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Only thing would be does a new ship drop the Game to it's knees? The Granny system is a really robust thing. Even Units done with a flawed import seem to have little impact on Game play. |
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Still, even these inflated files are handled rather well by SH5. To give you an idea: - Stock Armed Trawler has 11236 triangles and 1,55 MB gr2 file - Large Fishing Trawler (my remodel of the above unit), 12201 triangles but 2,81 MB file Seems suboptimal, but at the same time PB4Y plane in TWoS has 160671 triangles and 8,38 MB .dat file and there is no visible lag when a flight of these appear. Or, for gr2 example, command room o our boat has 55 MB .gr2 file. So, the game can handle way more than stock units "weight". When I was making first units of this mod I was very stingy with details because I was worried about performance, but I've relaxed my detail limits a lot since. |
The Granny system is coded to optimize. Thus the success of the system!
It reads, compiles, and dumps garbage on a fantastic level! On the fly optimization of files is unmatched! Thus the reason large files created with TDW's program work. Now cutting file sizes down makes the read process faster, allows smaller file sizes over all, Thus the reason for creating Almagest. |
Wow, I see some amazing new ship/boat models coming.
Well done kapuhy and Mister_M, I can't wait to see your creations rendered in game :yeah: |
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https://i.pinimg.com/736x/07/7c/95/0...426a166af2.jpg In order to depict it "at work" I'd have to be able to make buoys and net that is connected to the ship but not rigidly - its bouncing due to wave movement should be independent, or every time ship rolls on waves buoys would jump out of the water. Same thing with trying to depict minesweepers while sweeping. Currently I have no clue how one would do it (but to tell the truth I haven't been looking into this much yet). Worst case, as far as trawlers are concerned, one could make a docked version as part of port traffic, with nets deployed as separate "ship". Edit 2: Current progress on the trawler: https://i.imgur.com/rU7zFJY.png |
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http://freeshipplans.com/free-model-...at-actif-1939/ |
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Now, https://www.aamm.fr/docs/pdf/reperto...tellerault.pdf --- page 71 : ACTIF - Remorqueur de 600 CV - Documents communs à : LAVANDOU - PALMIER ET TATIHOU - Groupes motoventilateurs de 5000 m³/h 1939 - Ensemble - rechange ACTIF - Remorqueur de mer de 1000 CV - A 707 - 1954 R.21056 - Projet d'un dispositif de mouillage et relevage des mines d'exercice - Document commun aux : CEPET, COTENTIN et TEBESSA - Groupe motopompe de circulation - Notice pour la conduite et l'entretien And indeed, loonking again on the plans, you can read a date with "54" (1954), but it's not readable at first glance. So, it is another ship... Actif is a very common word in french to design ships. It might be the same ship but with a new and more powerful engine, but I really don't think so. :hmmm: It is the sentence "Projet d'un dispositif de mouillage et relevage des mines d'exercice" which drew my attention, because I had already read it on the plans I have. |
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http://uim.marine.free.fr/URO/nav-comp/URA/assinie.htm From what I can decipher from it "Actif" is also a name for an entire series of tugs, some of them built during and some after WW2 - and indeed ship on the photo resembles yours. So you might be modeling a ship from right time period for the game after all :yeah: |
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https://nsm09.casimages.com/img/2021...9017699420.png |
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https://www.shipsnostalgia.com/media...ngiski.340503/ https://www.shipsnostalgia.com/media...-wreck.351324/ |
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Hmm, looked into the animations a little bit and while I still have no way to make functional floats or nets, I think I'll be able to at least give the trawler animated sails.
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Why not just add anti sub nets around the fishing units ? After all, fishing nets were dangerous for submarines... :O:
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The Nets could still bob up out of the water on ship movement unless run deep.
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