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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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And if privateer can't do it, it's likely going to remain just something wished for.
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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 |
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#2 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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I'm terribly sorry to prove you wrong, RR, but it seems I've just solved this problem
![]() I've made a small vid showing an AI elco PT boat attacking a stationary Japanese merchant with 3 torpedoes: ![]() Known bugs/issues: - All torpedoes are launched straight to the target and thus are only effective against stationary/slow moving targets. - The torpedo 3d model sometimes rotates into another direction, as you can see in the vid from 0:09 to 0:17. This does not effect its heading. - the torpedoes occasionally dive too deep/too shallow. only problem is, the torpedo launcher has to be manually added to all torpedo-carrying ships, and I'm probably not going to do that. and before anyone's gonna ask, no, the merchant is not to the north of the elco.
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#3 |
Watch
![]() Join Date: May 2009
Location: Holland
Posts: 28
Downloads: 76
Uploads: 0
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wow
@DarkFish
that's really awesome, I never would have thought that something like that was posible. ![]() by the way, I dont think my sig will be as interesting when everyone knows what it says ![]() ![]() Nikolai |
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#4 | ||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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![]() Quote:
But this thread made me think a bit more about it and I found a solution. Quote:
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