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-   -   Wolfpack mod (https://www.subsim.com/radioroom/showthread.php?t=84480)

bigboywooly 08-03-06 11:32 PM

Woohoo well done Serg
Does your new Vosper "fire" torps as well

mikaelanderlund 08-04-06 01:35 AM

Enastående:up: . Jag har alltid använt din wolfpack mod i mitt spel och denna förbättring är pricken över i'et.

Mikael

rbapon 08-04-06 03:43 AM

Wow! Looks like the dream of wolfpacks is getting closer to reality!

sergbuto 08-04-06 07:33 AM

Quote:

Originally Posted by Rubini
Awesome Sergei!:rock:

Two questions:
1.When you will release?
2.Where we can download this Italian MSboat?



Big thanks!

Rubini.

These findings are quite recent. I need some time to optimise that. Also I would like to minimize ovelap with files commonly modified in other mods. This should make it more flexible for future modifications.

The Italian MS boat model has currently around 27000 polys. That is why I never released it. Although my computer handles alright the attack of ten of those boats, I still think it is too high polycount. I have produced a version with 7500 polys but it needs UV-mapping.

As to Vosper, it will be certainly armed with such electric torpedoes. It becomes more effective compared to the first version of the mod and quite deadly now. In my U-boat while engaged on the surface I have no signs at all when torpedoes are fired against me (that's how it was with electric torpedoes) and die instantly after one hit.

Safe-Keeper 08-04-06 08:09 AM

The things you modders accomplish:o.

When are these torpedoes going to be implemented into the Grey Wolves mod:p?

VonHelsching 08-04-06 09:03 AM

Interesting development. Havn´t seen anything yet, but it feels like it´s going to be something special...

CB.. 08-04-06 09:25 AM

Quote:

Originally Posted by sergbuto

My understanding is that ships are not even 3D-rendered hundrids of kilometers away from the player. Therefore, strong dropping in frame rate is doubtful (although I have not tested that).

:up:
i have tested it Serg':yep:
works exactly as you described...NO combat of any kind (AFAIK) is modelled out side of the 3d loading range..so even adding your wolfpack subs to the convoys themselves (a quick and easy method of getting wolfpack involvement) does not result in any combat between the subs and the convoy/excorts UNTILL you are within range of the convoy...
no frame rate drops or any issues what so ever...the wolfpack subs load as part of the convoy and begin attacking as and when you get within the normal loading range for full 3D depiction and AI computation...out side of that the game just treats all shipping as dots on a map (or what ever the equivilent computer game reasoning would be for such things)

i just added you subs to the list of ships in most convoys like thus

[RndGroup 61.RndUnit 18]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=50
CrewRating=4


tested now over a long period of time and absolutely no issues at all..:ping:

sergbuto 08-04-06 06:52 PM

Being part of wolfpack. :D

Salvo of two torpedoes from AI sub hits a merchant

http://usx218.fysik.uu.se/users/Serg...Wolfpack05.jpg


Another hit by another sub

http://usx218.fysik.uu.se/users/Serg...Wolfpack06.jpg


Sinking

http://usx218.fysik.uu.se/users/Serg...Wolfpack07.jpg

sergbuto 08-04-06 07:00 PM

Yes, CB. Your and Col's ideas are the best way to use wolfpacks. :up:

bigboywooly 08-04-06 07:05 PM

You rock Serg :rock:

Lupo 08-05-06 01:37 AM

wolfpacks rock!!!!!:rock: cool!

mfg lupo!

sandbag69 08-05-06 10:17 AM

Torps
 
Hi Serg

Do the virtual topredoes travel at the same speed as electric torpedoes or the same speed as high velocity shells?

Pants 08-05-06 10:36 AM

Looking good :up:

CB.. 08-05-06 02:17 PM

Quote:

Originally Posted by sergbuto
Yes, CB. Your and Col's ideas are the best way to use wolfpacks. :up:

cheers serg' all this looks good stuff. what have you done here to get the torp explosions etc?

i was thinking a little about the subs incapacity to dive etc...and wondered if the AI subs responded in the same manner as the player subs to NYGM humming bird set up?..if so perhaps with some experimentation with rudder drag and so on the speed at which an AI sub could maintain depth could be set so once they go into evasive maneuvers, the extra drag from the use of their rudders might slow the subs down below that speed and the sub would sink..only surfacing again when it had stopped evading..unlikely to work on the AI subs for 101 reasons no doubt but you never know....

that would provide the final detail for the concept..

VonHelsching 08-05-06 07:29 PM

Quote:

Originally Posted by sergbuto
Being part of wolfpack. :D

Salvo of two torpedoes from AI sub hits a merchant

Salvos? :o This is getting more interesting.

The wolfpack torpedoes are special shells "dressed" as torpedos, with torpedo-like effects (ie a double large carliber gun inside the sub) or real torpedoes?


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