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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Released! See first post!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#2 |
Silent Hunter
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Hi rubini!
Excellent, many thx! ![]() But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable? ![]() Best regards, Magic |
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#3 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
![]() PS: take a new look on the first post, I updated the mod because some big mods use another round marks for airplanes (nationallity marks), i then make then fixed on the cloned planes. Also you must check your sim.cfg as described there.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#4 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi Rubini,
Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it. Currently too busy to play with it but after release i will have a look at it. Best regards Hans |
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#5 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() Quote:
1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired) 2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop ) 3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. Thatīs is it! So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. Itīs there just for eye candy. But I canīt figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. ![]() ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#6 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
I think you just answer your own question via animation/effect should work fine. ![]() Best regards Hans |
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#7 |
Loader
![]() Join Date: Mar 2010
Location: Germany
Posts: 84
Downloads: 357
Uploads: 0
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Hello Rubini,
You are a great modder. We all await this mod in all the years. I Have two questions. The propellers are not animated. May I fix it for you, or have you already fix it. May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea. I have not problems of your refuse. Best regards Jo
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#8 | |
Silent Hunter
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![]() Quote:
![]() Best regards, Magic |
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