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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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I took a better look at RND file and I already have a point: - All the squadrons will be random each 6hours in patrol more or less in par with allied air cover/hunter killer groups area during war. Sworfish for british area, Avenger for US area (avenger after may 1942) and so on. I guess that this can do the work! Any more ideas?
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 08-19-12 at 11:58 PM. |
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#17 |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
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Hi Rubini,
grat work! Do not miss the german Torpedobombers! I would love to see them attacking an Convoi. Maybe the He 111 or Ju 88, both could carry two Torpedos outside. Best regards ![]() |
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#18 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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The mod release will be in some minutes ahead! Stay tunned!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#19 |
Silent Hunter
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Wonderful, looking forward...!
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#20 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Released! See first post!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#21 |
Silent Hunter
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Hi rubini!
Excellent, many thx! ![]() But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable? ![]() Best regards, Magic |
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#22 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() PS: take a new look on the first post, I updated the mod because some big mods use another round marks for airplanes (nationallity marks), i then make then fixed on the cloned planes. Also you must check your sim.cfg as described there.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#23 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi Rubini,
Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it. Currently too busy to play with it but after release i will have a look at it. Best regards Hans |
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#24 | |
Silent Hunter
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![]() Best regards, Magic |
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#25 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired) 2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop ) 3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. That´s is it! So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. It´s there just for eye candy. But I can´t figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. ![]() ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#26 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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I think you just answer your own question via animation/effect should work fine. ![]() Best regards Hans |
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#27 |
Loader
![]() Join Date: Mar 2010
Location: Germany
Posts: 84
Downloads: 357
Uploads: 0
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Hello Rubini,
You are a great modder. We all await this mod in all the years. I Have two questions. The propellers are not animated. May I fix it for you, or have you already fix it. May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea. I have not problems of your refuse. Best regards Jo
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#28 |
Helmsman
![]() Join Date: Nov 2007
Location: Italy
Posts: 108
Downloads: 122
Uploads: 0
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This mod looks simply grat to me.
Hope it will be supplemented in order to allow for some anti-ship actions (Taranto? or the Italian SM79 torpedo bombers in 1942 battles) in the Med. Unluckily I have no modding experience/knowledge: but I can script accurately any Med historical action, so let me know if I can help. Cheers and congratulations. HB |
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#29 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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An amazing mod, well done Rubini. Look forward to getting torpedoed
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#30 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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About propellers: Are they intend to be in rotation before release? I don´t know how dropped torpedos work in RL, but I guess that the proppellers only start to raotate after the torpedo goes inside water? Anyhow I yet don´t stop to look under water on my mod ![]() I´m now in truth concentrate in "merge " this mod on campaign files to be really usefull since now. Later in future releases I will then concentrate in polish the mod like the above exposed. And, yes, a hand is always welcome. If you wnat to go ahead withn these things since now let´s start a PM contacts until we have something more to release. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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