SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Squid launcher (https://www.subsim.com/radioroom/showthread.php?t=222342)

makman94 01-06-16 04:58 PM

WAC v4.1

NSS_X-craft = 25
NSS_UboatRU = 20
NSS_Uboat23 = 25
NSS_Uboat21 = 10
NSS_Uboat9d2 = 22
NSS_Uboat9c = 22
NSS_Uboat9b4 = 25
NSS_Uboat9b = 22
NSS_Uboat7d = 25
NSS_Uboat7c41 = 25
NSS_Uboat7c = 22
NSS_Uboat7b = 22
NSS_Uboat7a = 12,3125
NSS_Uboat2D = 22
NSS_Uboat2B = 22
NSS_Uboat2A = 22
NSS_Uboat_XXI = 28
NSS_SclassUS_sm = 12,3125
NSS_SclassUS = 12,3125

LGN1 01-07-16 04:09 PM

Thanks, guys! This helps a lot! :up:

Best, LGN1

gap 01-18-16 07:11 AM

@ BL!TZKR!EG

I have just realized that you tried getting in touch with me through PM. Unfortunately my subsim message box is full. I am sorry for that and for kidnapping LGN1's thread.

If you want you can get in touch with me through my skype address, which you can find here on the left in the avatar are, or if the topic you want to is relative to some mod in particular, you can make a post in its thread dropping a link to it in this thread (sorry again LHN1 :oops:)

gap off :salute:

PS: @ LGN1: good mod! If you wan I can try modelling squeed and squid thrower :)

Fahnenbohn 01-18-16 04:21 PM

Quote:

Originally Posted by BL!TZKR!EG (Post 2374232)
If these three drawbacks can be removed (by partly delegating that work to GFX-capable guys), this mod could really add to the game.

Yeah ! I think so !!! I can't wait to see such a weapon in action ! :timeout: :yeah:

gap 01-19-16 12:26 PM

@ LGN1
 
I was inspired by your mod to create a model of the AS "Squid" projectile, in case you find a way to limit the number of charges dropped by the thrower to three.

The 576-vertices 1100-polygons model is based on the drawing posted by Anvar, and it measures ca. 305 cm (12 in) in diameter and ca. 150 cm in legth.

Paint colour, markings and other details featured by the model were taken from the drawing mentioned above and from some photographs I found on the web. Nonetheless, most of those pictures portrayed later versions of the squid bomb. It is possible that under some respect the model is not a fully accurate representation of the WWII marks, but it should get close anyway.


Let me know if you would like me to send the model your way :)

Next, I plan to model the squid thrower. It will take a bit longer though, mostly because I couldn't find any technical drawing of the real thing, and I will be forced to infer some features and general proportions from photographs.

Fahnenbohn 01-19-16 12:49 PM

Quote:

Originally Posted by gap (Post 2374988)


Next, I plan to model the squid thrower.

http://www.forumsig.org/images/smili...NIMbien028.gif http://www.forumsig.org/images/smili...NIMbien045.gif

sublynx 01-19-16 01:51 PM

You guys are amazing. It's incredible how you keep this ancient game alive and kicking.

gap 01-21-16 08:45 AM

Quote:

Originally Posted by LGN1 (Post 2353351)
I couldn't find a way to reduce the amount of projectiles fired by the Hedgehog (24).

What about setting the launcher as a three-barrelled K-gun DC thrower, using the wpn_KGun controller rather than relying on the wpn_Hedgehog one? I know there might be some shortcomings in doing that, but I think it is worth a try anyway. :hmm2:

LGN1 01-21-16 11:58 AM

Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.

@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...

Regards, LGN1

PS: Gap, would it be possible to delete some of your PM so that I can send you one?

gap 01-21-16 01:13 PM

Quote:

Originally Posted by LGN1 (Post 2375493)
Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.

:up:

Quote:

Originally Posted by LGN1 (Post 2375493)
I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...

I feared such a problem. If you send me your testing files I can see if there is anything we can do, though I see it difficult. :)

Quote:

Originally Posted by LGN1 (Post 2375493)
@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

[...]

PS: Gap, would it be possible to delete some of your PM so that I can send you one?

I need to delete 60 messages :doh:
Can you get in touch through skype? From there I will give you my private e-mail address :salute:

gap 01-21-16 01:45 PM

Found a few more pictures of the AS Mortar Mk IV (this was the official name of our squid launcher) on Flickr:

http://farm6.static.flickr.com/5290/...fb4b068ec1.jpg http://farm6.static.flickr.com/5129/...1f8b30215b.jpg http://farm6.static.flickr.com/5164/...b37d09daea.jpg

The new model is coming along nicely by the way :smug:

https://i.imgur.com/1qznkdz.png

Fahnenbohn 01-21-16 02:00 PM

Quote:

Originally Posted by gap (Post 2375535)
The new model is coming along nicely by the way :smug:

Yeah, not bad ! Keep up the good work guys !!

LGN1 01-23-16 04:28 PM

Quote:

Originally Posted by gap (Post 2375521)
:up:



I feared such a problem. If you send me your testing files I can see if there is anything we can do, though I see it difficult. :)



I need to delete 60 messages :doh:
Can you get in touch through skype? From there I will give you my private e-mail address :salute:

Hi gap,

my test file was very simple. I just moved a K-gun node in the *.dat file to the bow and rotated it to point forward. With S3D it took just a few seconds to achieve this.

Unfortunately, I don't have a skype account.

I have also found a video of the thrower in your pictures:

https://www.youtube.com/watch?v=71W3-umdkH0

And a few more shots:

http://s661.photobucket.com/user/8Hu...?sort=3&page=1

Regards, LGN1

gap 01-24-16 10:31 AM

Quote:

Originally Posted by LGN1 (Post 2376282)
my test file was very simple. I just moved a K-gun node in the *.dat file to the bow and rotated it to point forward. With S3D it took just a few seconds to achieve this.

This is how I would do it:

-adjust wpn_Kgun controller's ranges to about 250 m (you can have as many "ranges" array items as you want, so maybe it will help having more than one of them, each with a different setting, so to allow more flexibility).

- if you are using a regular Kgun as template, add two more barrel nodes to it so to have three depth charges thrown at once, one for each barrel. I am not sure if barrels need a 3D mesh attached to them in order to work. If so, for the moment you can attach some dummy model to the new barrels, and set it to invisible.

- adjust barrel nodes' pitch (i.e. x axis rotation) to about 45 deg: this was the approximate elevation of squid laucher's barrels.

- adjust the yaw (y axis rotation) of each barrel individually, so to create a triangular spread. In theory you should obtain a pattern like the one seen in the picture below (courtesy of navweaps.com):

http://www.navweaps.com/Weapons/WAMB...arrosa_pic.jpg

- equip a corvette with a couple of modified K-guns fitted on her front deck and pointing right forward, lauch the game and cross your fingers :D

I would do the above tweaks myself, but atm I have not SHIII installed, only SHIV and V, but If you upload somewhere the stock K-gun files I can give it a go, or I could use SHIV files as template: the shouldn't be too dissimilar from SHIII ones. :hmm2:

Quote:

Originally Posted by LGN1 (Post 2376282)
Unfortunately, I don't have a skype account.

Ok, I will do some free space in my PM box :up:

Quote:

Originally Posted by LGN1 (Post 2376282)
I have also found a video of the thrower in your pictures:

...

And a few more shots:

Thank you very much, they help a lot :yep::up:

All the best, gap off :salute:

P.S: launcher's meshes are nearly finished:

https://i.imgur.com/06sv9E3.png

sublynx 01-24-16 11:31 AM

A horrible picture :) Looking forward to see that in the game - I guess...


All times are GMT -5. The time now is 12:44 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.