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Old 04-24-16, 03:07 PM   #1
LGN1
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@LGM1

Sorry mate. I wrote the PM from my smartphone, and I probably pushed the wrong button

I sent you another PM. I hope you received it this time
Read and replied
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Old 04-25-16, 01:58 PM   #2
LGN1
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Hi,

I have uploaded a new version. Here are some pictures:







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Old 04-25-16, 02:15 PM   #3
ivanov.ruslan
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Nice,realy nice!We will now have more early to scroll horizontally rudders
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Old 04-25-16, 03:01 PM   #4
Fahnenbohn
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Hhhhh !!! The fatal weapon is ready ?

I think the charges are not launched very far compared to the original squid ... but maybe this is not possible to change ... ?
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Old 04-27-16, 09:22 AM   #5
gap
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@ LGN1

Awesome screenies mate!
I have just a remark: seeing how the middle mortar of each squid launcher on either ship side is pointing to the mid-line, whereas the other two mortars are pointing straight ahead, if possible, I think the launch pattern should be reversed compared to the one seen in the last screen shot.

P.S: I have read your reply to my PM. I suggest you yo send my files together with your last working version of the launcher, for any possible improvement or suggestion on it. I, like you and Jeff, dont care for copyright as long as we can cooperate for bringing new amazing features in our favorite games

@ Aktungbby

I am sorry to say that digital technology has already conquered the African market. In Zanzibar, where I currently work, there is plenty of smartphones and any other kind of electronic thingies. My chinese smartphone is probably one of the least expensive pieces of technological junk to be found on the island
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Old 04-27-16, 01:47 PM   #6
Aktungbby
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Yours must b the only smart phone in 'Grate' Zimbabwe!
[QUOTE=gap;2400335@ Aktungbby

I am sorry to say that digital technology has already conquered the African market. In Zanzibar, where I currently work, there is plenty of smartphones and any other kind of electronic thingies. My chinese smartphone is probably one of the least expensive pieces of technological junk to be found on the island [/QUOTE] Well at least I got the 'Z' part right! and I play SHII & V in my raffia-fiber Mungangi mancave outfit ... good padding in a depth-charge attack or another Napa Quake (still got holes in the sheetrock from the last one!) while nursing a glass of Ogogoro when I'm out of chardonnay!
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Old 04-27-16, 11:18 PM   #7
mikey117us
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Don't be Put off by Mild Screen Shots!!! I Tested the U-505 Single Mission. After the very first Salvos Damage I sank to 300 meters before getting the Flooding under Control. ( Rose to a Depth of 20 meters to use few quick Hydrophone Solution TV Torpedo Shots ) Sunk by Squid!!!
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Old 09-28-16, 01:36 PM   #8
gap
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Hi Jeff,
I think LGN1 already answered that, during his tests, all the dc throwers fired their charges exactly at the same moment, no matter if they were placed in different positions within the ship model. This seem to entail that the K-gun controller is triggered based on ship's and U-boat relative positios, disregarding any other factor.
Nonetheless, I agree with you that at any rate a set of tests with some extreme figures could be instructve. If I got you corretly we should move thrower's linking nodes on a ship model forward by some hundred meters, and move the 3D meshes of the thrower back by the same quantity. This way thrower's physical position relative to the ship wouldn't change, but we would trick the AI into thinking that the weapon is much forward than it actually is. Is that correct?
I dont know if LGN1 has time for one last test. If not, I can try myself. I have no SHIII installed on my machine, but I can try on SH5. The controllers are the same, and I dont think their handling differs too much in the two games...
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Old 09-28-16, 02:03 PM   #9
Jeff-Groves
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Sorry about my little fit.
I had some very bad days and things got to me.
I'll be able to test myself in the next day or so.
I'm interested in WHY the DC racks node is placed so far forwards on a stock ship and the model so far back.
Now, IF that's to allow for the animations stuff?
We can take advantage of that.
Yes it would mean doing a bunch of animations and other stuff but it's pretty clear other options are out the window.
Your 3D model is to nice to just give up the whole idea!
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Old 09-29-16, 07:17 PM   #10
gap
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No problem mate,

let us know if you find anything interesting. If you or LGN1 dont get time for testing further on the DC topic, be sure I will. I don't know when, but I will, and I will start from the tweaks you have suggested
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Old 10-03-16, 01:31 PM   #11
LGN1
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Hi all,

I have redone the test with the K-gun moved 60m ahead of the Flower escort. I couldn't observe any impact of its new position on its firing time

My feeling is that the game only takes the escort's position with respect to the u-boat for the DCs into account. The DC pattern (racks, throwers,...) always fire when the escort is exactly above the assumed u-boat position. That's when the attack sequence starts.

In contrast, for the hedgehog it seems to take also the u-boat's speed into account. Therefore, I think the hedgehog is a much better starting point for the squid. If one could reduce the hardcoded number of projectiles down to three...

Best, LGN1

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Sorry about my little fit.
No harm done, Jeff.
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