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Old 03-16-16, 05:41 AM   #1
Fahnenbohn
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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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Old 03-17-16, 07:10 AM   #2
gap
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Originally Posted by Fahnenbohn View Post
That's exactly what I mean.


Right now I am too busy to test anything, but I believe LGN1 is reading our notes. I know he is busy with real life too, but I hope he will carry on some new experiments when he gets time
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Old 03-20-16, 01:58 PM   #3
LGN1
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Hi guys,

sorry for the long delay in answering. As gap has pointed out I currently have a lot to do in RL.

To avoid any great expectations: I have not been able to get a working squid launcher based on the K-gun and I have also not been able to reduce the number of hedgehog projectiles There are also no projectiles in the air and no loading animations

However, gap's thrower looks great (and scary ) in-game and I could create the famous triangle pattern.

I have done several tests to check what triggers the DCs. I think it's just the position of the ship (and the speed of the u-boat). The position of the throwers with respect to the ship seems not to be taken into account. I have observed the same for the hedgehog. My testings also showed that the sinking speed of the DCs and the firing range of the hedgehog are not properly taken into account (this might be a problem for mods which significantly change the sinking speed of the DCs).

To summarize, the mod is currently still far from perfect, however, from a game-play perspective it does its job. gap's thrower looks great, but the particle effects could be improved (I'm not good at doing these effects). Maybe some other modders will join and improve the mod in the future...

Regards, LGN1
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Old 03-21-16, 12:22 PM   #4
mikey117us
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Has anyone tested the squid launcher as a fixed multi barrel artillery piece? With 3 low velocity indirect fire projectiles? The Virtual Torpedo From Fido mod, and AI Subs are set up this way.
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Old 03-21-16, 01:11 PM   #5
Fahnenbohn
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Originally Posted by mikey117us View Post
Has anyone tested the squid launcher as a fixed multi barrel artillery piece? With 3 low velocity indirect fire projectiles? The Virtual Torpedo From Fido mod, and AI Subs are set up this way.
Yeah, why not ! But you have to add 3 different guns, with 3 different ranges, so the squid will fire 3 times, and all projectiles are going to hit the submarine... And how to simulate the DC falling underwater ?
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Old 03-29-16, 04:33 PM   #6
gap
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Quote:
Originally Posted by mikey117us View Post
Has anyone tested the squid launcher as a fixed multi barrel artillery piece? With 3 low velocity indirect fire projectiles? The Virtual Torpedo From Fido mod, and AI Subs are set up this way.
Quote:
Originally Posted by Fahnenbohn View Post
Yeah, why not ! But you have to add 3 different guns, with 3 different ranges, so the squid will fire 3 times, and all projectiles are going to hit the submarine... And how to simulate the DC falling underwater ?
Yep, I was thinking pretty much the same but to the best of my knowledge, AI unitd would only fire their squid-guns against surfaced targets or, at most, agaist submarines which are at periscope depth. Such a tactic fits the purposes of virtual torpedoes, but not the ones of a depth charge.
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Old 03-29-16, 04:52 PM   #7
Fahnenbohn
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So, there are no solutions ... ?
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