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Old 04-18-11, 04:38 PM   #1
stoianm
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Will be awsome if we can add animation... the uboat is shaking a lot and they do not move.. to unrealistic...and of cource to toon down... is a little to much even is awsome
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Old 04-18-11, 04:51 PM   #2
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Originally Posted by stoianm View Post
Will be awsome if we can add animation... the uboat is shaking a lot and they do not move.. to unrealistic...and of cource to toon down... is a little to much even is awsome
iam not shure, but i think those dept charges did shock vibrations, not those long turning shakes, but looks good

what i want to see are crew repair, fall, strumbeling animations enebaled, together with short shock vibrations / fitting shakes and light flicker.
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Old 04-18-11, 06:47 PM   #3
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iam not shure, but i think those dept charges did shock vibrations, not those long turning shakes, but looks good

what i want to see are crew repair, fall, strumbeling animations enebaled, together with short shock vibrations / fitting shakes and light flicker.
These are all itmes that must be linked to materials.
I.E.
When DC explodes. It makes a flash. We need to link Sounds and Animation to same Parent as Flash so they are triggered at same time.

Currently in GR2 finding these common links is something I have failed to see so far.

Maybe merging Depth Charge GR2/SIM with Sub Model where you edit Crew Waypoints and Animations can expose this information.

Maybe add Crew Breathing/Warning Sounds in Depth Charge DSD located at same point as Water Slpash.

Many things to investigate.
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Old 04-18-11, 07:11 PM   #4
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Default Depth Charge Sound FX

I was just looking for Depth Charge Sounds.

Using Goblin Editor, I loaded these files:
DC_Barrels.GR2
- DC_Barrels.sim
- DC_Barrels.zon
- Baza_FX.dat
- Baza_FX_Sounds.dsd

Baza files are the Particles FX. This is where to link Sound and Maybe Animations for triggers.
Bombs and other Explosions are here as well.

I know the DC_Barrels depends on Baza files because DC Sounds are Unkown if Baza is not merged.
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Last edited by TheBeast; 04-18-11 at 07:27 PM.
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Old 04-18-11, 10:46 PM   #5
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The excessive roll, might be from the CG_Height in the sim file.

This is one of those variables that is a double edged sword. Too little and things are flat and the boat wont roll with the waves very much when surfaced. Too much and their over the top, and you end up, upside down.

As i recall, a good way to test this to see the varying effects of the number entered for CG_height, is to setup a single test mission where your surfaced, with a 20 or 30 knot destroyer bearing down on your broadsides, 500 meters away. They will ram, what your looking for, is how the boat rolls with the ramming per setting. Enter a large enough number for CG_height and the boat might do a 360. A small enough number, it might just roll over 90 degrees.

edit:
Another thing to check is the depth charges themselves.
There is a variable there that dictates the force of the explosion. (was it Impulse?). Basically this dictates how much of the depth charge you can feel, or how much it shakes you. Enter a large enougn number here, and you can actually propel the boat in speed or send it down in depth via the depth charge explosion. Back in SH3, i entered a ridiculously large number (200000 or something like that) for this varaiable, and a depth charge propelled my boat like 20 or 30 knots underwater, just from the exposion.

People like to jack this number up for the depth charge shake, but there is such a thing as too much of a good thing.
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Old 04-18-11, 11:35 PM   #6
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Originally Posted by Ducimus View Post
The excessive roll, might be from the CG_Height in the sim file.

This is one of those variables that is a double edged sword. Too little and things are flat and the boat wont roll with the waves very much when surfaced. Too much and their over the top, and you end up, upside down.

As i recall, a good way to test this to see the varying effects of the number entered for CG_height, is to setup a single test mission where your surfaced, with a 20 or 30 knot destroyer bearing down on your broadsides, 500 meters away. They will ram, what your looking for, is how the boat rolls with the ramming per setting. Enter a large enough number for CG_height and the boat might do a 360. A small enough number, it might just roll over 90 degrees.

edit:
Another thing to check is the depth charges themselves.
There is a variable there that dictates the force of the explosion. (was it Impulse?). Basically this dictates how much of the depth charge you can feel, or how much it shakes you. Enter a large enougn number here, and you can actually propel the boat in speed or send it down in depth via the depth charge explosion. Back in SH3, i entered a ridiculously large number (200000 or something like that) for this varaiable, and a depth charge propelled my boat like 20 or 30 knots underwater, just from the exposion.

People like to jack this number up for the depth charge shake, but there is such a thing as too much of a good thing.
I haven't really cracked this MOD open as yet. Not sure if I want to because of time needed to do it right. I suspect the changes to DC_Barrels is mainly force of the explosion being jacked up a bit but not to bad.
If DC explodes behind boat it does propel boat to about 5 knots if it was close. Backward if explodes in front of boat.
If DC is above you it will push you down.
if DC is below you it will push you up.
if off to side towards bow or stern it will turn your boat with little rocking.
if off to side centered, the Roll is a bit over the top. Almost capsizing boat.

If time permit I will look at the CG_Height controller and attempt to reduce the DC roll effect by about 25% from where it is now. Is this controller in DC_Barrels.sim or in the Submarine SIM? IMO the boats need to have more roll/pitch/bounce action when surfaced. they are far to stable under storm confitions right now. As I recall, Sober was trying to fix the Roll/Pitch/Bounce effect last year...

I like your testing method to verify roll effect.
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Old 04-19-11, 12:59 AM   #7
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If DC is above you it will push you down.
if DC is below you it will push you up.
Wouldn't the exact opposite effect these 2 options ?
When the DC explodes it creates a vacuum, which will then suck the uboat into it.

Just thinking!
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Old 04-19-11, 12:57 PM   #8
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Quote:
Originally Posted by TheBeast View Post
If DC explodes behind boat it does propel boat to about 5 knots if it was close. Backward if explodes in front of boat.
If DC is above you it will push you down.
if DC is below you it will push you up.
if off to side towards bow or stern it will turn your boat with little rocking.
if off to side centered, the Roll is a bit over the top. Almost capsizing boat.

Given that, id say, Go into the depth charge sim files first. The variable your looking for is explosion_range.

The default value, if Ubi holds true to its usual vanilla pattern is 40. In my own work, ive used a value of 55. Whatever value works for you will probably vary greatly as the roll is probably influenced by the CG_height in the boats sim file.

edit:

And yeah, how's that for file dependencies and why mod soup is bad! lol
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Old 04-20-11, 12:18 AM   #9
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Quote:
Originally Posted by Ducimus View Post
The excessive roll, might be from the CG_Height in the sim file.

This is one of those variables that is a double edged sword. Too little and things are flat and the boat wont roll with the waves very much when surfaced. Too much and their over the top, and you end up, upside down.

First thing that comes to my mind is to tone it down via the drag variable. Leave the GC rather high, for a nice roll&pitch while surfaced, but set the drag very low surfaced and high while submerged, to act like some sort of inertia. Haven't tested it, though.
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