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#1 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
Uploads: 0
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I've only been back playing SH for a couple day, but I have a couple questions for those experienced SH modders.
I noticed while attempting (unsuccessfully) to avoid 8 destroyers and their depth charges, that the sea floor collision is set higher than how it looks visually. Meaning my Sub will hit the bottom while visually I still have considerable clearance. I also noticed that upon hitting the bottom, and no matter how gently I try to do so, the sub will not simply sit there, but will bounce, and which each bounce it will take hull damage. With this in mind, is it possible to disable the impact damage of the sea floor, or possibly tune it so the sub will only take damage when hitting above a certain speed? It's bad enough being hunted, but hitting the invisible sea bed and constantly taking damage while trying to get flooding under control just makes things frustrating. Second. I notice that the flooding animation will only display water to a certain depth within the sub. At one point I had a room 50% flooded, but visually it was only up to their ankles. Would it be possible to have the hatches close and block access to those rooms if the flooding is over a certain amount? This would bring a new element of challenge to the game, if one could be locked out of a particular area of the sub while it is flooded.
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Use of undefined constants causes assumptions! |
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#2 | |
Black Magic
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![]() I haven't found a way to control the hatches other than clicking on them with the mouse. The reason the flood water only goes to their ankles is because it will not spill over to other compartments if you let it raise any higher. Thus the devs limited it to ankle height. |
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#3 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
Uploads: 0
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I appreciate the reply. It's good to know that someone has looked into the issue with collision, even if it is currently bad news on any possible fix.
It was a little disappointing to realise the doors are nothing more than visual. When I first saw them, I was expecting to have to seal off sections, sacrifice men and deal with finding replacements. I miss the crew management of previous SH. I would assume that if one could close those doors automatically, then it would be done once the flooding reaches a certain percentage, to similar it reaching bottom of the hatch. So while we wouldn't get to see overflowing water, the closed hatch would give the impression that it would do so if opened. I'll keep dreaming and keep playing. ![]()
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Use of undefined constants causes assumptions! |
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#4 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#5 | |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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Where are you seeing this bone? Can you see it in Goblin? I can see Cam01_wake_up_box from QR1 which seems to have something attached way below the sub (it appears as a green triangle in goblin). Could that also have something to do with the sub floor problem? |
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#6 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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Nevermind -- I found it with Granny-Viewer.
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#7 |
Black Magic
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You can see it in Goblin Editor also but Granny Viewer is much easier to see. The little triangle dangling down way below the subs doesn't do anything - I moved it and no change. It's this bone I'm referring to that I'm 99% sure is the problem why the sub won't sit on the bottom.
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#8 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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In the hex __ x, y, z value sets for waypoint room_ext (NSS_Uboat7a.waypoints.GR2)
00004e0: 0.00000000 0.00000000 1.4012e-45 0.00069199 1.61885500 0.00000000 0.00000000 0.00000000 0000500: 0.00000000 1.00000000 1.00000000 0.00000000 0.00000000 0.00000000 1.00000000 0.00000000 0000520: 0.00000000 0.00000000 1.00000000 1.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0000540: 1.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.00000000 0.00000000 -0.0006919 0000560: -1.6188550 0.00000000 1.00000000 11.8530035 0.00000000 0.00000000 0.00000000 Not sure why there are two sets (or rather what they do with regard to the engine -- I have noticed that animations seem to be mirrored in granny viewer so maybe the inverse set has something to do with that). In Goblin, if I edit the file to the above I do see a shift of the room_ext bone -- not tried it in game so I can't be sure it does anything. I would assume this will move all the exterior waypoints along with it, but if it works it's a start!) ![]() |
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#9 | |
Black Magic
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I changed the object's position and inverse transform and couldn't get a response from Goblin Editor ![]() |
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#10 |
Officer
![]() Join Date: Dec 2009
Location: Alicante - SPAIN
Posts: 249
Downloads: 972
Uploads: 0
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hi, comandants.
Regards friends, graces for exposing this important topic for a good simulation, gentleman TDW, it makes me happy to know that always this slope of the friends who need help, graces for his modesty.
Excuse for my English evil, regards. ![]() |
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