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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |||
Sea Lord
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I don't intend to be provocative. I am trying to understand what appears to be a very complex situation. Last edited by BigWalleye; 01-09-15 at 08:56 AM. |
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#47 | |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
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Anvart
Thank your for your clarification. I remember this "jump" didn´t occur in your earlier version of that mod without that move-in/move-out animation, which is integrated in GWX3.0. Tycho Quote:
Maybe I did something wrong in my installation? I use three different sets (GWX, LSH and stock with NYGM), but that jump happens in each. Could that be a question of the orientation? In my installations the matress always turns counterclockwise (if you look from above ![]() Greetings |
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#48 | |
Sonar Guy
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Because, the pointer is fixed, the bearing scale on hand weel goes from 0 to 90 to 180 and so on. Unlike the hydrophone, where the bearing scale is fixed, and the pointer is rotating. This weekend, I came to another crazy decision for the radars, where all is very nice, visually. But, Anvart is very touchy about his mods, and now I'm worried to speak for this.
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If you ride like lightning, you're gonna crash like thunder. |
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#49 |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
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Of course you are right. The hand wheel also turns counterclockwise. I mixed the orientation of the wheel with the markings on the dial. One should not write at work without access to the game
![]() One of my thoughts was that the correction of the buggy bearing could be the reason for the non-synchronious turning of the antenna. But that´s not the case. Even with stock settings, the antenna jumps to a random wherever position. Further, the antenna continues to rotate even if the the FuMO is set to "focus" on any bearing and therefore the handwheel is holding. It seems that there´s no synchronisation at all. Greetings |
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#50 |
Sonar Guy
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I see things, like this:
The game engine rotate the radar antenna. And the rotation, after loading the game, starts from bearing 0, with 3d model for antenna, oriented according to "rotation: Y" coordinate for R01 node, in the "turm_.dat" file. With radar_turn_off, the rotation stops. When you activate the radar again, the rotation starts from where was stopped. Anvart FM30_UpDown mod, don't rotate the antenna, the mod move 3d object for the radar antenna up / down. And orients 3d object, to standing down properly in it housing. From down to up, FM30_UpDown animation takes 2,4 sec. For this time, the radar is already in On state. This means, that the game already rotate the radar antenna. And when FM30_UpDown animation ends, after 2,4 sec, happens this jump - to where the radar antenna was turned, by the game engine.
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If you ride like lightning, you're gonna crash like thunder. |
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#51 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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![]() Regards, LGN1 |
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#52 |
Sonar Guy
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I had other work these days.
Now, here is my final decision, what I made with the radars in my installation: I just, turned off the rotation on the 3d object for the radar antenna from the game. The sensor will work and sweep, just will not rotate the 3d object for the sensor. Now I need, animation for rotation for FM30_UpDown. Don't need to discover the hot water, Anvart already made it. I take the rotation animation from DFA_All.anm, and redesign FuMO_30.anm. Reverse this animation, to rotate the antenna clockwise. And with redesign in FMO_30.dat, made the "Radar_one_sweep" to work properly, will: go Up - rotate one turnover - go Down. Now the radar antenna works visually perfect. No jumps, rotates clockwise, have three "random animations for imitation of search". Just as the animation for DF Antenna works. Imperfection, will be that the orientation will not match with bearing in the radar station. But this is not important for me, when I'm on radar station, I don't see, how the antenna is faced, and vice versa. radar.avi With this, I finished with the radars in my installation, now I'll direct my dirty hands to other things.
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If you ride like lightning, you're gonna crash like thunder. |
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#53 | |
Sea Lord
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#54 | |
Sonar Guy
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But, I'll help you, to do it for yourself, via PM.
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If you ride like lightning, you're gonna crash like thunder. |
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#55 |
Sea Lord
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#56 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hopefully, snivels chewing is ended?
Everyone serious modder knows all problems of radar/antenna since 2005...2006. Nobody said nothing new. Quote:
![]() ************************************************** ******* Variant for exacting players, but this variant is more incompatible with other mods... so never published. Your wordiness about jumps and your reasoning about their elimination while maintaining synchronization of rotational radar wheel, radar antenna and radar beam is talking about bad understanding of the subject of conversation. Video: http://www.mediafire.com/watch/2h2kh...darAntenna.mp4 View or download ~ 158 MB
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-30-18 at 07:33 AM. |
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#57 |
Chief of the Boat
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Is there a problem here?
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#58 | |
Watch
![]() Join Date: Jan 2014
Posts: 15
Downloads: 369
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I can't download now Help me please Thanks very much |
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#59 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi.
I do not recommend you read this thread. FM30_UpDown_final is out of date. Try this: http://www.mediafire.com/file/c4mqhy...Down_GWX__.rar This mod for origin. GWX 3 Gold mod without h.sie mod. FM30 (and other FM) will be raised after scene initialization.
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Jimbuna; 04-10-17 at 01:31 PM. Reason: No need to insult people. |
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#60 | |
Watch
![]() Join Date: Jan 2014
Posts: 15
Downloads: 369
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