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Old 01-24-07, 05:30 AM   #1
dertien
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@jcwolf

Let met tell you first that I am really pleased to hear that people like this 'buoy' approach.

Furthermore I want to add that none of the work on the 3d models of the buoy can be credited to me, I just borrowed it to show what could be a nice addition.

I always read all posts carefully. That's why I took this tiptoe approach to bring the subject up as some people are reluctant of downloading this buoy for matters that are clear. Without meaning to uproar the settled dust, search the subsim forums if you're interested in the details.

And last but not least everyone plays SH3 in their own way, and it's superb to see that seasoned real life skippers and armchair skippers still play and mod side by side. This could be an addition to people who don't want the hardcore manual nav, but would love to use the buoy IALA system once safely past Helgoland.

Now I have to dish out some more info on how the buoy system really was in WWII.
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Old 01-24-07, 05:47 AM   #2
JCWolf
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Quote:
Originally Posted by dertien
@jcwolf

Let met tell you first that I am really pleased to hear that people like this 'buoy' approach.

Furthermore I want to add that none of the work on the 3d models of the buoy can be credited to me, I just borrowed it to show what could be a nice addition.

I always read all posts carefully. That's why I took this tiptoe approach to bring the subject up as some people are reluctant of downloading this buoy for matters that are clear. Without meaning to uproar the settled dust, search the subsim forums if you're interested in the details.

And last but not least everyone plays SH3 in their own way, and it's superb to see that seasoned real life skippers and armchair skippers still play and mod side by side. This could be an addition to people who don't want the hardcore manual nav, but would love to use the buoy IALA system once safely past Helgoland.

Now I have to dish out some more info on how the buoy system really was in WWII.
I understand that, and really, i knew from the begining it wasn't your graphic work as far for the buoys presentation, the fact is that everything that is a new improvement on this game for me it's without any argumentation a very
wellcomed thing, and even i try to insentiv. the new guys in here to do their
own mods, and start bringing some more enovating ideas that will only
get this SHIII better and better....
...So i would never understand a guy that says Crap for a new mod idea,
and allways will chear a new dude that brings a new stuff even if it is
not well achieved we can allways try to improve it or use it to bring new
concepts into this game...

...I also bellieve that with the amount of time this game as and with the aproach of the SH4 on the horizon, this game as far as for moding as litlle more to
improve as for moding options, a lot as been done allready to reach the,
big mods and small mods allready, ideas are in mi opinion as far as for
moding enovating ideas over and out, we can only hope now and rely on
improving the mod concepts allready "Invented" or created...
...But when something like this shows up in this or other SH3 forum,
it makes me think that realy we can just bring more and more to the allready done...
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Old 01-24-07, 05:55 AM   #3
dertien
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Well, as soon as Pontius is ready for a test run, I can't wait to put some buoys on the map .
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Old 01-24-07, 06:52 AM   #4
DivingDuck
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Moin,

@Dertien:

I´m in contact with pontius. As soon as he has implemented some details I requested I´m ready to illuminate the buoy. Actually I´m reworking the *.sim and *.zon files to make the behaviour more realistic and adjust the size for proper collisions. A top sign should be no problem. To avoid having lots of buoys I could imagine to control the signs via the *.eqp file. It would be the turn of the mission editors amongst us to put them to water then.

Regards,
DD
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Old 01-24-07, 07:01 AM   #5
dertien
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Moin,

Excellent news DD, is there a way to skin a buoy, the same way as skins are produced for the subs and placed in the tex folder ?

Let me know when u got news concerning Pontius, or lead him over to this thread, thanks.

this *.eqp file, can it be edited using notepad, and do you need to learn HEX or is it simple txt ?
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Old 01-24-07, 07:15 AM   #6
Kumando
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Its nice tough you can always use the Ctrl click near land that simulates the coastal navigation, no need to hang around there blind.
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Old 01-24-07, 07:32 AM   #7
dertien
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Quote:
Originally Posted by Kumando
Its nice tough you can always use the Ctrl click near land that simulates the coastal navigation, no need to hang around there blind.
Yes, I am aware of that method, the 'virtual' sextant readings method at precise times (dawn, dusk, noon and midnight) if the weather permits.

@Kumando

But once near coastal beacons and buoys, no sane navigator will grab the sextant, as you are almost home, all you need to do is read the charts and follow the numbers on the buoys (like it is done in real life) I think the green ones in the IALA system have an uneven number, and the red ones have an even number. for ex the lowest number on the buoy is the one closest to the harbour (A1) and then on the same side a few miles further from the harbour you have A3 and so on until you are at sea.

It's a bit more complicated than that, because the Americans use a different IALA system than europe does, so if you really want to be realistic on this... uuuh, good luck. I wouldn't go that far to implement a complete global Navsystem into SH3, but a system that warns for minefields (cardinal buoys - marked yellow and black) and ingress and egress routes green and red, would be something worthwile to do in the Axis and occupied French bases throughout the war.
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Old 01-24-07, 07:28 AM   #8
DivingDuck
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Moin,
Quote:
Originally Posted by dertien
Moin,

Excellent news DD, is there a way to skin a buoy, the same way as skins are produced for the subs and placed in the tex folder ?

Let me know when u got news concerning Pontius, or lead him over to this thread, thanks.

this *.eqp file, can it be edited using notepad, and do you need to learn HEX or is it simple txt ?
I´ve no experiences with the tex folder yet. But it would be possible to create nodes referring to external textures that could be edited easily.

The *.eqp may be edited by notepad. I´ve used the *.eqp to control lighting with my speedboat. But it´s a little tricky if you don´t get along with the mission editor. The entries needed are explained in the speedboat´s installation instructions.

Regards,
DD
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Old 01-24-07, 07:36 AM   #9
dertien
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Quote:
Originally Posted by DivingDuck
Moin,
I´ve no experiences with the tex folder yet. But it would be possible to create nodes referring to external textures that could be edited easily.

The *.eqp may be edited by notepad. I´ve used the *.eqp to control lighting with my speedboat. But it´s a little tricky if you don´t get along with the mission editor. The entries needed are explained in the speedboat´s installation instructions.

Regards,
DD
Ok thanks for getting back so quick at me. I get along with the mission editor, but I still copy the stuff manually in the campaign.src file, to avoid trouble. Will have a look at your speedboat install instructions, have downloaded it so won't be a problem.
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Old 01-24-07, 07:31 AM   #10
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Hi,

as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer

I think the eqp-file-solution is fine and won't be a big problem.
As for the skin, I don't know how it works for the subs, but its included in the dat-file.
Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see.

Right now I have 3 different versions.
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Old 01-24-07, 07:42 AM   #11
dertien
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Quote:
Originally Posted by pontius
Hi,

as Divind Duck said, there is still some work to do and im not having much time right now. So i didn't work much on it the last days. Im new to all this and everything takes a bit longer

I think the eqp-file-solution is fine and won't be a big problem.
As for the skin, I don't know how it works for the subs, but its included in the dat-file.
Its not that difficult to change those skins. Maybe i relese with it a easy-little-template, we will see.

Right now I have 3 different versions.
Ok, good work Pontius I think 3 versions will be sufficient for now. Cardinal Buoys come in 4 variants (E-W-N-S) but don' t worry about that. It's great to see that they are ingame allready. Would love to beta test them, but I heard that DD has still some work to do with collisions, as these are HE mines right now.

A small thing I would like to ask (on a later release) is if you could make green and red buoys using only the barrel shaped underside of your current buoys, in order to have a "smaller" buoy without the light and the bell on top.
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