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Old 12-05-07, 02:40 AM   #106
Kaleu. Jochen Mohr
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this is all good n well, but what about the other mods ? the guy's at WaW are waiting for type II flags n pennants

though the idea is verry good and i like it (now i will hate the PT boats even more )
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Old 12-05-07, 05:32 AM   #107
Anvart
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Quote:
Originally Posted by Friedl9te
Quote:
Originally Posted by ref
Quote:
Originally Posted by NiclDoe
this should go under GWX 2.0
As Anvart said a few posts ago, everybody should start getting used to read the threads before posting, it's just an idea that is not working, Anvart tried to make it work last year, I've also spended a couple of months (and a couple of thousand tests) trying to make it work without success, I hope RB cames up with a solution in the future, but for now

Ref

ps : @NiclDoe, not personal, but you're the last one to post.

Did you try to search threads started by Anvart ? I tried, but all of the older threadstarting posts are only filled with some stars. I cannot figure out what he wants to tell with this stars ??? :hmm:
IIRC it was not separate thread ...
May be it was SergButo thread ...? :hmm:
And now it's in archive ... ?
I tried to begin discussion of the technical party of work ...
....
Look:
http://www.subsim.com/radioroom/showthread.php?t=105368 #19
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Last edited by Anvart; 12-05-07 at 06:24 AM.
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Old 12-05-07, 06:44 AM   #108
Mush Martin
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Well maybe I should say that although I think you may have linked
to the wrong thread there Anvart.

the reason I know this Is because I remember your posts on it
including all the diagram screenshots you did showing a torpedo
bomber attack and all that. I also recall passing many pms back and
forth with you for a day or two at the time discussing the subject.

Sadly I wasnt able to locate them among your archives either
maybe they are right maybe it was posted on sergbutos thread
at the time. Im afraid that part I dont recall.
M

[edit]
I searched back through my posts too but there only seems to be
500 saved the other 2000 are gone apparently.
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Old 12-05-07, 07:41 AM   #109
Hitman
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Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.
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Old 12-05-07, 07:47 AM   #110
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I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.
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Old 12-05-07, 07:48 AM   #111
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You wouldn't happen to have the fraps of that test available would you :rotfl:
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Old 12-05-07, 07:53 AM   #112
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Quote:
Originally Posted by coronas
I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.
Hope I got this right: as far as I understood it, the V1 in GWX 2.0 behaves lika a plane not like a missile and is spawned and not fired.
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Old 12-05-07, 10:18 AM   #113
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Quote:
Originally Posted by 3Jane
You wouldn't happen to have the fraps of that test available would you :rotfl:
I'll post a screenie tonight
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Old 12-05-07, 10:19 AM   #114
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Quote:
Originally Posted by Woof1701
Quote:
Originally Posted by coronas
I talk nonsense: you fire a truck and sailed througt the sub. Can you fire anything more "solid": a plane, a ship, a sub with an explosive loadout?
There is a V1 in GWX 2.
If I'm wrong, sorry.
Hope I got this right: as far as I understood it, the V1 in GWX 2.0 behaves lika a plane not like a missile and is spawned and not fired.
That is correct
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Old 12-05-07, 10:22 AM   #115
Anvart
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Jmack
so this brings wolfpacks close to reality ?
attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?
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Old 12-05-07, 10:41 AM   #116
Anvart
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Quote:
Originally Posted by Hitman
Racerboy,

is the torpedo spawned directly to the north or does it turn to the north once shot? In the latter case, this could be solved by creating an AI torpedo with zero turn angle, i.e. it would go where the bow of the ship is aiming at -which will normally be the enemy-. Not perfect, but would work well against a high density target like a convoy.

If you wish to use in-game sub torpedos for AI units torpedos, you should generate new object (torpedo with amun_torpedo controller) ...
This object has the same angular coordinate rotY (in world system of coordinates) as well as rotY in block Type4/100 off torpedo dat file ...
If to change rotY in torpedo dat file, orientation of the generated torpedo in world system of coordinates will change ...
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Old 12-05-07, 10:50 AM   #117
Anvart
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Quote:
Originally Posted by Mush Martin
Well maybe I should say that although I think you may have linked
to the wrong thread there Anvart.
I look like the silly boy? ...
Quote:
Originally Posted by Mush Martin
I searched back through my posts too but there only seems to be
500 saved the other 2000 are gone apparently.
At me too ...
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Old 12-05-07, 12:18 PM   #118
Anvart
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Quote:
Originally Posted by privateer
YES!! Translator!
You have much knowledge I wish to learn.
I have knowledge you wish to learn.
All I wish to do is talk about what can we do?
I have found something:
http://rapidshare.com/files/74489987..._v4.1.rar.html
May be it's pleasant for you ...
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Old 12-05-07, 06:33 PM   #119
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Thank you Sir.
I have it now.
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Old 12-05-07, 07:01 PM   #120
Anvart
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Jmack
so this brings wolfpacks close to reality ?
attempt #1 not working 100%, has many bugs.
attempt #2 - well it's looking good. Having problem with the .zon file for the object. Maybe Ref or someone can help?
Problem is this: I shoot an object (it's a clone of the NavalMine minus the underwaterfloatingobject and visibleunderwater controllers) and it tracks straight to the sub. Now one would expect it to detonate on contact with the sub but it goes right through it. So it appears I need a .zon file for it. That's where I stand now, trying to make this .zon file. So far all I get are CTD's when I try to make this .zon file work
Did you connect AmmoDamageInfo controller to your "pseudo-torpedo" ...?
A-a-u-u-u ...
Again silence ...
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