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One thing I noticed tonight, I dived and surfaced a few times.
The I hit S and surface and went to flank, I went full down on the fair water planes and still dived even though the planes are out the water. level the planes and back up she goes. Maybe there should be an indicator for fairwater planes and stern planes. I also promise to regig the 688 ASAP, RL is in the way. I can do a pretty crude cut on the stern planes so no need to remap or you could wait for me to build a new tail and remap. I have an Akula with seperate surfaces too if you want to try that. |
Yes .. no planes nor screw is tested if it is submerged or not. It just behaves as if it is submerged. Will be solved when I introduce the 'parts' structure.
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Stickied thread
Stickied the thread to make it easier to find should no one reply for a couple of days.
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Thinking ahead here since I am redoing the 688 with seperate tail surfaces I was thinking about damage modelling and how to show it.
DW uses a system where there is a damaged model with different maps. I think this is cumbersome and increases the number of models needed. I was thinking of a system where one model would have several maps applied each showing progressively more damage. Also once sid has determined how physical damage will be shown I can start breaking models in certain places so bits come off and bend. Anyone have any idea on how to put multiple maps on a .3DS model? |
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Any surface ship is going to burn like mad and maybe break in to 2 large pieces before she goes down. Something like the major topside damage and fragmentaion above the waterline I could see being as realistic. A better approach would be to have a Damage Control section in the sim that showed you flooding, fire, damaged system, causalities, etc. |
My thoughts exactly.
Subs with one hole will sink so no need there, surface ships are another matter from showing small arms fire or large calibre shell holes. |
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But lets take this hijacked thread back to physics model.
Once Dr Sid has it to a state he and us are happy with we can have another thread for damage control etc... |
If we use more maps for damage, we can use simply naming convention. You will make model with textures Hull, Sail .. and there will also be textures Hull-d1, Hull-d2 for example which will have same resolution and mapping and will be used when needed. 3D model does not reference them directly. Or there can even be subfolders with texture sets, which would be even easier to use. But that's pretty far. Currently I'm working on navigation map, and switchable station displays.
Physics ideas are still welcome ! |
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All masts and all weapon loadouts will be visible, sure. Hey .. DW does not have it because someone was terribly lazy, not because it's not possible.
I want AI to control same subs as humans and to perform all task exactly in same way. I want AI to use the same control interface (if invisible) as humans would. So AI will have to open doors and flood tubes, reload, raise masts .. simply everything. There will be no non-playable platform. Only platforms with simple generic stations (with full functionality anyway). |
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Do you mean something like this : http://www.usvn.net/board/images/smilies/massa.gif
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Actually its from a german board I frequent, but I added it both to the USVN and CADC Boards :|\\
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Hohoho ! :up:
I was looking for the images in wikipedia and I could not find them. What page exactly are they from ? Are there more ? Speed graph especially. Edit: found this: http://www.ntsb.gov/publictn/2005/MAB0501.htm |
Anyway it looks it took the sub almost 1 minute to emergency surface from 400ft. That seems quite a long time to me.
I wonder what is that glitch on the depth curve at 80ft depth just before the collision. |
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