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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Stowaway
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() YAYAYAYAYYAYAYAYYAYAYAYAYAYAYYAYAYAYYAYAYAYYAYAYY! !!!!!!!!!!!! been waiting so long for this!!!!!!!!!!!!!!!!!!!!!!!!! omgomgomgomgomg!!!!!!!!!!!! anything is better than anoying planes and pt boats!!!!! can you give planes acoustic torps? |
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#227 | |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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![]() Quote:
I will never know how you have the patience for a subsim.
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#228 | ||
Stowaway
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but OMG havnt u been ever pissed hat the underwater subs are pointless?? im just a very patient person. ![]() |
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#229 | ||
Stowaway
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but OMG havnt u been ever pissed hat the underwater subs are pointless?? im just a very patient person. ![]() |
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#230 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
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Lord, Give me patience..... NOW!
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#231 |
Lieutenant
![]() Join Date: Sep 2006
Posts: 259
Downloads: 290
Uploads: 3
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Some figures
[quote=Racerboy]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 .................................................. ...... 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. .................................................. . Do you all still want it?[/quote] The targeting inaccuracy and the 150 knots are not a problem. Just the facts: Length of IXb 76,5 m. Half length 38,25 m. The PT's targeting system, obviously, point the middle of the U-boot. Lets give 7 knots underwater speed to IXb, it needs 10,63 seconds to run distance equal to his half length (38,25 m). During this 10,63 sec, the torpedo with 150 knots will run 819,64 m. This means, if the PT is located in any distance shorter than 819,64 m the torpedo will hit the U-boot, for sure. Here, we must add the blast radius, so, from 1.000 meter the U-boot takes damage. This is not enough? From witch distance the PT will start firing torpedoes? And, of course, it will run closer to U-boot, with 35 knots speed… Very easy we pass from eye candy to dead-like. ![]() If the only method to dictate the maximum range, for beginning shooting torpedoes, is the maximum range of the torpedo, it is easy to take one torpedo and tweak the max range to 2500 m, for the eye candy purpose, or to 1200 m for suicide purpose. Because, depending of mod used, the PT can see us from very far, and start shooting from this distance, 5 to 9 km (it will start shooting anyway with guns). In this case we have nothing to see, except if we are at 0 knots /hour… As far as concerns me, yes please, give us this mod. ![]() |
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#232 |
Black Magic
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I'm putting together a version for release then. It's relatively easy to add but you will have to add cfg#Mxx nodes to objects that you want to have torpedoes. You will also have to edit .cfg files to reference these cfg#Mxx nodes. I'm making launchers that have:
ship: - 4 tubes (max torpedoes 4 total - min time between firings is 15 seconds) - 4 tubes (max torpedoes 8 total - min time between firings is 15 seconds, reload time 40 mins for all 4 tubes) - 1 tubes (max torpedoes 1 total) - 1 tubes (max torpedoes 4 total - reload time 10 mins) sub: - 4 tubes (max torpedoes 4 total - min time between firings is 15 seconds) - 4 tubes (max torpedoes 8 total - min time between firings is 15 seconds, reload time 20 mins for all 4 tubes) - 2 tubes (max torpedoes 4 total - min time between firings is 5 seconds, reload time 10 mins for both tubes) - 1 tubes (max torpedoes 1 total) - 1 tubes (max torpedoes 4 total - reload time 5 mins) Do these sound ok or what sounds better? Do I need more launchers? Last edited by TheDarkWraith; 02-25-09 at 03:16 PM. |
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#233 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
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Sounds great.
Thanks for sharing. When can we expect a release?
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#234 |
Black Magic
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I should have the 4 tube, 4 torpedo total one done here soon. I'm just setting the placement of the launchers on the wolfpack subs for the single mission demo (plus the submerged one) and on the Hunt I and PT boats.
EDIT: should be available tomorrow, Thursday, CDT sometime. More than likely I'll only have the 4 tube, 4 torpedoe total one done but it'll be enough to see what it can do with the demo. Last edited by TheDarkWraith; 02-25-09 at 11:52 PM. |
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#235 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
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Thanks a lot for your efforts. Looking forward to try it out
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#236 |
Black Magic
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update: launchers have been made for sub fore and aft and PT boat. 2 generic launchers have been made for ships. I put one on the Hunt I and put launchers fore and aft on 3 AI subs. The subs come from somebody, Ref or Sergbuto (not sure who actually). I designed a single mission where there's a wolfpack of 4 subs, 2 Balao class subs, 1 Gato class, and the player's VIIb. The VIIb is at periscope depth. I'm going to try to add a submerged Gato class with periscope extended. The Hunt I is north of the wolfpack patrolling and spots them. He radios for assistance and a lone PT boat south of the wolfpack takes the call...
Hunt I's Torpedo launcher: ![]() the wolfpack: ![]() Hunt I fires a torpedo: ![]() Hunt I's torpedo finds it's mark: ![]() The attacked sub fights back. Torpedo away: ![]() PT boat sneaks up from behind and releases both starboard side torpedoes: ![]() PT boat swerves to right and releases one port side torpedo and swerves back to left (3 torps in water): ![]() The sub being attacked fights back and releases a torpedo against the PT boat: ![]() PT boat's torpedoes miss their mark: ![]() One of the AI subs scores a hit on the Hunt I: ![]() and finally one of the AI subs severely damages the PT boat eventually sinking it by flooding: ![]() AI were still using guns in addition to the torpedoes. Now that was totally cool ![]() |
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#237 |
Black Magic
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another update: wasn't happy with the torpedo splash when it detonates so made a new one. The goal was to model what happens when a real torpedo detonates. When it detonates a column of water is initially pushed up due to an expanding steam bubble. Then the steam bubble collapses and the water 'implodes' on itself sending columns of water high in the air. So far it's looking pretty good:
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() not done with it yet. |
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#238 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
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Amasing racerboy.
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Task Force industries "Taking control of the world, one mind at a time" |
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#239 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 277
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![]() ![]() ![]() WOW!!!! That looks fan-blody-tastic!!! CapZap
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#240 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
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Really good work!
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