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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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). Quote:
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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#17 |
Ocean Warrior
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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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#18 |
Navy Seal
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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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#19 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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- 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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#20 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#21 |
Navy Seal
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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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#22 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() P.S: just discoered that SH5's lighthouses are 2 times bigger than a standard lighthouse ![]() |
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#23 | |
Navy Seal
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A third one in activity in 1940: The Dyck
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#24 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Excellent pictures
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![]() P.S: do you have any ligh-boat measure? |
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#25 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#26 | |
Navy Seal
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![]() 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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#27 |
Navy Seal
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#28 |
Ace of the deep .
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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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#29 | |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
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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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#30 |
Navy Seal
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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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