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According to navweaps.com, there were three Y-gun models saw active service, the Marks 1, 5 and 8, the first of them being delivered in 1917. I have found a digitalized version of the Ordnance Pamphlet n. 63 dated October 1918, covering Mark 1 of the so called Y-gun. From pictures included in that document, the Y-gun by Ubisoft brings only a vague resemblance with the real thing. Something else should be considered though: the first Fairmile B motor launch was completed in October 1940, before Y guns were rendered obsolete by the introduction of the K-gun, and it is likely that she would have fitted with a later Mark Y-gun. Unfortunately I couldn't find any picture of Marks 5 and 8, so I have no idea whether they looked more like the Mark 1 Y-gun, or like the SH5 rendition. Do you have more information on that? One last remark: in SH games, the "saddles" that depth charges rest on when loaded on their throwers, are part of the throwers themselves, and they stay in place after the DCs have been launched. In reality, though, that plate was part of the arbor thrown together with the charges when the projector was fired. Maybe that will be clearer after seeing the pictures and reading the details explained in another OP. The arbor itself was set so that it detached itself from its DC during the flight. I don't think we can simulate that in game, but if we set arbors as a (separate) part of Y/K-gun-thrown DC models, we can make them to become invisible once they enter the water. What do you think? Quote:
Fixing that shouldn't be too complicated. For sure lesser complicated than giving a proper training the dumb KM worker lol... |
Seems to my recollection that there are several ToobYu vidz of corvettes "throwing" depth charges with a Y-gun, and the plates you speak of do go with the charge, sometimes separating as they fly... but I do not recall if the Y-guns themselves are in the vidz. Maybe a search on "depth charge attack" or something similar might yield results?
... and, of course, they don't know what a depth charge what a hedge hog what a squid is... lol :salute: |
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:hmmm: There are places to add animations in the sims and I'm kind of sure I'm the best Guy for Animation work bar none! I qualify that statement from my work with animations in SH3 and SH4. I've never discussed what I can do with SH5 animations. |
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https://maritime.org/doc/destroyer/d...r/img/pg05.jpg Quote:
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All trails will lead you to realize there is only the barrels for the different DC weapons.K and Y fire so you have a fire effect which is just smoke.
DC rack has an animation of the barrels rolling but nothing more. So it's hard code that controls the toss from Y and K. Given the rack does not play the animations till active? Maybe animations added to the Y Barrels may not play till active. There is where we may be able to add. |
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https://www.ussslater.org/tour/weapo...ges/kgun_2.jpg Quote:
Indeed, your idea is very cool and it might actually work for older SH games, but as far as SH5 is concerned there are two huge problem: unless you have made a an amazing progress with gr2 file editing we have no way to create granny animations, and the keyframe animations used in SHIII and SHIV for DC rack effects, are not triggered at the right time in SH5 but they play in an endless loop: https://www.subsim.com/radioroom/sho...53#post2621353 |
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http://www.rcnfairmiles.com/category...ction/armament Now, the description under these photos says "Y-gun Mk.III" which seem weird considering source you've posted, but it might be a mistake or different naming used by British/Canadian navies than USN. From photos I've found, initial 1940 Fairmiles didn't seem to carry Y-guns at all. Oldest photo I came across that clearly shows Y-gun on deck is a boat launched in 1942, and photo itself might be from even later time. It's pure speculation, but my working theory is that as Y-guns were replaced in front line ships by K-guns during the war, the surplus Y-guns filling the stocks might have been gradually bolted onto coastal vessels like Fairmile. That's why my plan was to make Y-gun available from late 1941 and before that have it only carry DC chutes. ---- Apart from weapons, I encountered some other bugs to squash. Posting a list here in case you might know solutions for those :) - Trying to add obj_Funnel controller invariably gives me CTD. So no luck adding funnel smoke for now. - Blowing up fuel tank causes weird effect: ship is "blinking" several times (disappearing for a split second), then texture changes into incomprehensible mess with many parts transparent and others showing black "damaged" mask and a second later ship disappears. - I noticed Y-gun to have "ASW Weapon" zone type in damage editor, does it mean weapons can be made destructible? That would be cool (imagining desperate player forced to surface and then managing to blow up DC rack with a flak gun :) ) - Water spray at bow and stern appears and disappears seemingly at random when ship goes at high speed. |
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The US naming for the different Y-gun models is: 'Depth Charge Projector', followed by the mark number and the lettering 'Y-Gun' in brackets, so the numbering is relative to all the types of DC throwers in US inventory, including Y-guns, K-guns, and a number of experimental DC launching devices that never entered service. It is likely that in commonwealth service the lettering 'Y Gun Mk III' was equivalent to the US Mark 7, i.e. the final mark of Y-Guns. If my speculation is true, from the pictures contained in your link we must conclude that the different Y-gun marks had similar external appearance, and probably similar performances as far as can be simulated in a videogame. On a side note, the model shown below is my rendition of a Y-gun that, for my own fun, yesterday I have drafted on the base of pictures pictures, drawings and sizes found in the OP that I had linked earlier here. https://i.imgur.com/BxHjEat.png If you think it can be used, I will finish it and I will gladly share it with you together with various DC barrel meshes that I had modelled in the past. :) Quote:
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Since I don't play I'll ask a question. Do you see people being tossed off the Ships when explosions happen? |
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Why do you ask? :hmm2: |
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Then there's the animations as done in parts of SH4 which is a whole other ball Game. :03: In Materials.dat there is a Guy used to show people being thrown by explosions. It's even in the SH5 version. (just a carry over from SH3/4 I'm sure) But does it work in SH5 I don't know. SH4 also has animations for people and Guns that is NOT based on SH3 MeshAnimations. Lets call them skeletal animations. Those as far as I know have not been tested in SH5? I'd think the likely reason would be one can not edit the SH4 style animations with S3D. Those animations I had a thread on which explains how they work. Never got around to seeing if I could write an add on for S3D to allow looking at them. I just use 010 to play with them. Same with the GR2 animations. |
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I do know that most of the original works used to create SH3/4 units were just re-used for SH5. It's just they were exported with Granny and not Kashmir.
Plus a little extra work here and there before export. That is not a guess but through years of contact with many of our Dev friends. :up: |
Now. If you look at animations in SH4 for say the 20mmVierling_L.dat
Then look at animations for same Gun in SH5's 20mm_vierling_GER_L.gr2 I think you know what I'm seeing. The same animation just in a different format! Being I can understand and edit the SH4 animations it was not a far cry to work with the GR2 animations. Not perfected the way I do that but it's only me playing with the animation system for both SH4/5 |
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