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Old 11-17-20, 06:53 PM   #1
polyfiller
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I'll have to add that to a list of things to do after after completed the campaign building I am doing ..... the depth charges involve changing one of the working torpedo types to turn it into a depth charge. You then use the torpedo launching systems (TDC etc.) to drop depth charges from a playable destroyer (the torpedo tubes have to be mounted to the destroyer obviously). As for converting the destroyer to be playable ... that around 24 hours of work. When I was doing lots of these, I could convert a ship to make it playable in around 4 hours ... but then tuning the damage system and other systems and testing made up the rest of the time. I take my hat off to folk who can create the 3D models (I don't have the skills to do that), but the technical work to convert a unit to playable and work the damage model in S3d takes a lot of time.

If someone can tell me how to take a video from Sh4 (I have never done that) then I could post up a demo of depth charging an AI submarine and post it up here. I also can't take credit for the depth charging coding ... I had help from a very old resource on here .... I think it was Lurker, but I honestly can't remember. Lurker was a real wizard with this stuff ;-)
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Old 11-17-20, 08:49 PM   #2
yubba
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Quote:
Originally Posted by polyfiller View Post
I'll have to add that to a list of things to do after after completed the campaign building I am doing ..... the depth charges involve changing one of the working torpedo types to turn it into a depth charge. You then use the torpedo launching systems (TDC etc.) to drop depth charges from a playable destroyer (the torpedo tubes have to be mounted to the destroyer obviously). As for converting the destroyer to be playable ... that around 24 hours of work. When I was doing lots of these, I could convert a ship to make it playable in around 4 hours ... but then tuning the damage system and other systems and testing made up the rest of the time. I take my hat off to folk who can create the 3D models (I don't have the skills to do that), but the technical work to convert a unit to playable and work the damage model in S3d takes a lot of time.

If someone can tell me how to take a video from Sh4 (I have never done that) then I could post up a demo of depth charging an AI submarine and post it up here. I also can't take credit for the depth charging coding ... I had help from a very old resource on here .... I think it was Lurker, but I honestly can't remember. Lurker was a real wizard with this stuff ;-)
We are in luck the Super Fletch has 10 tubes and has 2 4 tube launchers showing so we'd have 2 tubes for depth charges,, that would complete the beast
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Old 11-18-20, 07:06 AM   #3
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look into this ,, https://www.subsim.com/radioroom/sho...=133982&page=6
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Old 11-20-20, 04:58 AM   #4
polyfiller
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Now that IS interesting. I'm not changing anything with regard to functional stuff in the mod just now. ... but this could leave the option to have a playable destroyer have both torps and depth charges playable at the same time. Good find, thanks. All I need to do is mount the decoy deployer and then change the munition type for that so it has the DC attributes.
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Old 06-19-21, 02:08 PM   #5
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My mans why not realease just models of the ships to be current stock campaign playable and then work for campaign of your own? (would love to see that renown and admiral class since theres no ships of these type available for SH to be playable)
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Old 06-19-21, 02:17 PM   #6
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