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Old 11-21-10, 12:29 PM   #1
TLAM Strike
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The vertex count was so high that I had to use the mesh smooth > iterations = 0 trick just to get it to export.

It looks funny but it was the only way to use the model with out a massive rebuild.

On another topic,
New Flankers for LWAMI:
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Old 11-21-10, 03:50 PM   #2
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Beautiful!!!
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Hay dos tipos de buques: los submarinos... y los blancos.
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Old 11-21-10, 04:28 PM   #3
TLAM Strike
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Originally Posted by FERdeBOER View Post
Beautiful!!!
Thanks.

I made some Generic MiG 21s for all the minor countries.

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Old 11-21-10, 05:53 PM   #4
TLAM Strike
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As requested by FERdeBOER the Descubierta class corvette...
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Old 11-22-10, 06:10 AM   #5
FERdeBOER
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Originally Posted by TLAM Strike View Post
As requested by FERdeBOER the Descubierta class corvette...
Thank you very much, I will repay your effort and I'm on the way of creating a Campaign for your mod... the first seven missions are almost completed, so I'm also thinking about releasing it in two parts...
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Hay dos tipos de buques: los submarinos... y los blancos.
There are two types of ships: the subs... and the targets.
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Old 11-22-10, 07:23 AM   #6
XabbaRus
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Quote:
Originally Posted by TLAM Strike View Post
The vertex count was so high that I had to use the mesh smooth > iterations = 0 trick just to get it to export.

It looks funny but it was the only way to use the model with out a massive rebuild.

On another topic,
New Flankers for LWAMI:
OK but try autosmooth on the polygons. I had that with a vessel I built and once autosmooth was used it went away.
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Old 11-22-10, 09:37 AM   #7
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Quote:
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OK but try autosmooth on the polygons. I had that with a vessel I built and once autosmooth was used it went away.
As a note, the DW graphics engine will try to smooth all seams with welded vertexes (i.e you don't get any hard edges at all!). If you want something to shade flat, separate out those polygons into a new object (don't go nuts, however... there is a limit to how many objects you can have) or double up the vertexes along where you want the seams.

I've been able to make much nicer looking models with that trick. It does tend to make the shadow projection wonky, however.
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Old 11-22-10, 10:25 AM   #8
TLAM Strike
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Quote:
Originally Posted by Frying Tiger View Post
As a note, the DW graphics engine will try to smooth all seams with welded vertexes (i.e you don't get any hard edges at all!). If you want something to shade flat, separate out those polygons into a new object (don't go nuts, however... there is a limit to how many objects you can have) or double up the vertexes along where you want the seams.

I've been able to make much nicer looking models with that trick. It does tend to make the shadow projection wonky, however.
Frying Tiger FTW!

I did a test where I detached the polygons around the forward elevator and it looks nice, you can compare it to the way it was before by looking at the elevator behind it.
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Old 11-22-10, 11:53 AM   #9
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Looks great, superb work again.
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Old 11-22-10, 12:01 PM   #10
Hitman
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Hey, good to know that the sonalyst guys are still around

Wellcome back FT

And TLAM, your new aircraft ROCK!! It's great to see them joining the roster, but again as I requested already long ago, please consider adding more civilian craft ... in modern warfare it's almost mandatory to have innocent civilians around, and not harming them is an added difficulty that makes the missions more interesting.
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Old 11-23-10, 04:11 AM   #11
Seamutt
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Ok, I've been thinking too much again....

-A helo can visually detect a sub down to 25 meters. When visually identifying a sub does it send link data that the sub is surfaced or submerged?

-biological(s) should be on the classify list. Atleast as a general biological unit.

-How do people handle ambiguities while using subs? Is it common to just ignore it on the waterfall (untag it when you determine which one is real) or is it better to tag it and have it show up on the NAV map? I prefer to have it on the NAV map so every thing on sonar shows up on the NAV map as something. All information is right there (6 audio tracks in waterfall, 6 contacts on map). I would like to classify the ambiguity as something other than unknown or the real object. Could we create an object named 'ambiguity' and add it to the list? We don't even need a 3D model for it. Or does anybody have any ideas/advice/ real life experience?

-How far out (max NM) does the TIW alert work? Many times I can't hear anything on sonar, but I get a TIW. Is this realistic? What if a sub is faced 180 degrees and deep and across the layer with when he fires? (depends on distance and environment, I know) Does the alert still come? Do AI players and human players alike get a TIW alert? I assume TIW comes if ownship is less than a set distance from the launch/drop and not based on sonar.

-It seems that ASW armed helicopter's torps just disappear after being dropped if the depth is less then about 100ft. What is the ASW helo's torpedo depth set at? I think I remember reading somewhere that in LWAMI the ASuW helo's torpedos will not attack subs (and vice versa). Is this true?

-Sometimes I can see in the replay that a torpedo tracks and then has gone directly through the enemy sub. There were no CM. How did he dodge the bullet? Are there ninja subs in LWAMI? This was done in the littorals (about 200ft) so I can't see depth change as an evasive maneuver.

This probably has nothing to do with LWAMI:
-many times I cannot mark something, but the autocrew can. what gives? Example is the grams on FFG.
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