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Old 09-01-10, 09:45 AM   #1
TheDarkWraith
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Originally Posted by andycaccia View Post
One last thing: do you know what the "put_on_water" thing is? How does it affect gameplay? It should have something to do with the physic model of the ship...
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
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Old 09-01-10, 02:17 PM   #2
Nicolas
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Hello, you can copy the drag etc values from VIIC to VIIA/B to correct sinking, i don't know deeper than 200 what happens.
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Old 09-01-10, 02:24 PM   #3
andycaccia
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Hello, you can copy the drag etc values from VIIC to VIIA/B to correct sinking, i don't know deeper than 200 what happens.
I fear it's not that easy. I've done this but it doesn't work for me. Cloning a VIIC sim file still leaves the sinking effect. Does it work for you?
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Old 09-01-10, 03:04 PM   #4
Nicolas
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Yes it worked, i opened the .gr2 file and merged it with the .sim then i copied all the values that i thought was relative to depth keeping including mass displacement surfaced and submerged, drag.
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Old 09-02-10, 08:27 AM   #5
andycaccia
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Originally Posted by Nicolas View Post
Yes it worked, i opened the .gr2 file and merged it with the .sim then i copied all the values that i thought was relative to depth keeping including mass displacement surfaced and submerged, drag.
I see, I have done the same. This solved the porblem relative to the VIIB which
was unable to keep the ordered depth (it goes 4 meters lower than ordered at 40m depth and slightly less ar shallower depths) but still leaves the slow sinking effect. For example, can you keep your boat stable at 180m at very low speed with your method? I remember the VIIcs sinking down anyway...
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Old 09-01-10, 02:19 PM   #6
andycaccia
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Originally Posted by TheDarkWraith View Post
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
Thank you, but those descriptions are the same displayed by goblineditor, so I guess everybody already knows them. My question was about the actual effects it could have in game. but don't worry: I found the answer on my own: basically nothing changes if you turn this off.
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Old 11-12-10, 04:49 PM   #7
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
maybe this will help you all figure it out (also tells you what put on water does):

HydroCtrl.cpp.The object's front-rear drag coef...FR..The object's up-down drag coef..UD..The object's left-right drag coef...LR..The object's drag (water resistance) coefs [F=C*v^2]....The object's draught [m]. If 0, then the geometric bounding box height is taken.....draught.....The object's displacement [Tons]. If 0 then it is automaticaly computed.....displacement....The object's submerged parameters...Submerged.......The object's draught [m]. If 0, then it is taken from the object's global position......The object's displacement [Tons]. If 0 then the object's mass is taken..The object's surfaced parameters....Surfaced....Put the hydro object on the water at the surfaced draught...bool....put_on_water........Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR....fr_ratio........Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken..gc_height...The object's mass [Tons]. If 0, then the object's surfaced displacement is taken....mass....Display the object's submerged draught..SD..Display the object's gravity center.....GC..Display the object's parameters.....params..Debug display settings..Debug...Hydro controller: controlls an object that can float....obj_Hydro...hull
Could we have 2 sets of parameters . 1 for if is surfaced and 1 for if is submerged .
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