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Well spoken !:up:
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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: |
:huh: :huh: :huh: this should go under GWX 2.0
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Ref ps : @NiclDoe, not personal, but you're the last one to post. |
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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: |
so this brings wolfpacks close to reality ?
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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: |
How come the torpedo exploded in the video?:hmm:
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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: |
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
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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 |
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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: |
That's a lot of head banging Racerboy:D
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and a smoke replace with bubbles... :hmm: " Air_attacks_mod_part1 " |
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