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Old 03-10-09, 04:48 AM   #552
keltos01
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Join Date: Feb 2008
Location: Milan Italy
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tomagabriel@ the vertical launch topic.

What Keltos01 said+I have not tried to launch vertical but my guess is that an unmodified torpedo would just pop out of the water (depending on its speed and launch depth and etc.) and then it would fall back in the water (with a splash)

and go on its merry way. Just a guess, not tested (I will do it).
good
Anyway, missile doors are definitely doable
like the torpedo doors were, the only thing is to place them on top of the sub.

(I am not sure how many torpedo tubes are achievable in order to convert some of them to missile tubes - Keltos01 I think did some work in this direction -
If you mod on the German side, we managed to get 8 tubes working, on the US side there are 10.

I managed 11 for the Class T submarine but then the TBT would cause CTD.. I since learned that we had to add the tubes in another file with a new hexa address - Peabody did it for us - so maybe that's the problem with the 11th tube, if it is then there is no max number of tubes you could set up.


and the Ohio would need some 28 tubes! - Russian and French subs are less demanding).

Next is some day-dreaming...

If you do not intend anyway to actually launch a real missile, I was thinking this: maybe one can make a very sophisticated launch effect and associate it to the launch procedure
You could make me a kaiten launch procedure ?

(thus you would see the missile going up - flames 'n stuff, but it would all be just an effect, including the missile you see going up), associate a blank 3d model to the torpedo so that you don't see the real one going horizontally through the water and also a very high explosive warhead.
doable
The result would be that you launch, you see the stuff going up, etc, then after some time you would see a huge explosion somewhere caused by the invisible torpedo (again huge explosion effect needed). Hopefully the proximity fuse of the torpedo can be set to detonate at ~100m or more from target (otherwise you would launch, miss the target and never know it).

Anyway, the really bad news is that torpedo guidance + very high speeds do not go along well. I could not make yet a guided torpedo that travels at 500nm to hit the target. It always turns around just before hitting. I am still trying, but I can not make any prediction. Some things might be hard-coded. What I would like to change is the maneuverability of the torpedo (how much it goes left / right while homing). From the sim file I can only change the initial left/right turn towards the target, but after that, when the torpedo detects something, it can turn around with no problem or make all sort of turns. That should be changed. It should only be allowed to do very slow turns and also very small ones. Also its sensor range should be greatly increased. All these might not be achievable. Therefore at first I thought that I will disable the missiles I've made. However I realised that the dummy missiles I've made are great for port attacks if I use a dumb torpedo/unguided (when ships are stationary). I did some tests and it looks nice.
but you can't have obstacles in the way can you ? since it's still basically a torpedo ?
So probably this week I will release a new version of the Ohio and it will have these stuff in it. One thing is certain. It is fast (has a small white smoke trail to easily keep an eye on it and because it flies low you won't be bothered-I hope-that the hit occurs a couple of meters below the actual missile model).

Bottom line
This is deffinitely a WIP.
but a good one, and nothing's easy in modding SH4, good job !

keltos

___________________ <---- this was the bottom line
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