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Old 04-02-11, 07:39 PM   #151
stoianm
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Will the PT boats have DC and Torpedo's in the future?
You are on the other side as i can see... you do not had enough with evil irai?... you want that 40 k speed boats to have DC and torpedoes...
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Old 04-02-11, 07:41 PM   #152
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Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' . The detail is realistic as opposed to SH3 boats? anyway well done so far
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Old 04-02-11, 07:42 PM   #153
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Will the PT boats have DC and Torpedo's in the future?
Is it historically accurate for them to have DCs? If so I'll add them.

Torpedoes is on my list of things to try and make work.
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Old 04-02-11, 07:42 PM   #154
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Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' . The detail is realistic as opposed to SH3 boats? anyway well done so far
If they use .dat files then yes

My plan is to make another ship that is multi-hulled to verify they work. After that I'll try to make a Type II sub and see if it works.

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Old 04-02-11, 09:08 PM   #155
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And rec manual entries are working for new PT Boat. Can't make PT Boat cast shadows. Seems only .GR2 files are able to cast shadows. Added damage decals to it when you shell it/torpedo explodes. Water Reflection controllers added but I haven't been able to see any reflections yet. Only thing left to correct is it's wake problem.
Sent revised version to my two testers Awaiting feedback.

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Old 04-02-11, 09:40 PM   #156
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And we are able to use the new SH5Wake and FoamWave controllers with .dat files First try on adding a new wake to PT Boat. It's hard to see but it's making new waves also


EDIT:

What merchant ship from SH3 should I attempt next? It has to be able to split into two pieces (two hulls - front and back)

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Old 04-02-11, 10:03 PM   #157
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Is it historically accurate for them to have DCs? If so I'll add them.
I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.
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Old 04-02-11, 10:06 PM   #158
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I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.
I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks
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Old 04-02-11, 11:28 PM   #159
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Big problem with WaterReflection controller and using .dat files for units:


This means no water reflections when using .dat files either I should've remembered this from my work on the sub flags
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Old 04-03-11, 02:10 AM   #160
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Does this mean the japanese enter the war also ?
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Old 04-03-11, 04:12 AM   #161
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I've done it!! I have a PT Boat made by a .dat file with collision model rendered correctly in game Has NO .gr2 files in it at all

WOOT!!!!

Hope this go's well.

The lack of extra ships is the biggest problem with SH5 ATM.

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Old 04-04-11, 09:52 PM   #162
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So I thought adding a searchlight to the PT Boat was going to be a walk in the park....yeah right! First using the .GR2 Searchlight didn't work because 3D model was rendered solid black. So I had to revert to the SH3 searchlights. But then that didn't work because the beam was all screwed up. I ended up extracting the beam from the SH5 .GR2 file and importing it into the SH3 searchlight .dat file (after tweaking it in Wings3D to match the SH3 searchlight). It's not perfect yet as the searchlight beam has some visual problems depending on camera location to the beam but it's a start.


and I finally have the wake the way I want it (this guy is moving at 40 knots)

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Old 04-05-11, 01:47 AM   #163
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This is a great work, but whats the use of this small boat for us? We cant use it in the campaign. Would be more useful to work on a merchant, there is the huge shortage in SH5, not on warships. Even 1 more type of merchant would make a huge difference in the campaign.
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Old 04-05-11, 06:53 AM   #164
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This is a great work, but whats the use of this small boat for us? We cant use it in the campaign. Would be more useful to work on a merchant, there is the huge shortage in SH5, not on warships. Even 1 more type of merchant would make a huge difference in the campaign.
I think he is just using the PT boat as a test-bed for implementing this with other vessels in the future.
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Old 04-05-11, 06:59 AM   #165
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I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks
I use to live a short didtance from Sand Point Naval Base, in Puget Sound, Washington State, USA.
Sand Point Naval Base had several unused WWII PT boats there sitting on block last time I was there 1979.

I know these boats all had DC racks on them because I walked through 2 of them.
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