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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well, in the case of air DC's I don't think this initial lack of knowledge by the British can be exploited by the player. Unless you cheat with the external camera, when you see an aircraft on the horizon you never know its armament. It might carry depth charges, regular bombs, torpedoes, guns, cannons and rockets in various combinations so, no matter how wrong were initial British calculations on depth bombs' most effective detonation depth, if you don't want to risk a too erly patrol end or, even worse, an abrupt campaign end, your best strategy won't change: dive as fast as you can! |
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#3 |
GLOBAL MODDING TERRORIST
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This is where I got the K-Ship 3D model a ways back.
I got written permission at that time and have the original files and textures. http://www.alteredearth.com/airship.htm I believe even in GWX the K-ship will fall out of the sky if it drops below a certain speed. Took me quite a while to get it working as it does for SH3. It was the mod I was working on at the time that got me invited to join The Grey Wolves Team. Last edited by Jeff-Groves; 03-15-21 at 12:06 PM. |
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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What do you think Jeff? Shouldn't we stick to your own model instead? And if yes, after more than ten a decade from when you created it, is there any field where we could improve it, maybe taking inspiration from the K-74 model by Farley & Skinner? |
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#5 |
GLOBAL MODDING TERRORIST
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It's actually not that bad for poly count!
Most of the high counts are internal parts that can be removed as You will never see those parts. A rough test model with some internals removed reduced the polys to 63238 or so. That can be reduced further by selective remove of more unneeded parts. The basic out side stuff is really not that bad. |
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#6 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#7 |
GLOBAL MODDING TERRORIST
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Also. Seeing as a LOT of GR2 files are modded with a Loose import?
(Which We all know does incredible file size growth.) Is it really that much of a difference on file size? You also have to consider I can BY PASS the loose import for a better fit and thus a smaller file. If I'm not mistaken? The K-ship in GWX is the largest dat in the Air folder. |
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#8 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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#9 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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EDIT: I wonder if wing shape and area have an effect on SH5's aircraft physics ![]() Last edited by gap; 03-15-21 at 03:34 PM. |
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#10 |
GLOBAL MODDING TERRORIST
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In GWX, there are hidden wings.
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#11 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Yes, I suppose that invisible wings will be needed in SH5 as well.
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#12 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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EDIT: From what I see, it seems to be very simple: engine power and mass affect speed, so does turning and damage. If speed falls below stall speed ("minimum speed"), plane falls. If hitpoints drop to zero, it explodes and falls. Last edited by kapuhy; 03-15-21 at 04:37 PM. |
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#13 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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EDIT: After all, it shouldn't be impossible for an U-boat to set those hard-asses of fire, thus making them to collapse into the sea: Quote:
Last edited by gap; 03-15-21 at 08:14 PM. |
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