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Old 08-08-13, 06:53 PM   #16
gap
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Quote:
Originally Posted by sober View Post
Yes , this is the only way to fix the laggy ports . Get rid of all the z ships . Use the object editor .
but would they behave like a normal ship, or they would be just an ornament?

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I like that last lighthouse .
yes I like it too, but also flakmokey's model looks impressive (currently working on it). After the appropriate treatment I ma sure that the other lighthouses will look pretty good too. It is unbelivable ho much textures/materials can change the look of the same mesh

By the way: do you think that dat format lighthouses would look as good as GR2 ones? making them dat objects would speed up things very much (i have better experience of them).

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I don't know the policy on lighthouse use during war . It would be like a giant navigation aid for the enemy .
Yes, I agree. On the other hand the lack of navigation beacons would have posed a serious risk for coastal home traffic, and I am pretty sure that within the first month from its declaration of war, USA kept applying peacetime rules, as far as ship's and coastal illumination was concerned. See the following wikipedia article on the subject:

http://en.wikipedia.org/wiki/Second_Happy_Time

also, thinking out loud, if we accepted lit buoys, why shouldn't we accept operational lighthouses?
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Old 08-08-13, 07:26 PM   #17
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I don't know about the other countries, in the Soviet Union was the total blackout..

EDIT: Fairway lights were switched on short period during the passage of ships..
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Old 08-08-13, 07:34 PM   #18
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If needed, here an interesting link about French light houses during the war (in french): http://www.cairn.info/revue-guerres-...4-page-109.htm

To resume, light houses activity was normal untill German invasion in France. Then they controlled all light houses activity by a progressive black out (mainly to avoid ennemy plane bombing), only lightning those light houses when they needed it, for krieksmarine and merchant convoys leaving/entering zone.

That makes me think would be nice to have no working light houses ingame, but after a radio asking they should work for our need!
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Old 08-08-13, 08:00 PM   #19
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Originally Posted by volodya61 View Post
I don't know about the other countries, in the Soviet Union was the total blackout..

EDIT: Fairway lights were switched on short period during the passage of ships..
Good to know, thanks Volodya

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Originally Posted by Fifi View Post
If needed, here an interesting link about French light houses during the war (in french): http://www.cairn.info/revue-guerres-...4-page-109.htm
Time to dust off my school French

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To resume, light houses activity was normal untill German invasion in France. Then they controlled all light houses activity by a progressive black out (mainly to avoid ennemy plane bombing), only lightning those light houses when they needed it, for krieksmarine and merchant convoys leaving/entering zone.

That makes me think would be nice to have no working light houses ingame, but after a radio asking they should work for our need!
I am afraid that would be unpossible to do. A compromise could be like this:

- USSR lightouses: unlit during the whole conflict.
- French lighthouses (including French colonies): lit during the whole conflict (assuming that BdU was informed about our movements)
- German lighthouses (including Nazi occupied countries): ditto
- US lighthouses: lit until January-February '42
- neutral lighthouses: lit during the whole conflict
- British lighthouses: ?
- Italian lighthouses: ?

What do you think? The point is: can objects placed with object editor be set by date?
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Old 08-08-13, 08:10 PM   #20
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An excellent online resource on world lighthouses:

http://www.unc.edu/~rowlett/lighthouse/
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Old 08-08-13, 09:01 PM   #21
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Brings me to an other thing we don't have in game: the light-boats
They were used in all Europe from long time, and even during WW2 (with restrictions posted above).
Even Germans had ones. Still 2 in France nowadays!
They were usually 40m long, and at anchor near high shallow waters or rocks emmerging.









Sandettie and Ruytingen were effective in 1940 for sure...don't know about others.
Seems they were all red painted.

Maybe one day in SH5!
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Old 08-08-13, 09:10 PM   #22
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Quote:
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Brings me to an other thing we don't have in game: the light-boats

...

Maybe one day in SH5!
If we can find the right ship model, equipping tem with one of those lights wouldn't be a problem

P.S: just discoered that SH5's lighthouses are 2 times bigger than a standard lighthouse
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Old 08-08-13, 09:19 PM   #23
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A third one in activity in 1940: The Dyck



Quote:
If we can find the right ship model, equipping tem with one of those lights wouldn't be a problem
What would be needed? Plans?...i think only pictures are avalaible...
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Old 08-08-13, 09:39 PM   #24
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Quote:
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A third one in activity in 1940: The Dyck
Excellent pictures

Quote:
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What would be needed? Plans?...i think only pictures are avalaible...
I was rather thinking of ready-to-use meshes. I am still not skilled enough for creating complex 3d models from scratch, but I can create 3d meshes or touch up existing ones, and I am discovering the secrets of UV mapping

P.S: do you have any ligh-boat measure?
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Old 08-08-13, 09:52 PM   #25
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What do you think of this, with some touch ups for making her to resemble more closely the ships portrayed in your pictures?



http://www.subsim.com/radioroom/down...do=file&id=805
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Old 08-08-13, 10:40 PM   #26
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Quote:
Originally Posted by gap View Post
What do you think of this, with some touch ups for making her to resemble more closely the ships portrayed in your pictures?
Looks quite good to me
Maybe we could find an SH5 existing merchant boat with closest mesurements as original, and hull shape too.
A boat as Sandettié, was 47.5m long, 7.65 weidh, 3.50m draft, displacement 450 tons.
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Old 08-08-13, 11:24 PM   #27
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Seems the closest SH5 one would be this one for lenght and everything...

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Old 08-09-13, 01:47 AM   #28
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The objects have to go on land but there are ways around it . Ships beached , Ships run aground , Planes etc etc .


Place the shipon water no problem . Build the sea floor up with the terrain editor . Place the ship on the raised seabed . Lower the seabed with the terrain editor .
No fps loss . Can you collide with it ? Yes . Can you destroy it ? I havnt tried .

Sunken block ships


The game did drop to 55 fps from 58 fps when close to all these ships .

Last edited by THE_MASK; 08-09-13 at 04:50 AM.
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Old 08-09-13, 05:33 AM   #29
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Place the shipon water no problem . Build the sea floor up with the terrain editor . Place the ship on the raised seabed . Lower the seabed with the terrain editor .
.
Funny I tried the same thing yesterday evening, but had the issue when placing a ship next to a pier and then leveling up the terrain, the pier get overflodded and iI had water behing the pier. Can't post a screen at the moment but will do later today if the problem still persits.

Might have to try further and play a little bit around with the terrain object editor.

As I'm playing around with all the 3D stuff i.e Silent 3ditor, Goblin, TDW Goblin, exporting Meshes Importing to Blender.

As the only 3D Software I have justed so far was Cinema4D and that is a few years ago I searched for a few Blender Tutorials and funny to say found a beginner one in order to create

GUESS WHAT: A LIGHTHOUSE

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Old 08-09-13, 03:32 PM   #30
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Placing ships with the object editor will stop them being ships and make them objects instead

They will not be date related, so will be there at all dates

They will not belong to a country and thus will not update as the country war state changes - also no flags.

Z- ships are only in ports that lag when there are many objects (piers/houses/etc)

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