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Old 03-10-16, 03:48 PM   #1
LGN1
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Great news, gap!

I have just sent you a pm!

Cheers, LGN1
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Old 03-11-16, 05:05 AM   #2
gap
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Originally Posted by LGN1 View Post
Great news, gap!

I have just sent you a pm!

Cheers, LGN1
Thank you LGN1, I have read your pm. By the way, I took the liberty to advertise this project on the subsim FB channel:
https://www.facebook.com/groups/2599.../?notif_t=like
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Old 03-12-16, 03:45 AM   #3
Fahnenbohn
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Did you manage to create the animations of the 3 charges thrown in the airs ?
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Old 03-13-16, 04:11 PM   #4
gap
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Did you manage to create the animations of the 3 charges thrown in the airs ?
Charge animation will depend on how LGN1 will decide to set the squid launcher. If he will manage using the K-gun ccontrolle instead of the hedgehog one, there are good chances that the squid launcher can throw the right number of charges, and at the correct angles. In my model each of the three barrels has an elevation of 45 deg; the top and the bottom barrel are pointing right ahead, whereas the middle one has a rotation of ca. 6.5 deg on the vertical axis. Model bones should be set accordingly. The problem with k-guns is that they cant be used as forward-throwing weapons in game. If they are set like this, the AI can still fire them, but it wont hit amything. On the contrary, if the hedgehog controller is used, we lack control on the number of charges thrown, and we cannot set which trajectory each individual charge will follow
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Old 03-13-16, 04:43 PM   #5
Fahnenbohn
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Originally Posted by gap View Post
Charge animation will depend on how LGN1 will decide to set the squid launcher. If he will manage using the K-gun ccontrolle instead of the hedgehog one, there are good chances that the squid launcher can throw the right number of charges, and at the correct angles. In my model each of the three barrels has an elevation of 45 deg; the top and the bottom barrel are pointing right ahead, whereas the middle one has a rotation of ca. 6.5 deg on the vertical axis. Model bones should be set accordingly. The problem with k-guns is that they cant be used as forward-throwing weapons in game. If they are set like this, the AI can still fire them, but it wont hit amything. On the contrary, if the hedgehog controller is used, we lack control on the number of charges thrown, and we cannot set which trajectory each individual charge will follow
Yes, I understand. It's a big problem. In SH3, are the depth charges fired when the destroyer is above the submarine, or when the DC launcher is above it ?
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Old 03-14-16, 03:45 AM   #6
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I guess this is hard to tell since it depends on the destroyer's ability to determine the submarine's position correctly. It would be hard to know whether the destroyer has an accurate fix on the submarine.



Maybe it doesn't depend on the relative position of the two vessels, at all. Could it be that the destroyer drops its depth charges a few seconds after it loses contact with the submarine?
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Old 03-16-16, 02:07 AM   #7
gap
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Originally Posted by Fahnenbohn View Post
Yes, I understand. It's a big problem. In SH3, are the depth charges fired when the destroyer is above the submarine, or when the DC launcher is above it ?
I see what you are getting at. This is an intetesting idea: if the game took thrower's and submarine's relative positions as reference for firing the DCs, we could move squid launcher's hardpoints (on the escort models) forward, and accordingly move throwers' nodes/meshes backwards. This way we could trick the game into using a k-gun as an hedgehog. Nonetheless, as noted by tomfon, it is possible that dc racks/k-gun's position on the ship are not considered at all. This can be discovered only by testing.
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Old 03-16-16, 05:41 AM   #8
Fahnenbohn
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Quote:
Originally Posted by gap View Post
I see what you are getting at. This is an intetesting idea: if the game took thrower's and submarine's relative positions as reference for firing the DCs, we could move squid launcher's hardpoints (on the escort models) forward, and accordingly move throwers' nodes/meshes backwards. This way we could trick the game into using a k-gun as an hedgehog. Nonetheless, as noted by tomfon, it is possible that dc racks/k-gun's position on the ship are not considered at all. This can be discovered only by testing.
That's exactly what I mean.
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