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Old 02-28-09, 10:14 PM   #16
Graf Paper
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That's why I admire you, BBW. You stick to the proper spirit of things.

Best of luck to you and your team and I hope someday to have even half of your skills.
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Old 03-01-09, 02:50 AM   #17
jean74
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Default Many thanks

Hi Racerboy,

I just want to thank you for this another great JOB.

And thank you for all your explanations.

Best regards


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Old 03-01-09, 04:41 AM   #18
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If this mean that the AI subs can do more than be a floating target, excellent!!!

Nice work Racerboy!
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Old 03-01-09, 05:53 AM   #19
coronas
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Another step beyond. Downloading.
Thanks!
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Old 03-01-09, 05:54 AM   #20
Contact
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I hate to say this Racerboy but its crapiest mod ever
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Old 03-01-09, 08:10 AM   #21
TheDarkWraith
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Quote:
Originally Posted by Contact
I hate to say this Racerboy but its crapiest mod ever
Please don't hold back. Would you care to explain why you feel this way? Did you read the very first post that explains how unrealistic this is?
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Old 03-01-09, 08:16 AM   #22
bigboywooly
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Quote:
Originally Posted by bookworm_020
If this mean that the AI subs can do more than be a floating target, excellent!!!

Nice work Racerboy!
Sergs VIIA ( VIIC clone ) could fire " AI torps " too
Using shells instead of torps - not sure of the speed they travelled but something close to this mod
As do his PT boats
Easier on the eye from a submerged sub
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Old 03-01-09, 08:30 AM   #23
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Quote:
Originally Posted by Graf Paper
That's why I admire you, BBW. You stick to the proper spirit of things.

Best of luck to you and your team and I hope someday to have even half of your skills.
Hi Graf

(in an English context) I don't think you realise how true your words are seeing as how BBW is a Leeds United supporter

@Racerboy (and written purely in a personal capacity)

Did you ever consider a parent object that would be slower in terms of travel than a shell?
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Old 03-01-09, 08:32 AM   #24
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Quote:
Originally Posted by bigboywooly
Using shells instead of torps - not sure of the speed they travelled but something close to this mod
Easier on the eye from a submerged sub
that's how this one works, using shells. The torp is piggybacked to the shell and stuck at a certain depth to give the illusion of a real torpedo. When the shell splashes into the water a DC is created that very quickly falls to the depth of the 'torpedo' and explodes giving the illusion of torpedo explosion.
What do you mean by easier on the eye from a submerged sub?
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Old 03-01-09, 08:36 AM   #25
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Quote:
Originally Posted by jimbuna
Did you ever consider a parent object that would be slower in terms of travel than a shell?
I looked for anything that could give a more realistic speed but couldn't find anything. What comes to mind?
I made the launcher originally to use the wpn_SubTorpedoSys controller and it would render in game but wouldn't rotate or fire. If I can get it to rotate (actively targeting something) then that would be one giant step forward to using real torpedoes. I'm playing with that original idea again as it never hurts to go back and try old ideas.
In the \data\Library\guns.dat file there is a quad and a triple launcher from the devs. The groundwork was laid by them but never completed.
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Old 03-01-09, 09:26 AM   #26
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Note that the statement of getting a "real" torpedo to work was for SH4, not SH3. SH4 has functional AI torpedoes (air-dropped) to start with.
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Old 03-01-09, 10:05 AM   #27
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I'm open to any and all ideas you all. If you think you have a way of doing this better or have an idea then please post it. There is no stupid idea or question.
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Old 03-01-09, 11:08 AM   #28
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I'm not sure if targeting can be done due to the "incomplete" AI in the SH3 engine but it would seem there may be some sort of way to cobble together a working torpedo by cloning the player sub torpedoes and tweaking them to work with the AI launchers.

Which files are you looking into, Racerboy? I don't know hex or assembly, but maybe I can puzzle some things out with S3D as an aid.

Perhaps some specifics or screenshots of the node/controller data in question would also be a benefit to all who wish to help tackle this.

Jimbuna, I like how you English love your football ( soccer, to us heathens ). It reminds me of how American football is pursued with a religious fervor in the southern U.S., where I grew up. The movie, "Friday Night Lights", is no exaggeration in this respect! I suppose we're all "hooligans" deep inside.
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Old 03-01-09, 11:27 AM   #29
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Quote:
Originally Posted by Racerboy
What do you mean by easier on the eye from a submerged sub?
I mean as the sub is submerged - unless you are watching it on ext cam - you wont notice a lack of torp
Just explosions on the mercs in convoy

@ Tater
Yes SH4 does have an air drop AI torpedo
But no torpedos fired from destroyers\MTBs or AI subs
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Old 03-01-09, 11:35 AM   #30
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Quote:
Originally Posted by Graf Paper
I'm not sure if targeting can be done due to the "incomplete" AI in the SH3 engine but it would seem there may be some sort of way to cobble together a working torpedo by cloning the player sub torpedoes and tweaking them to work with the AI launchers.
If this won't work, maybe you can create a invisible Patrol Boat and piggyback a torpedo on it? I really don't know if this will work, but if it works, the torps may have a more realistic speed. And if it's attatched to the PT, it may be easier to solve the problem that they won't hit at greater distances, if you can get the ships (torps) AI to ram its actual target.

Hope this helps a little.
Good luck with it!
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