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Old 09-08-19, 03:45 AM   #1
kapuhy
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On a side note, be warned that even though you give to your boat the appropriate unit type, depending on her displacement she might have an hard time at using her depth charges. That's caused by a limit of SH's AI, as small units try to avoid collision with bigger mass units, even though they are submerged.
That'd be a bummer... on the bright side, she doesn't have any trouble using Y-gun - in test mission it was scary good at locating me with ASDIC and then making a precision DC drop on my head.

That's with SH5 Y-gun though. SH4 and 3 Y-guns don't work, not just on my ship but on any imported ship in TWoS. I tried all kind of things with them and got nowhere.

As for damage model, I used an already imported ship in TWoS for template file, so she does sink, burn and even capsize, just in wrong way. I'll just remake all spheres/boxes to fit her dimensions and internal compartments.

By the way, is there a way to check if the ship has correct dimensions in game? I set the draft at 1,47 meters, but torpedoes launched at 1,0 and 1,2 meter depth went under her hull - I'm not sure whether it's faulty torpedoes, wave motion or wrong dimensions.
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Old 09-08-19, 06:51 AM   #2
gap
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That'd be a bummer... on the bright side, she doesn't have any trouble using Y-gun - in test mission it was scary good at locating me with ASDIC and then making a precision DC drop on my head.
That's good, if the Y gun works on your boat I don't see why other types of DC throwers wouldn't do the same

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That's with SH5 Y-gun though. SH4 and 3 Y-guns don't work, not just on my ship but on any imported ship in TWoS. I tried all kind of things with them and got nowhere.
I had a look into SH5's Y gun and I compared it with the one from SHIV. Apparently, the they have slightly differente file structures:

in SHIV:
  • Node - YGun (3D model: the base of the thrower with arm #1)

    • Node - YGun02 (3D model: arm #2)
      • Node - YGun_barrel02 (3D model: DC #2)

    • Node - YGun_barrel01 (3D model: DC #1)


in SH5:
  • Bone - Y Gun (3D model: the base of the thrower with arm #1)
    • Bone - barrel_01 (3D model: none)
    • Bone - YGun_barrel01 (3D model: DC #1)

    • Bone - YGun02
      • Bone - YGun_barrel02 (3D model: DC #2)
      • Bone - barrel_02 (3D model: none)

Marked in bold are the nodes whose name is specified in the 'Barrel' field of the wpn_KGun controller for both games. As you can see, SH5's Y guns have a couple of extra dummy bones over SHIV ones. I don't know for sure why they are there (at first I thought they are used for determining the throwing directions, but obviously that's not the case since they have no rotation data), but they might be essential for SH5 being able to trigger its DC projectors.

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As for damage model, I used an already imported ship in TWoS for template file, so she does sink, burn and even capsize, just in wrong way. I'll just remake all spheres/boxes to fit her dimensions and internal compartments.
Okay, for a small unit as your launch, that task shouldn't be too complicated

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By the way, is there a way to check if the ship has correct dimensions in game?
Not a very accurate one, but...

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I set the draft at 1,47 meters, but torpedoes launched at 1,0 and 1,2 meter depth went under her hull - I'm not sure whether it's faulty torpedoes, wave motion or wrong dimensions.
...one unit of length in most 3D editing programs is equal to ten meters in the SH world. Knowing that, you can place a mark on your unit near the desired/expected waterline and see what's happening in game. You can even draw draft marks near the bow of your boat, but when you set the testing mission, don't forget to set the cargo of your unit to none, and wind speed to zero, as both factors might affect ships draught in game
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Old 09-08-19, 04:40 PM   #3
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Just tested her with standard DC rack. The "avoiding collision" problem was very visible in shallow waters (sub at periscope depth), Fairmiles were circling the sub but never going directly over it, which caused them to miss. In deeper water with submarine on 80 meters, they were making runs directly over the sub and were able to hit it.
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Old 09-08-19, 05:32 PM   #4
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Since you stated you do not have a proper zon file?
I'm not surprised.
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Old 09-08-19, 05:47 PM   #5
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Just tested her with standard DC rack. The "avoiding collision" problem was very visible in shallow waters (sub at periscope depth), Fairmiles were circling the sub but never going directly over it, which caused them to miss.
That's exactly what I was talking about

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In deeper water with submarine on 80 meters, they were making runs directly over the sub and were able to hit it.
Okay, good finding

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Since you stated you do not have a proper zon file?
I'm not surprised.
Hi Jeff, glad to see you around!

Answering your comment, I am afraid that in the case we are discussing zon file settings have only a minor relevance: I remember having read reports of same AI behaviour shown by PT boats and other small ASW vessels in SHIII or SHIV, and I don't think those units had bad collision settings
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Old 09-08-19, 05:55 PM   #6
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Quote:
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Hi Jeff, glad to see you around!

Answering your comment, I am afraid that in the case we are discussing zon file settings have only a minor relevance: I remember having read reports of same AI behaviour shown by PT boats and other small ASW vessels in SHIII or SHIV, and I don't think those units had bad collision settings
One may tend to believe reports as posted. I'd prefer to see the exact Units involved in said reports.
As I recall? One of the ASW trawlers in GWX 3 is considered the deadliest ever turned loose.

In fact? I had to tone it down as it would blow itself up at times!

And I am always watching the forums here. I may not log in but I'm here.

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Old 09-08-19, 07:01 PM   #7
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As always I intend no disrespect.
But I'd like to see all files involved. Including the Y gun files.
Yeah I could down load everything but I'm not into going that far.
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