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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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![]() ![]() Next to do among other things is the animation of the bow planes on IJN submarines. They didn't lower from a vertical position and then turned like their US counterparts but : - were stored in recesses in the bow - would rotate horizontally to come out or pop out (I don't know which for sure yet) - then they'd rotate vertically to submerge/surface the boat can anyone help with that ? keltos Last edited by keltos01; 02-12-10 at 11:29 AM. |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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What exactly do you need help with? I'm changing the bow planes on 688i to pop in/pop out.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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pop in and out then rotate like the stock's planes when you dive/surface.
thanks btw ! keltos |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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First thing you are going to want to do is to separate the dive planes to left and right. So you will have:
Node-NSS_688i_R_FW_Plane Node-NSS_688i_L_FW_Plane Here's a picture of the Node structure: Chunk 111 is a Type 10/4 Chunk 112 is a Type 6/0 Chunk 113 is a Type 10/1 And Chunk 114 is a Type 6/0 Once you have that set up we'll work on the KeyFramesAnim first. Note that all of the entries are set to zero except for the "Start Position." And like the note in the picture says, set your "Start Position" the same as the nodes position. If you have the source node rotated you will have to enter that as well. Next is the PositionKeyFrames chunk. This is where we set up the actual movement of our source node. For the 688i bow planes I've used two array items here. Using just two will give a steady speed animation. If you need the speed of the object to vary at different times you can add more array items to tweak that. looking at this picture it should be pretty self explanatory. Time is time in seconds and position is the position of animation in xyz coordinates. Your first array item you'll want to set the position to that of the source node like we did in the KeyFramesAnim. For the second one after X seconds have elapsed in the animation this is where the end position is for the animation. The 688i bow planes go straight in and straight out, as evidenced by only the change in the x position. That takes care of the .dat file so now all you have to do is a minor change to the .sim file. All you have to do for the .sim file is ensure both nodes are listed under Front_diveplane Objects. By doing that you tell the game that these two nodes are the bow planes and to animate them accordingly for rise and dive.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Thanks !!!
I have fixed the JB bow planes, now I'll look at them ingame ! k |
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#6 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
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Uploads: 16
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Let me know if you run into any problems in-game.
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__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#7 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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thanks !
I have to check a lot of pictures but it seems that the IJN planes didn't work the way the german ones did : the recess is ahead of the plane which suggests either 180° rotation or movement forward then lateral to fit in the recess from a deployed position. the more complex the movement the less strudy the planes attachment... keltos |
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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