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Old 03-05-08, 07:12 PM   #211
Mil_tera
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What just worries me is that he left without a word. Makes me worried about if he's allright or not.

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Old 03-06-08, 04:52 AM   #212
dertien
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This would be superb news for Mikhail's S-boot mod too !
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Old 03-27-08, 01:52 AM   #213
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Ubi Abducted Him For Making Sh3 Better Than Sh4!!!!!!!!!!!
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Old 03-27-08, 01:22 PM   #214
Voyd
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Ahhhh...yet another RacerBoy mod thread evolving into conspiracy theory central...lol. I do have to admit that he's one slick cat...he's been able to keep the veil of silence up for months now. Have a great one, RB .

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Old 03-28-08, 10:38 PM   #215
Sub mariner
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I havent heard him on his SH4 effects for SH3 for awhile too.
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Old 01-30-09, 06:15 AM   #216
magicsub2
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did this mod get rreleased? looks like its redy...........
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Old 01-31-09, 04:01 AM   #217
magicsub2
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is racerboy still around?
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Old 02-24-09, 01:21 AM   #218
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RACERBOY PLS COME BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Old 02-24-09, 01:36 AM   #219
A Very Super Market
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Dude, he isn't dead. He pops in every now and then. PM him instead of posting a thread he probably won't read.
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Old 02-24-09, 03:21 AM   #220
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you got a thousand posts in a short time........
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Old 02-24-09, 10:48 AM   #221
A Very Super Market
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I have 13 posts per day. Look around, and you'll find certain fellows who have much more than that.
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Old 02-24-09, 11:43 AM   #222
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You guys have to remember that I was unable to slow down the torpedos that AI shoot. They move at 150knots....which is quite unrealistic BUT it is awesome to watch Also they can, and do, pass through solid objects. The torpedoes do not detonate on impact but rather they are given a range to run. Once they reach that distance they detonate.
So basically here's how the AI shoots the torpedoes:
- they calculate the heading to the object. They are not intelligent enough to 'fire ahead' of your course. They will fire directly at you present position.
- they calculate the range to you. Once they have that range they fire the AI torpedo. It moves at 150 knots, leaving a bubble trail, and once the preset range has been reached it detonates. Anything within the blast radius takes damage.
That was the best I could and still can do. There's just no way to spawn a torpedo at a given heading. They all want to run north when spawned.
So why the 150 knots? It all has to do with how I got the 'torpedo' to be a torpedo. It's not a true torpedo, it's piggy backed onto another object that isn't visible.
Basically the torpedo launcher is a gun, a normal say 88mm gun. It shoots torpedo 'shells'. The minimum speed of these shells has to be around 150 knots in order for the gun to lock onto an object and fire at a reasonable distance out (~1500 meters). Now the shells travel in an arc, going up in the air and coming back down. This would not be realistic at all for any kind of torpedo so I piggy backed a torpedo 'object' to the shell but locked it to a certain distance under the water. Now as the shell moves through the air the torpedo follows it but at a certain distance under the water (now you see why the torpedo moves at 150 knots) leaving the familiar bubble trail as usual. Now since the torpedo doesn't have a collision model it can pass through solid objects (I was unable to give it a collision model - if this obstacle can be overcome then the AI torps will be a little more realistic as they can detonate on impact).
So how does the torpedo detonate? Well as the torpedo 'shell' travels back down to earth it will at some point splash down into the water. When it splashes into the water the piggy backed torpedo 'object' disappears and a torpedo 'depth charge' is made that very quickly falls to the depth the AI torpedo was at. As soon as it reaches that depth it detonates like all depth charges do. This gives the illusion that the AI torpedo detonated.
Now you see how and why the AI torpedo has to be at 150 knots. Do you all still want it?
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Old 02-24-09, 01:35 PM   #223
coronas
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Quote:
Basically the torpedo launcher is a gun, a normal say 88mm gun. It shoots torpedo 'shells'. The minimum speed of these shells has to be around 150 knots in order for the gun to lock onto an object and fire at a reasonable distance out (~1500 meters). Now the shells travel in an arc, going up in the air and coming back down. This would not be realistic at all for any kind of torpedo so I piggy backed a torpedo 'object' to the shell but locked it to a certain distance under the water. Now as the shell moves through the air the torpedo follows it but at a certain distance under the water (now you see why the torpedo moves at 150 knots) leaving the familiar bubble trail as usual. Now since the torpedo doesn't have a collision model it can pass through solid objects (I was unable to give it a collision model - if this obstacle can be overcome then the AI torps will be a little more realistic as they can detonate on impact).
Can AI torpedos be deep chargues or Hedgehod (travel in arc, under water, slower) instead gun shells? Changuing vertical movement for horizontal movement, after a short fly they go under water around 2000 meters and collision with target.
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Old 02-24-09, 01:47 PM   #224
TheDarkWraith
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Quote:
Originally Posted by coronas
Can AI torpedos be deep chargues or Hedgehod (travel in arc, under water, slower) instead gun shells? Changuing vertical movement for horizontal movement, after a short fly they go under water around 2000 meters and collision with target.
they won't collide because it's piggybacked onto another object (which is flying through the air in an arc). IIRC the hedgehog has to have a certain speed also doesn't it (for firing it's 'shells')?
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Old 02-24-09, 02:00 PM   #225
coronas
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Thanks for quick answer, RB!
It's a pain they won't collide.
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