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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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#1 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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That is godly!!!! great work! I can see a lot has been done in my time of leave.
![]() ![]() the 1st TSWSM tralier |
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#2 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
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Task Force industries "Taking control of the world, one mind at a time" |
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#3 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Further update on damage modelling;
Managed to get torp damage to stop deck mounted torps from working on cruisers. Also have a workaround to damage not stopping deck guns from working on AXIS ships. Allied ships not a problem - deck guns stop working nicely once damaged. Have completed damage modelling thus far for; Bismark Class, Gneisenau Class, Deutschland class, Hipper Class, KGV Class, Kent Class. On the cruiser I have made a port & starboard deck torpedo damage zone (each with 4 tubes each). Have also been playing with ship physics. Graf Spee sorted nicely - trouble is when I use same setting on Bismark, it bobbles around badly. I need to lower the bismark (but I can't just lower the draft in the sim file - once you get down to zero it uses the centre of the bounding box for the model and makes the bismark float about 2ft above the water). |
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#4 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Almost forgot, request to all ship modellers / converters .... here are a few things that will help complete damage modelling;
1) If it's an AXIS ship, create a seperate dummy conning tower (this enables more than 10 compartments - thus enabling us to make the ship compartments / damage more realistic). This does not seem to affect allied ships for some reason. 2) Please, if using a conning tower, set the coordinates for the mount point to the main model to 0,0,0 in the main model - makes positioning and damage zoning the AA so much easier. 3) Create a seperate object file for each main turret - we need a seperate object and assigned damage zzone for each turret to enable turret damage to work. Using a single object file and seperate zones in the zone file alone DOES NOT WORK. 4) If torpedo tubes are added, add the zones that go along with them. 5) If using a seperate "dummy" conning tower, only assigne AA to it. Deck watch can go in the main UPCGE file. I think that's all ... if I think of anything else I'll add to the post.... just want to achieve a more standardised approach to the ships I get to damage model .... it's still taking me around 40 hours to do one ship. Results are looking good ... realistic sinking, systems actually stop working when damaged. Have also found a really clever use for zone 29 - can be used as a 3rd level of engine redundancy. |
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#5 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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sounds great!
your ship movements over the waves, is that compatible with real enviroment? |
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#6 |
Ocean Warrior
![]() Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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I havent got much done, fiddling around with FSX, but ill get back into it ASAP
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#7 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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I just bought that!! lol how is it?
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