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Old 07-23-13, 11:33 AM   #1
Anvart
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Quote:
Originally Posted by Stiebler View Post
...
The solution to this, adopted by all the super-mods (including NYGM and GWX) is to make R01 (which is the only slot available for the simple turms 7b/1, 7c/1, 9b/1 and 9c/1) also the preferred slot for all the other turms which allow rotating radars also. That is, R02 in turms like 7c/2 and 9c/3 has been renamed to R01, and the existing R01 has been renamed to R02 (NYGM) or discarded entirely (GWX).
You do not understand solution of this problem in GWX, i think... In GWX for solution of problem, geometry of Turm7c_3_hd (and maybe geometry of some other turms, now I already do not remember) has been changed... and in Sensors.dat the geometry of radar antenna (3DFM29GEMA) was placed in the Dummy container... the same was done for 3DFM29GEMA_type9.
Quote:
...
Anvart asked me some time ago to see if I could find a hard-code fix for this irritating problem.
...
It has been claimed in the past that R02 is not connected to anything, but this is mistaken. The real reason that R02 appears not to function properly is simple: there is only one radar carried by the U-boat. As the code cycles backwards (sic) through all its sensors, R01 is always encountered before R02, and therefore receives the one radar. R02 is left with nothing, when its turn comes in the code.
...
Maybe I do not understand you... but in sh3.exe there is a direct call to the R01 node (through the stack), which is used to install these radar antennas (choice of equipment submarine) in Campaigns!.. in the single missions you can use the node R02 through *.sns file.
... in any case sh3.exe "to the studio".
Quote:
...
As a final issue, that can probably be easily solved, the rotating radar is placed at right angles to its correct position when at rest. Therefore it protrudes into the conning tower. Does anyone know how to change the rest angle of the rotating radars?
In e.g. FM30_UpDown_final mod, I tryed to solve the problem of positioning and animation of the radar antenna through StateMachine Control/Class and crew commands.

P.S.
I'm not sure, but may be for Campaigns need an additional code, e.g.:
if (FuMO29GEMA) nodeName = "R01";
else nodeName = "R02";
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Last edited by Anvart; 07-23-13 at 01:05 PM.
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Old 07-23-13, 11:44 AM   #2
Myxale
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I'm not gonna pretend I understand everything you said Stieb.

But it is obvious that you managed to pull of another mojo out of your hat.

Kudos
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Old 07-23-13, 10:20 PM   #3
Anvar1061
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SSS
I want New Super Turms!
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Old 07-24-13, 01:30 AM   #4
Anvart
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The request to the wrong address.
Stiebler is not engaged such work.
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Old 07-24-13, 04:56 AM   #5
Stiebler
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Thanks for the replies, everyone, and especially to Anvart for his detailed account. I shall try to examine what Anvart says.

However, I note that no one has requested me to make a code release of the fix (yet). I can understand their decisions. It will certainly make a large omelette of the different releases of turms.

@linea Maginot:
Quote:
You mean the names of the nodes (eg. "cfg#R01_Turm7b_2_High" changed for "cfg#R02_Turm7b_2_High") or the values ​​of "Traslation" and "Rotation", in the turm.dat?
I mean, simply change cfg#R01 to #R02, and change cfg#R02 to #R01 (for NYGM turms).
However, these changes will be worthless without my new code.

Stiebler.
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Old 07-24-13, 12:28 PM   #6
Ligne Maginot
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Waiting for the new code, thanks.

Back to port...
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