SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-23-15, 07:54 PM | #151 |
Navy Seal
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Drumming my fingers here. Drum. Drum. Drum. Drum...............
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
08-28-15, 10:19 PM | #152 |
Seaman
Join Date: Jan 2012
Posts: 35
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Can't wait Capn! I've been a huge fan of your work. The OTC mod really helped me get back into SH4. I love it
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It's all in the reflexes... |
08-29-15, 01:24 PM | #153 | |
Silent Hunter
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-Increase the torpedo speed to about 120 kts (I found this gives a good ratio of hits and misses at long range, while solving the depth problem) -Keep the torpedo speed at historical values, but make them usable only at shorter than historical range, so they don't have time to sink (about 500-600 yards or less) Links to the threads are below: http://www.subsim.com/radioroom/showthread.php?t=154068 http://www.subsim.com/radioroom//sho...=207517&page=5 Credit for the original mod goes to DarkFish.
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https://www.facebook.com/WolvesoftheKaiser/ Last edited by iambecomelife; 08-29-15 at 01:29 PM. |
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08-30-15, 08:36 AM | #154 | ||
Admiral
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I'll be looking into this. It's my plan to have a campaign mission sending you into the Malacca Strait to look for German subs/shipping going to Penang. It would be good to have the enemy fire at you beyond using its deck gun. Right now, I don't see how an enemy sub can submerge when it's in "detection" mode......but we can't have everything. Been away for a while......smelling the great outdoors in the Far North, and catching a ton of fish. You Canadians have the best beer.........as this YouTube points out!! No time table set for a release. We're still getting great ideas.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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08-30-15, 01:47 PM | #155 |
Stowaway
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Iambecomealive, considering the time i spent to make a working ai torpedolauncher with working torpedos and finally having REALLY solved the issue i would really want to take a look into your ai type 7 and your ai destroyers with torpedos
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08-30-15, 02:47 PM | #156 |
Silent Hunter
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I deleted them a long time ago. But they were not hard to make - simply the regular Type VII and Destroyers with a node for firing torpedoes placed. Do you have a link to the latest version of your AI torpedo?
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https://www.facebook.com/WolvesoftheKaiser/ |
08-31-15, 12:40 AM | #157 |
Stowaway
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Page 4 of your second link below. Could you brief me how to apply torpedos the way you did?
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09-03-15, 10:08 AM | #158 |
Watch Officer
Join Date: Dec 2014
Location: Kansas City, Missouri
Posts: 343
Downloads: 24
Uploads: 0
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I am curious what happens if you equip a ship with an aerial torpedo - these seem to work pretty well in the game
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"The sea shall ride over her and she shall live in it like a duck" ~John Ericsson |
09-04-15, 12:49 AM | #159 |
Stowaway
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Wont work
The weapon class must be linked to the unit_airplane. |
09-07-15, 08:24 AM | #160 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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09-07-15, 02:21 PM | #161 |
Stowaway
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Halfways true.yes it is a torpedo BUT it is an object thats being spawned by a particle generator linked to the gun shell.thats how i did it.
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09-07-15, 02:28 PM | #162 |
Stowaway
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And honestly : many modders say they made working ai torpedos
But the only way i know besides my mod is the old launcher of darkfish.and my mod is the only one i know that is an actual threat that works on ai ships and subs.i never got to know any others.but all they say " oh yes i did solve that long ago bla bla bla and oh yes ai homing torpedos i did them too.and when i ask details how they made it work they cant remember and the files got lost on a computer crash.come on people |
09-07-15, 07:24 PM | #163 |
Silent Hunter
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
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jhapprich, |
09-08-15, 03:48 AM | #164 |
Stowaway
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no the submarines hull is attached to a ship node. so the subs body is submerged and can be damaged, it can sink etc. but the gun and the sensors of the sub are above water level. i solved the issue with the whole AI_unit-Node submerged and the "ship" does not sink, but i have to check the ai alfa in the AI-Torpedos mod (test mission) first, i dont remember all of it right now. but you can download the mod, it is in one of the post in iabalive`s thread in here earlier and check out for yourself. the thing is thet the unittype_submarine/AI-submarine is in the game, but it wont attack. one has to add a parent node in the *.sim that makes the sub behave like a torpedo boat/destroyer/cruiser etc. i prefer torpedo boat, for it attacks but it wont probably try to sink you by ramming ;-). i will give a try the "airplane" method as described earlier, maybe i can make the sub rise and submerge that way. but a great thing would be ai homing torpedos. in my mod, you can add any torpedo you like, but when you use homing torpedos, they WILL head towards the direction of the sound source, but as they are linked to the firing direction of the launcher "gun" they will move at the inital speed and in the initial direction ( so an acoustic torpedo may actually look like running backwards when it has passed and missed the target. another thing i can do is adding an animation of a sub surfacing, running surfaced, diving, running submerged, raisung its extensibles so one can actually see it etc. but this is a strict animation sequence, it can nit be set randomly. and besides, on can`t detect target depht ingame, right? so what sense would it be to have an opponent ai sub cruising deeper than you can set your torpedos to run. no fun either.
to sum my blabla up, yes i can make ai submarines with torpedos that can actually sink something. but do not expect miracles. the alfa i described on top is a good template. Last edited by jhapprich; 09-08-15 at 04:48 AM. |
09-08-15, 03:37 PM | #165 | ||
Pacific Aces Dev Team
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Anyway ... sorry for hijacking your thread Scurvy, maybe a moderator could split it?
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One day I will return to sea ... |
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