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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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maybe nobody looked for it ?
keltos |
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#62 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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Another interesting design for a cruiser submarine, but it is british
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#63 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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#64 |
Planesman
![]() Join Date: Aug 2010
Location: The Mitten
Posts: 184
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That is some insanely good work you're doing. Your work on the Surcouf has made me go out and buy SH4 so I can drive it.
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#65 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Downloads: 114
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#66 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
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How accurate are those guns?
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#67 |
Nub
![]() Join Date: Sep 2010
Posts: 2
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Hi keltos
![]() what about the aft torp tubes and the interiror? ![]() ![]() |
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#68 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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I will change the position of tubes 9 and ten to be aft tubes. I tried yestarday to reset them but got only ctds, so I reverted to an earlier version of the sub.
![]() I am trying to get rid of the dark deck and aft torpedo tubes : they show ok in s3d but not ingame ???? the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director. keltos |
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#69 |
Planesman
![]() Join Date: Aug 2010
Location: The Mitten
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the guns had a range of 26000 meters with the airplane as spotter, otherwise 16000 m with periscope and 12000 with the 4 m director.
keltos[/QUOTE] So how are you going to model that? Will you set the max range at 16,000 meters or 12,000 meters? |
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#70 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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![]() Quote:
max range is currently set at 16000 m, not that we think it is possible to fire over 10 000 m realistically in SH4 : our 5.5 inch IJN DG have a greater range than that but everytime I tested them, firing at a convoy 10 km away, my rounds always fell short, even though the range set in the .sim was greater than 10 km. A game engine limit I guess.. keltos edit : when hit the hull turns purple ????? |
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#71 |
Stowaway
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PM sent.
![]() To fix the 'Rainbow Bright' problem......... Export the Hull 3D model, re-import it but DO NOT import the vertex normals! Turn on Caustics. Last edited by Madox58; 11-28-10 at 04:16 PM. |
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#72 |
Stowaway
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I ran the Main Hull through 'MeshLab' and had it re-compute Normals.
Then re-imported the Hull WITH Normals. Caustics on, hull is much better looking and no 'Rainbow Bright' ![]() ![]() Last edited by Madox58; 11-28-10 at 08:23 PM. |
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#73 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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#74 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
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Looking great mate,
She has a great look to her, can't wait to try her out. would love to open up those guns onto one of these dammed destroyers, they so annoying ![]()
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#75 |
Swabbie
![]() Join Date: Oct 2006
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Keltos, to solve problems with smoothing groups, select polys that should be of another smoothing group and detach them as “detach to element”. When you will export your model, uncheck “optimize vertex, normals” in OBJ export options dialog (if you’re using 3ds Max). May be you already know it… but anyway
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