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Old 05-20-07, 07:23 PM   #1
Lagg-Alot
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Default [TEC] The Props Spin in the wrong Direction

How do I go about Fixing The direction The Props Spin?:rotfl:
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Old 05-20-07, 10:47 PM   #2
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Quote:
Originally Posted by Lagg-Alot
How do I go about Fixing The direction The Props Spin?:rotfl:
And they should be 4 bladed wheels as well.......
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Old 05-22-07, 09:52 PM   #3
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This has been noted before, but no one has yet fixed it that I know of. I hope you can get them corrected!
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Old 05-23-07, 07:23 AM   #4
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Quote:
How do I go about Fixing The direction The Props Spin?:rotfl:
Play in 100% realism like me and you will not notice it
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Old 05-23-07, 09:40 AM   #5
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at least this is one problem that's easy to ignore!!
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Old 05-23-07, 09:53 AM   #6
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Quote:
Originally Posted by JSF
Quote:
Originally Posted by Lagg-Alot
How do I go about Fixing The direction The Props Spin?:rotfl:
And they should be 4 bladed wheels as well.......

Actually...Fleetboats prior to WWII had three bladed props....they were replaced because four bladed props ,with a different pitch, were more efficient at cruising speeds ,presumably.

So..it's actually not so bad an oversight....

Turning in the wrong direction?.....thats really a "rivet-counter" problem and doesn't detract from game-play in the least.

Last edited by Canonicus; 05-23-07 at 11:07 AM.
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Old 05-23-07, 10:07 AM   #7
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Quote:
Originally Posted by Lagg-Alot
How do I go about Fixing The direction The Props Spin?:rotfl:
How can you even tell? :rotfl:

I just don't even notice stuff like that, I'm too worried about getting the camera damaged by the props to get that close. :p
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Old 05-23-07, 02:47 PM   #8
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Quote:
Originally Posted by wetwarev7
Quote:
Originally Posted by Lagg-Alot
How do I go about Fixing The direction The Props Spin?:rotfl:
How can you even tell? :rotfl:
When they start up they're rotating in the direction that should propel the sub backwards. If you run at 1/3 or less it's very apparent. Actually I'm not sure if it's that they're rotating in the wrong direction or whether it's that the propeller 3D model is made wrong - i.e. with the prop blades back-to-front.
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Old 05-23-07, 10:19 PM   #9
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by wetwarev7
Quote:
Originally Posted by Lagg-Alot
How do I go about Fixing The direction The Props Spin?:rotfl:
How can you even tell? :rotfl:
When they start up they're rotating in the direction that should propel the sub backwards. If you run at 1/3 or less it's very apparent. Actually I'm not sure if it's that they're rotating in the wrong direction or whether it's that the propeller 3D model is made wrong - i.e. with the prop blades back-to-front.
Yes, You can to make a mirror 3D mesh variant of propellers ...
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Old 05-23-07, 11:00 PM   #10
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Quote:
Originally Posted by Anvart
Yes, You can to make a mirror 3D mesh variant of propellers ...
Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments!
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Old 05-24-07, 12:24 AM   #11
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by Anvart
Yes, You can to make a mirror 3D mesh variant of propellers ...
Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments!
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ...

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Last edited by Anvart; 05-24-07 at 06:50 AM.
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Old 05-24-07, 07:40 AM   #12
Beery
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by Beery
Quote:
Originally Posted by Anvart
Yes, You can to make a mirror 3D mesh variant of propellers ...
Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments!
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ...

Hmm.

Firstly, after a search it seems there is no such file as submarine.dat.

Secondly the individual submarines' *.dat files don't seem to contain the words 'vertex' or 'type', and the three examples of 'propeller' don't seem to have anything to do with an 'X' coordinate.

And I have no way to edit 3DS Max files.

I'm 100% for making a change that gets the props working properly and I'm pretty bright but I am no good at understanding machine code. If you know where the data is to fix the props, please just tell us and save us all some time. This cryptic crap is intensely frustrating. I didn't like it when DTB used to do it with SH3 and I like it even less two years later.
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I'll just try to think, 'Where the hell's the whiskey?'"
- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.

Last edited by Beery; 05-24-07 at 07:51 AM.
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Old 05-24-07, 08:44 AM   #13
Anvart
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by Anvart
Quote:
Originally Posted by Beery
Quote:
Originally Posted by Anvart
Yes, You can to make a mirror 3D mesh variant of propellers ...
Sadly the closest I can get to a 3D mesh propeller is to make it out of chicken wire and papier mache, and I wouldn't know in which of the computer's orifices to try to insert it in order to get it in the game.

Maybe someone else can have a go? I'll pay well... in compliments!
It's simply ...
You can to invert X coordinate by HexEditor in "vertex data" section of propeller Type 1 chunk in submarine.dat ...
OR
1) Extract propeller by Pack3D
2) To invert X coordinate of propeller in 3DS Max
3) Import propeller.obj by Pack3D into temp-file submarine.dat
and than
4) by HexEditor copy/paste "vertex data" from temp-file into work submarine.dat
You see ... very simply ...

Hmm.

Firstly, after a search it seems there is no such file as submarine.dat.

Secondly the individual submarines' *.dat files don't seem to contain the words 'vertex' or 'type', and the three examples of 'propeller' don't seem to have anything to do with an 'X' coordinate.

And I have no way to edit 3DS Max files.

I'm 100% for making a change that gets the props working properly and I'm pretty bright but I am no good at understanding machine code. If you know where the data is to fix the props, please just tell us and save us all some time. This cryptic crap is intensely frustrating. I didn't like it when DTB used to do it with SH3 and I like it even less two years later.

Yes, a "clinical" case ...

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Old 05-25-07, 01:36 AM   #14
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Yep, as long as the boat moves, I don't care which way the screws turn
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Old 05-25-07, 01:53 AM   #15
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Just had a quick look as i was fiddling with 3DS MAX anyway.


What are we talking about here, the actual rotation direction or only the orientation of the blades?

I am yet to find the actual animation file for this but I could have a look later.
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