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Old 07-02-08, 01:58 AM   #16
TheDarkWraith
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finished both sides of the TIIA for the water hole drains. Added one drain (currently) to each side of the conning tower. More to come. Fixed (as best as can be done) the water drains showing without water going over them (it's about 95% good). Screenies:

from an emergency surface:
http://i228.photobucket.com/albums/e...s_con_dr-1.jpg

http://i228.photobucket.com/albums/e..._con_drain.jpg

newest changes to the files can be found at post #2 of this thread.
http://www.subsim.com/radioroom/show...93&postcount=2

Last edited by TheDarkWraith; 07-13-08 at 11:50 PM.
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Old 07-02-08, 02:46 AM   #17
Letum
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I think the water in the conning tower should be draining out of the back, where the
lowest part is.


Apart from that, this looks excellent! Most impressive!
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Old 07-02-08, 05:42 AM   #18
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awesome!!!
i think it should come down everywhere off the tower
at least when surfacing
also water coming off the deck gun would be..
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Old 07-02-08, 06:44 AM   #19
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G'day Raceerboy,

I've been missing you so much as hell with your great mod welcome back buddy and may I ask you in aussie speaking language.

Where the bloody hell have you been mate! everybody was worried about you. come here mate let me kiss ya on ya head mate.
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Old 07-02-08, 08:52 AM   #20
TheDarkWraith
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Quote:
Originally Posted by vickers03
awesome!!!
i think it should come down everywhere off the tower
at least when surfacing
also water coming off the deck gun would be..
off the deck gun.....splendid idea! Let's see if we can do it....
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Old 07-02-08, 09:21 AM   #21
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Thanks Racerboy

I will be keeping a close eye on your work!
will try this next time I reach port after my current patrol.
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Old 07-02-08, 10:09 AM   #22
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Beautiful!

But I agree with Vickers and Letum: the water draining from the top lip of the tower looks odd.
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Old 07-02-08, 10:27 AM   #23
TheDarkWraith
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Quote:
Originally Posted by Sailor Steve
Beautiful!

But I agree with Vickers and Letum: the water draining from the top lip of the tower looks odd.
yeah it does. I was just playing around with ideas. I'll move it to the floor of the conning tower and see if I can make it 'spill out' from inside the conning tower, onto the sub and down the sides.
Another idea: from my background in physics and fluid dynamics I see a problem with the water streams. If the sub has motion in the water then the movement of the water across a hole opening would preclude it from entering into the hole and filling it up as an eductor effect would be happening (along with a smooth laminar flow boundary being established to some degree across the opening). The magnitude of this effect would depend on the speed of water across the hole opening (sub's speed) along with some other factors (we'll choose to disregard these other factors since they are small in magnitude compared to the eductor effect and the establishment of the smooth laminar flow boundary). I'm going to try and model this effect. Anyone in agreement? As sub speed would increase the water streams themselves would decrease in size, speed, opacity, weight, etc with this modelling.
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Old 07-02-08, 11:10 AM   #24
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RB back with a venegance!

Great work so far mate!
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Old 07-02-08, 01:11 PM   #25
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Quote:
Originally Posted by Racerboy
I'm going to try and model this effect. Anyone in agreement?
if i'm understanding this right, SH4 models some basic physics for the
water drains- but having full physics now in SH3 as you mentioned
would be incredible.
keep up the good work!
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Old 07-02-08, 01:24 PM   #26
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well there's a ton of math involved in this one trying to simulate the physics effects on the water streams with the movement of the sub combined with the relative wind effects on the water exiting the water holes......but I'm getting there. In the screenies below the simulated physics effects have been applied to the left side. The right side has no simulated physics modelling at all. The simulated physics modelling is being done through some clever use of some action controllers. Unfortunately linear interpolation is the only way these controllers let me do math where exponential is needed so we have to work with what is given to us. The magnitude of the simulated physics modelling increases (or decreases) with the sub's speed. Screenies show I'm getting there:

sub just crested a wave that had the bow underwater. Sub's speed is ahead flank. Same camera location just different sides of the sub.

non-simulated physics modelled side. Note how there appears to be very little wind interaction with the streams. There's no mist either from the relative wind interaction:

http://i228.photobucket.com/albums/e..._interp_ri.jpg

simulated physics modelled side. Note how their appears to be wind interaction with the streams. Also note that mist is being developed and carried by the wind:

http://i228.photobucket.com/albums/e...nterp_left.jpg


sub speed at 0, sub motion 0. At a standstill bobbing in the water here's what it looks like currently:

non-simulated physics modelled side. Note how water falls down, there's just a little mist:
http://i228.photobucket.com/albums/e...r_interp-1.jpg

simulated-physics modelled side. Note how there's lots of mist now:
http://i228.photobucket.com/albums/e...erp_left_a.jpg

and an aft-view shot showing the differences. It's not modelled perfect yet but it's getting there:
http://i228.photobucket.com/albums/e...ison_linea.jpg

Realize that I'm not creating a new game engine or patches to it, I'm exploiting the action controllers and making them do things that the developers probably didn't think could be done. Define what you want to accomplish, research the tools (controllers and such) available to you, think 'way outside the box' to see how you can use these tools to accomplish your goal, apply knowledge that you know (physics, math, fluid flow, etc.) to define how to model it, write some code, test, modify code, retest, modify code, retest.....till it finally works.

Last edited by TheDarkWraith; 07-13-08 at 11:47 PM.
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Old 07-02-08, 03:48 PM   #27
TheDarkWraith
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Default might be one of my finest works ever.....

ok, got the simulated physics modelling where I want it (for the most part). Only left side of sub has physics modelling enabled. Tell me what you think:

http://rapidshare.com/files/12664009...0_BETA.7z.html

it will also be available at post #2. I'll always keep post #2 updated.
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Old 07-02-08, 04:33 PM   #28
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Nice to have you back sir...you have been missed

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Old 07-03-08, 05:50 PM   #29
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Default RB is BACK !!!

We missed you - Wilkommen back RB
WILKAM BACK MY FREND !!! Beautiful!

a litle bit impression !!


http://www.subsim.com/radioroom/showthread.php?t=137337
.
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.
..
.
.
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Old 07-03-08, 06:17 PM   #30
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Welcome back indeed!

Took a quick look at this, and I'm really liking it so far. Very impressive the way the mist/spray is working, as shown below:





One thing though - while the spray is looking real good, it seems a little odd that it's all spray and no actual water drainage. I really have no idea since I've never actually seen a type IIA in heavy seas/high winds, so I'm totally speculating here, but it seems like maybe there should be some water running down the side of the hull, with some smaller portion of of that showing as spray/mist. I haven't had a chance to sail around waiting for calmer weather (will that even happen in a single mission, or is the weather fixed?), so maybe it would look more like I'm expecting if the winds weren't so high, but in particular it seems a little strange having all the water flowing up as the boat plunges back down into the trough of the wave - I would think that some would, but that some would keep running down the side of the boat, but maybe (1) that's not possible with the limitations of the mechanism you're playing around with, or maybe (2) I'm just wrong in thinking that there would be more real water and less spray/mist coming out of those holes.

In any event, none of this is intended as criticism so please don't take it that way - I think this is really awesome work that you've been able to figure out how to make any of this actually work and I'm really looking forward to seeing this work progress.

Thanks for doing this
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