroyed airplanes (https://www.subsim.com/radioroom/showthread.php?t=182028)

Madox58 04-05-11 05:44 PM

You have an answer.
:yeah:

Testpilot 04-05-11 05:55 PM

:up:

Fish In The Water 04-05-11 07:16 PM

Quote:

Originally Posted by Testpilot (Post 1636538)
After a talk with Rubini i merge the standin animated man from the lifeboat+debris mod.i make a new skin for the pilot and add some lifewest and other things.....

http://www.fotos-hochladen.net/uploa...187tl6ijrx.jpg

Absolutely fabulous... :up: :up: :up:

Madox58 04-05-11 07:33 PM

No it is not!
:nope:
We have for quite sometime been able to create NEW animations!
TestPilot and I have been talking about just that issue.
Animations are a pretty easy thing to do for something like this.
TestPilot is going to do some more work that goes way past this!
:03:
I have his back on better animation work!
:salute:

Testpilot 04-05-11 07:38 PM

You are right Privateer.....:yeah:

Fish In The Water 04-05-11 08:03 PM

Quote:

Originally Posted by privateer (Post 1636722)
No it is not!

Looks much better than the original... :sunny:

Quote:

Originally Posted by privateer (Post 1636722)
TestPilot is going to do some more work that goes way past this!
:03:
I have his back on better animation work!
:salute:

Glad to hear it. Sounds like we've got some great stuff to look forward to. Thanks for pitching in! :salute:

Madox58 04-05-11 10:29 PM

Regards Mate,
But it is no longer a matter of 'pitching in'.
When work from Thunder or myself is used?
It's a matter of correcting things.
TestPilot is a very valued friend and is ready to create better animations.
I am ready to assist his work.
That helps everyone in the long run.
I see TestPilot as a great animator very soon.
:yeah:

Fish In The Water 04-05-11 11:25 PM

Quote:

Originally Posted by privateer (Post 1636821)
Regards Mate,
But it is no longer a matter of 'pitching in'.
When work from Thunder or myself is used?

Fair enough, credit where credit is due, (re-read the thread - didn't realize it was your work)...

Quote:

Originally Posted by privateer (Post 1636821)
TestPilot is a very valued friend and is ready to create better animations.
I am ready to assist his work.
That helps everyone in the long run.
I see TestPilot as a great animator very soon.
:yeah:

Excellent, thanks for your willingness to assist... :salute:

iambecomelife 04-05-11 11:32 PM

Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

fitzcarraldo 04-06-11 06:45 AM

Quote:

Originally Posted by iambecomelife (Post 1636838)
Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

:yeah: Great idea! But...the pilot is death...Or not?

A mod missing in SH3 is the interception of radio messages from the attacked ships. Historically, the U-boats tried to intercept the distress or SOS comunications from the attacked ships, and by this way, they could identify the victim. Is possible to make a mod with a trigger when a merchant is torpedoed, with a message (written) in the radio page: "SOS, This is the SS Laconia, we´re attacked by the damn germans!!!".

Best regards.

Fitzcarraldo :salute:

frau kaleun 04-06-11 07:32 AM

Quote:

Originally Posted by fitzcarraldo (Post 1636984)
:yeah: Great idea! But...the pilot is death...Or not?

A mod missing in SH3 is the interception of radio messages from the attacked ships. Historically, the U-boats tried to intercept the distress or SOS comunications from the attacked ships, and by this way, they could identify the victim. Is possible to make a mod with a trigger when a merchant is torpedoed, with a message (written) in the radio page: "SOS, This is the SS Laconia, we´re attacked by the damn germans!!!".

Best regards.

Fitzcarraldo :salute:

Even if it's possible to mod in a victim's distress call and a trigger to make it come through as radio message in the game - how are you going to work in all the thousands of possible ship names? And for those who value the realism aspect, would you be able to make the ship name that gets used for a particular ship's distress call match up to the class of ship that just got hit?

Imagine you just IDed the Hood, put three torpedoes into her and she's sinking... and your radioman intercepts a message tipping you off to the fact that you just sank the SS Minnow. :haha:

Not to mention the fact that for those people using Real Ship Names in Commander, there'd be no way to make the name that appeared in your post-patrol log match the ship name in the distress call you intercepted in game. And at least the names you get from Commander's Ship Names function do match up to the ships you actually sank.

Although I agree it might be cool if you could get a radio intercept confirming that a ship has reported that she is sinking, even without a name for the ship included. Not sure how this would be worked into the mix... it appears that when the "magic moment" is reached where a ship is deemed sunk by the game, that immediately triggers the "She's going down" message from your crew... so having that event trigger the radioman to report an intercept of the ship's message saying the same thing would be redundant at that point. I guess you could substitute one for the other. :hmmm:

iambecomelife 04-06-11 04:38 PM

Quote:

Originally Posted by frau kaleun (Post 1637019)
Even if it's possible to mod in a victim's distress call and a trigger to make it come through as radio message in the game - how are you going to work in all the thousands of possible ship names? And for those who value the realism aspect, would you be able to make the ship name that gets used for a particular ship's distress call match up to the class of ship that just got hit?

Imagine you just IDed the Hood, put three torpedoes into her and she's sinking... and your radioman intercepts a message tipping you off to the fact that you just sank the SS Minnow. :haha:

Not to mention the fact that for those people using Real Ship Names in Commander, there'd be no way to make the name that appeared in your post-patrol log match the ship name in the distress call you intercepted in game. And at least the names you get from Commander's Ship Names function do match up to the ships you actually sank.

Although I agree it might be cool if you could get a radio intercept confirming that a ship has reported that she is sinking, even without a name for the ship included. Not sure how this would be worked into the mix... it appears that when the "magic moment" is reached where a ship is deemed sunk by the game, that immediately triggers the "She's going down" message from your crew... so having that event trigger the radioman to report an intercept of the ship's message saying the same thing would be redundant at that point. I guess you could substitute one for the other. :hmmm:

Yes; unfortunately this is just not possible due to the reasons she stated.

Interestingly, this WAS possible in Silent Hunter II using the Kriegstanz developer. And yes, it was indeed nice to get a message that matched the ship type (names could be designated as freighter names, tanker names, battleship names, etc.) I suppose newer isn't always better...

Madox58 04-06-11 06:27 PM

Quote:

Originally Posted by iambecomelife (Post 1636838)
Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

Animations are not that hard once you actually work on them.
Misfit Modeler will do animations and is a free 3D Modeler.
I highly recommend it.
:yeah:

I use 3DS Max and Cryptic AR (Animation Rig) myself.
Cryptic AR is free and is an outstanding Tool for Max users.
I also use several scripts to export the animated Meshes to seperate obj files for import.

Misfit may require seperate exports for each frame as I've never looked at possible plug-ins or such for animations done in it.
:hmmm:

WaterInterAction can trigger whatever you want for the most part.
So flares and such could be done.

I'd look for a randomization technique so not every Pilot popped flares,
Nor survived the exiting of the aircraft/waterlanding.

Testpilot 04-15-11 07:27 AM

smal new things im working on it.............

http://img3.fotos-hochladen.net/uplo...lgre1y5c83.jpg

Fish In The Water 04-15-11 09:11 AM

Quote:

Originally Posted by Testpilot (Post 1643395)
smal new things im working on it.............

http://img3.fotos-hochladen.net/uplo...lgre1y5c83.jpg

Good to see you're still at it...

I like the splash-down effect, seems a nice touch... :sunny:


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