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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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#2 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I have uploaded a new version. Here are some pictures: ![]() ![]() ![]() ![]() |
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#3 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Nice,realy nice!We will now have more early to scroll horizontally rudders
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#4 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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Hhhhh !!!
![]() 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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#5 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#6 |
Gefallen Engel U-666
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[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 ![]() ![]() ![]()
__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
Uploads: 0
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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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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#9 |
GLOBAL MODDING TERRORIST
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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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#10 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#11 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 No harm done, Jeff. |
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