Quote:
Originally Posted by polyfiller
Interesting find on the primary node alignment. In terms of implementation - are you having, in effect, two complete copies of an entire sub in the .dat, one visible, one not, and one rotated vertically ?
If so ... not sure if this will cause CTD. If you've remapped all ID's, then it should. One thing I would recommend is removing nodes with duplicate names for;
rudder, torpedo doors, propellers, bow plans. These are refereced by name and not just ID in the subs .sim file - for example where a torpedo door name in the .dat does not match the names in the .sim, you get CTD. What I think you may have is one of the above items appearing twice causing a lookup failure / issue in the .sim file.
Whenever I work on torp doors, I always have the .sim file open at the same time and step through each tube in turn, if that makes sense.
Good luck.
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Actually, I created a whole new node which was rotated 90* with only a label and two sub nodes to hold the two inner doors. All three had new unique labels and I did go into the sim file and replace one of the original four torpedo tube door set references with the new ones. When this gave me a ctd, I started trying turn the second node into a copy of the first one, unfortunatly, I ran into two distinct problems... first, Silent 3ditor won't copy the parent child structure for some reason and won't allow you to simply tell something to become the child of another chunk, so I had to manually copy all of the values into each chunk... and second, the program refused to allow me to even place a 3D model chunk into the second node, let alone copy the 3D model of the sub into it.
I actually think that this isn't the way to go about it though, because I can foresee quite a few issues arising from the vertical model sticking out of the top and bottom of the boat, visible or not... the game my try to calculate collisions with the ground using the piece that's hanging down 100-200 feet, or enemies might be able to see it despite the fact that the sub is submerged because the bow is an extra 50 feet in the air. Instead, I think that the best way to really work this idea into a sub model would be to build the vertical node so that it only contains the inner and outer doors, since they are the minimum required to make the missile / mine exit the sub, or to really build the sub in seperate sections. The second option here would probably have the main node contain the parts of the boat needed to be aligned correctly (prop, rudder, planes, sail, and most of the body), and then the second node containing the sections of the boat which need to be aligned vertically. The only reason I can see to really go through this much trouble is that there might be some instability or ctd caused by the two primary nodes overlapping each other as they are in the first model.
Either way, I've still not gotten the setup to even load in game yet, so I'm not even sure that the thing will work. One part of the problem that I've found, is that the game wants the boat to settle with its primary node parallel to the horizon. I figured this out when I was testing the torpedo initial alignment theory because I had set the original primary node at a 90* angle, and when I loaded the game, the sub was pointing straight up, but then immediately began settling to horizontal. What this means is that any secondary node will need to either a) have no mass so that it will not try to settle, or b) be shaped in such a way as to have to real reference to "up" except for where the weapons launch from.
Quote:
Originally Posted by keltos01
this really interests me even though my IJN subs don't need it
when the torp/missile is fired vertically, how do you intend to make it turn back to the horizontal and fly like a real missile towards the target ?
keltos
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This is actually done for you in the same way that they would turn to horizontal if you were to launch a torpedo while diving or ascending. The torpedo / missile comes out aligned with the horizontal of the sub and then turns up or down or side to side as necessary. The same would be true of the vertical launch, the only difference being that it would have to go from vertical to horizontal rather than some small angle to horizontal. That being said, you would definitely have to be at a deep enough depth the launch this way, because if you were too shallow, the missile would shoot up into the air, dive straight back in as it porpoised and blow off your sail, creating a missile launch depth just like in real life.
Anyway, I'm still playing around with the dat file trying to get it to work, but I really feel like I'm just stumbling around in the dark. So without some additional pointers and direction (thank you already polyfiller), I'm not sure how long this will take, if I can get it to work at all, but that being said, at least its a start.
Greg