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-   -   PT boats that shoot torpedoes! (https://www.subsim.com/radioroom/showthread.php?t=126216)

Friedl9te 12-04-07 02:20 PM

Well spoken !:up:

Anvart 12-04-07 06:24 PM

Quote:

Originally Posted by Hitman
One of the reasons why the subsim forums have been so productive in the past and mods have blossomed here, is that people tried to respect the ideas of others and help instead of laughing at them. I certainly do NOT find it good at all that veteran modders joke about the progress done by newer ones.

Anvart, you have nothing to demonstrate, your talent is more than proven. Given your abilities, nobody should be surprised if you had already been there and back where others are arriving yet. However, a more constructive attitude towards this thread would be appreciated.

Thanks all, and let the discussion continue in a positive way.:up:

You incorrectly understand me, i think...
I not against Racerboy works ...
I like as he thinks ...
Only it's not necessary to hurry with conclusions ...
About 1.5 years ago I did test works on use sub's torpedos for AI units ...
(IIRC, Ref too ...) ...
I published screenshots about torpedo bomber works (it most difficult work then ship) in two variants and spoke, that if I shall solve a problem with torpedo orientation in world coordinates, I shall publish mods ...
It cannot be made usual way ... trick is necessary ...
Then I have been borrowed by another business and I have thrown this works ...
Some people write, that they did not see and read nothing ...
It's not my problem ...
Always, when I tried to discuss any technical problem, I received only silence from these people and from others too ...
And now I am silent ... :dead:

NiclDoe 12-04-07 06:45 PM

:huh: :huh: :huh: this should go under GWX 2.0

Sailor Steve 12-04-07 06:54 PM

Quote:

Originally Posted by NiclDoe
:huh: :huh: :huh: this should go under GWX 2.0

What, you want the new GWX delayed another six months?:dead:

ref 12-04-07 07:01 PM

Quote:

Originally Posted by NiclDoe
:huh: :huh: :huh: this should go under GWX 2.0

As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now :nope:

Ref

ps : @NiclDoe, not personal, but you're the last one to post.

Friedl9te 12-04-07 07:06 PM

Quote:

Originally Posted by ref
Quote:

Originally Posted by NiclDoe
:huh: :huh: :huh: this should go under GWX 2.0

As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now :nope:

Ref

ps : @NiclDoe, not personal, but you're the last one to post.


Did you try to search threads started by Anvart ? I tried, but all of the older threadstarting posts are only filled with some stars. I cannot figure out what he wants to tell with this stars ??? :hmm:

Jmack 12-04-07 07:28 PM

so this brings wolfpacks close to reality ?

TheDarkWraith 12-04-07 07:55 PM

Quote:

Originally Posted by Jmack
so this brings wolfpacks close to reality ?

attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work :damn:

CaptainNemo12 12-04-07 09:40 PM

How come the torpedo exploded in the video?:hmm:

TheDarkWraith 12-04-07 09:55 PM

Quote:

Originally Posted by CaptainNemo12
How come the torpedo exploded in the video?:hmm:

it's a little complicated to explain but think of the mathematical plane in terms of quadrants - you have 4 quadrants on an x-y axis. The torpedo tracked it's target correctly and exploded when it was shot in 'x' quadrant. I moved the PT boat to another quadrant and now the torpedo's heading is incorrect. I try the remaining other 2 quadrants and the same thing happens. I don't see any possible way to fix it other than use homing torpedoes at the moment.
I've been working on this 'bug' now for 2 solid days and haven't been able to come up with anything.
I devised another solution and it doesn't work because objects that are supposed to have collision models seem to be null and void when used the way I used them. I even fired a mine at the sub, it tracked right to the sub and then went through it! Ok I thought to myself, let's see if just making a mine appear right at the spot where a torpedo is asked to be fired would do anything. PT boat caught site of the sub, fired a torpedo and a mine was made right at that spot. I drove my sub over to hit the mine and once again, it went right through it. Nothing happened!
So I looked for something else to 'fire' at the sub. Looking through the files I found a truck, it had a collision model (sphere), I thought to myself perfect. I had the PT boat fire the truck at my sub, it tracked right to the point of impact and then sailed right through the sub :damn: :damn:
I'm just about out of ideas. Looks like it time to see if homing torpedos will even work :hmm:

Castout 12-04-07 10:19 PM

Don't give up on it Racerboy....not just yet. Get some air....sometimes pushing too hard gives you nowhere while relaxing a bit gives you wonder. Let your magic do the trick:D

tater 12-04-07 10:24 PM

What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

TheDarkWraith 12-04-07 10:29 PM

Quote:

Originally Posted by tater
What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

Assuming I can get magnetic triggers to work there's still the heading bug of the torpedo. The PT boat can have the target sub tracking dead on, ask for firing of the torpedo, and the torpedo is facing anywhere but straight to the target when it appears. It falls into the water, and proceeds to going anywhere but in the subs direction :damn: (outside of the magic quadrant that works). I will experiment with homing torps next.
I've been playing with this in SH4 as well. It's an entirely different problem there. Torpedo appears (in the proper heading!) but doesn't fall into the water. Just floats in mid-air :damn: :damn:

Castout 12-04-07 10:35 PM

That's a lot of head banging Racerboy:D

D.Kruger 12-05-07 01:09 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by tater
What about a magnetic trigger set to very short range. Then collision doesn't matter. Set it to 0.1m or something, effectively impact.

tater

Assuming I can get magnetic triggers to work there's still the heading bug of the torpedo. The PT boat can have the target sub tracking dead on, ask for firing of the torpedo, and the torpedo is facing anywhere but straight to the target when it appears. It falls into the water, and proceeds to going anywhere but in the subs direction :damn: (outside of the magic quadrant that works). I will experiment with homing torps next.
I've been playing with this in SH4 as well. It's an entirely different problem there. Torpedo appears (in the proper heading!) but doesn't fall into the water. Just floats in mid-air :damn: :damn:

Sergbuto has made rockets with which planes attack a subs,if rockets replace with torpedoes,
and a smoke replace with bubbles... :hmm:
" Air_attacks_mod_part1 "


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