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Old 08-20-12, 12:50 AM   #1
Rubini
Ocean Warrior
 
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Released! See first post!
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Old 08-20-12, 02:13 AM   #2
Magic1111
Silent Hunter
 
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Quote:
Originally Posted by Rubini View Post
Released! See first post!
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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Old 08-20-12, 02:27 AM   #3
Rubini
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Originally Posted by Magic1111 View Post
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
The mods are compatible, so no need to disable Stieblerīs one. Stieblerīs Air Torpedo (Fido) MOD just will work when a airplane drop depthcharges...my mod drops torpedos, so no problems. Anyway, will be very good if we have that "Torpedo on the water, sir" also for the air torpedos...but this is with Stiebler!

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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Old 08-20-12, 03:03 AM   #4
Hans Witteman
Kaleun of U-3
 
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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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Old 08-20-12, 10:41 AM   #5
Rubini
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Originally Posted by Hans Witteman View Post
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
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:

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. More brains need to enter on the matter!
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Old 08-20-12, 10:57 PM   #6
Hans Witteman
Kaleun of U-3
 
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Quote:
Originally Posted by Rubini View Post
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:

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. More brains need to enter on the matter!
Hi mate,

I think you just answer your own question via animation/effect should work fine.
Best regards Hans
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Old 08-21-12, 05:22 AM   #7
JoCreation
Loader
 
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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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Old 08-20-12, 03:13 AM   #8
Magic1111
Silent Hunter
 
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Quote:
Originally Posted by Rubini View Post
The mods are compatible, so no need to disable Stieblerīs one.
...
Thx for clarify rubini!

Best regards,
Magic
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