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Old 04-02-11, 12:26 PM   #136
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
Related: http://www.subsim.com/radioroom/show...173092&page=22

The same day.
we see light at the end of tunnel.
related some.....he is using .gr2 files and I haven't seen anything tangible from it so I'm skeptical. That's what motivated me to pick back up on the .dat files. I knew there had to be a way to make it work. I just hadn't found the right combination to make it work until now.

Remember privateer said you have to follow something just right in order to make it work with his method. My method uses .DAT files and they are much easier to work with
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Old 04-02-11, 12:40 PM   #137
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Now I've sent this to two people to confirm that what I saw wasn't a fluke thing. Once I get feedback from them that it is working like I have shown pictures of then I'll let you all know that we can infact import new units into SH5

My mind works in funny ways. Sometimes I just have to push something to the side that I'm having trouble trying to figure out and let it rest for some time. Usually when I come back to it I can figure it out like I've done here. Although this one took 7 months....

Now I'll take a little break and enjoy the nice weather outside. Perfect day to bring out the R/C helicopters!
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Old 04-02-11, 12:49 PM   #138
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Quote:
Originally Posted by TheDarkWraith
That PT Elco boat is only 35 tons. A torpedo will blow it completely out of the water (with SH5 stock torpedo settings)
That's fine with me! How often are you gonna hit a small, fast-mover like this with a torpedo anyway? I bet it never happened once in WWII.

Oh god, I just realised something. We have to add all these potential new units to the Campaign individually right?
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Old 04-02-11, 12:52 PM   #139
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[QUOTE=The General;1634346]
Quote:
Originally Posted by TheDarkWraith View Post
That PT Elco boat is only 35 tons. A torpedo will blow it completely out of the water (with SH5 stock torpedo settings) That's fine with me! How often are you gonna hit a small, fast-mover like this with a torpedo anyway?

Oh god, I just realised something. We have to add all these potential new units to the Campaign individually right?
Exactly. I made a single mission with two PT Elco boats docked just so I could test this new method to ensure the 3D models were rendered correctly and the collision model works correctly. Usually they are running at 25-40+ knots speed and they are hard to hit with even the deck gun!

It will be a huge undertaking adding new units to SH5. The reasons why are:
- the .zon files will need to be completely redone as SH3/4 units .zon files are not compatible with SH5 (Goblin Editor is your friend here)
- The .eqp and .sns files will need to be redone as the equipment in SH3/4 more than likely doesn't exist in SH5
- Maybe making new equipment/sensors for SH5 based on the needs of the new unit's .eqp and .sns files
- the new units have to be added to the Roster (and to each nation using them)
- the new units will need to be added to EACH campaign. That alone is a large undertaking.

And that's just thinking off the top of my head....
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Old 04-02-11, 01:18 PM   #140
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are there any possibilities to import new u-boat types, in far future; maybe?
and what about the interior, the pov-movement? is it a hard nut to crack, or is it even possible?

respect!!!
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Old 04-02-11, 01:42 PM   #141
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interesting news...thanks a lot!

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Old 04-02-11, 04:24 PM   #142
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got feedback from the 2 I sent this to and they had the same results - the PT boats took damage from deck gun fire and torpedoes

Now I have to finish the PT Boat (add the missing .eqp and .sns entries) and let them test it again. Then I need to make another ship from SH3 but this one has to have more than one hull. I need to verify this new method will work with ships with more than one hull. The PT boat only has one hull so I know it works with single hull ships
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Old 04-02-11, 06:16 PM   #143
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Fixed missing aft 2 torpedo launchers on PT Boat. Added guns (ported over from SH3) to the PT Boat. Guns are firing
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Old 04-02-11, 06:32 PM   #144
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Nice... geting closer
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Old 04-02-11, 06:32 PM   #145
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Well done TDW.

Does the PT Boat fire its torps at the Sub?
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Old 04-02-11, 06:46 PM   #146
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Quote:
Originally Posted by The General View Post
Well done TDW.

Does the PT Boat fire its torps at the Sub?
Not it does not. Not sure if I'll be able to make that work or not. It's definitely on my list of things to try and make work though

Just ported over all the SH3 AI sensors. This PT boat should be fully operational now
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Old 04-02-11, 07:19 PM   #147
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Some good news: can use the SH3 .zon file now
PT Boats are fully operational. You're not going to like to run into these guys

I have 2 PT Boats closing in on my position! Time to dive


My two testers will be receiving an update here soon

EDIT:

their wakes need some work. They aren't rendering correctly when they turn.
Need to add caustics to them also.

EDIT2:

I can only post one more picture Neal needs to increase my picture capacity once again
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Old 04-02-11, 07:26 PM   #148
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i never played sh3... what are those boats.. some hunter kilers... but smaller?... i saw they have torpedoes
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Old 04-02-11, 07:28 PM   #149
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
i never played sh3... what are those boats.. some hunter kilers... but smaller?... i saw they have torpedoes
These are very fast patrol boats. They are usually found near the coasts or a small distance from land. They have a max speed of over 40+ knots. Very hard to shoot at. They have 3 guns on them that will shred your uboat to nothing in no time. They do not fire torpedoes or DCs but they will call in re-inforcements to do their dirty work. They do have radar starting in '40 also. One word: Nasty!
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Old 04-02-11, 07:37 PM   #150
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Default PT Boat Armament

Will the PT boats have DC and Torpedo's in the future?
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