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Old 07-04-08, 05:08 AM   #31
urfisch
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very impressive racerboy!

what factors does the dynamic effect depend on? wind? on the pics the effect looks like as if storm catches the water droplets and blows them aside...i think just a kind of fine-tuning, right?

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Old 07-04-08, 03:47 PM   #32
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Quote:
Originally Posted by urfisch
very impressive racerboy!

what factors does the dynamic effect depend on? wind? on the pics the effect looks like as if storm catches the water droplets and blows them aside...i think just a kind of fine-tuning, right?

The only factor that determines the dynamic effect is speed of the sub.
When you run the single mission I included use the external cam to view the sub and try all 5 different bells. Make sure you look at both sides (left and right) to see the differences with speed.
As the sub moves through the water the speed of the water passing over the 'holes' will preclude water from being 'sucked in'. The faster the sub moves through the water the less 'time' the water has to enter inside the holes. Plus the airflow around the sub would interact with any water that does drain out to produce mist and water drops instead of streams. That's how I've designed it to act.
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Old 07-04-08, 09:23 PM   #33
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Quote:
Originally Posted by Racerboy
The only factor that determines the dynamic effect is speed of the sub.
When you run the single mission I included use the external cam to view the sub and try all 5 different bells. Make sure you look at both sides (left and right) to see the differences with speed.
As the sub moves through the water the speed of the water passing over the 'holes' will preclude water from being 'sucked in'. The faster the sub moves through the water the less 'time' the water has to enter inside the holes. Plus the airflow around the sub would interact with any water that does drain out to produce mist and water drops instead of streams. That's how I've designed it to act.
Would one expect to see water streams from the holes at slower speeds, say, one-third ahead or less? I presume sea state would have an effect on whether the holes are submerged at times, therefore flooded and producing streams upon breaking the surface.
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Old 07-04-08, 11:31 PM   #34
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Quote:
Originally Posted by i_b_spectre
Would one expect to see water streams from the holes at slower speeds, say, one-third ahead or less? I presume sea state would have an effect on whether the holes are submerged at times, therefore flooded and producing streams upon breaking the surface.
yes and yes to a point. Because the water streams have the sub as the parent ID the calculation for depth (y) is a function of the center point of the sub and the y position of the water stream in relation to the center point of the sub. It would be nice if the game engine would only consider the y position of the water stream itself in determining whether it's above or under water but since it doesn't I made a trigger height and a render height (it's either this y calculation or the game engine takes the mean value for the water height based on the surrounding wave heights). The trigger height is a depth under the water that the calculated y position has to cross before the stream can become 'active'. Just because a stream is active doesn't mean it will display. It is stopped until it crosses the render height, which is the surface, at which time it is finally started and displayed. Because of this you will occassionally see a water stream display when water hasn't covered it. This becomes more apparent as sea state worsens.
Each individual water stream has it's own trigger height and render height control. It is possible to see some of the water streams show and some not.
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Old 07-05-08, 07:37 AM   #35
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im totally impressed
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Old 07-10-08, 10:52 AM   #36
TheDarkWraith
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I would like to hand this off to someone and let them run with it. The foundation has been laid now it just needs to be finished. All the other subs need to be completed. What is involved is determing each hole position (x,y,z) on each sub and modifying/adding nodes to accomodate them.
Surely somebody wants to complete this and release it under their name?
I'll be completing my own version of it for my own use. As I said before when I started this it'll take community involvement to complete if it's to be made available to everyone. The excuse of 'I'm no modder, I don't know how' is not acceptable...everyone can learn if they want to. You just have to try.
Same thing is going to hold for the shells I'm adding to the guns. If everyone wants it then it'll take community involvement to bring to life.
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Old 07-11-08, 06:25 AM   #37
Tomi_099
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Mr.Racerboy

Hello RB,
last it possible your new project with my new VII-D wraps to try.

Also a new VII-C covering is in constructs (Multisub VIIc/Vc41).
There I on Monday for one week to Holliday, in vacation drive and the Multisub VII-C/VII-C41 already to 80 % is finished and possibly further interest exists to the project to work,

also without my presence.

I would deliver you the VIIC/VIIc41 (DAT).
Otherwise it continues after one week again.

Thus if interest exists here to go through, then announces you simply.
It is yielded it with the S3D or Hexeditor to work can.

Yours sincerely
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Old 07-12-08, 08:37 AM   #38
TheDarkWraith
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If I undestand correctly, you're asking me to add water streams to your new multi-sub? Send it over, I'll have a look-see.
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Old 07-12-08, 10:29 AM   #39
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on the VIIb should water be draining from all areas marked in red (GWX 2.1 file and skin)?

http://i228.photobucket.com/albums/e...IIb_marked.jpg

Last edited by TheDarkWraith; 07-13-08 at 11:44 PM.
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Old 07-12-08, 01:44 PM   #40
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VIIb is looking pretty stunning with the improved water drains. 0 knots speed bobbing in the waves with winds @ 10knots. Only the large holes on the forward left side have been done. I might have to enter into the screenshot contest when this one is done.....

http://i228.photobucket.com/albums/e..._FL_VIIB_2.jpg

http://i228.photobucket.com/albums/e..._FL_VIIB_1.jpg

Last edited by TheDarkWraith; 07-13-08 at 11:45 PM.
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Old 07-12-08, 02:02 PM   #41
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Old 07-12-08, 04:14 PM   #42
LordNeuro"Serbia"
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Default Wooooooooow

What a come back. Fantastic work on a woter stream. I love it. Great work. I hope there VIIb is geting redy for puting on sea. Keep up the great work.
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Old 07-12-08, 08:13 PM   #43
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The conning tower idea worked. Only one drain was added for testing the idea. Cool as $%^&. I'm assuming that the little squares on the deck around the conning tower are for water draining right? This water drain is being produced from one of those squares. Just surfaced from a dead stop:

http://i228.photobucket.com/albums/e...rain_spray.jpg



EDIT: posted new screenie as I finally got the water stream from the conning tower looking the way I wanted it. Now I just have to add this to all the holes around the conning tower

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Old 07-13-08, 12:16 AM   #44
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Looking good! I doubt that it helps much at this late stage, but I found this in my collection. Looking for better ones.

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Old 07-13-08, 04:30 AM   #45
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Quote:
Originally Posted by Racerboy
The conning tower idea worked. Only one drain was added for testing the idea. Cool as $%^&. I'm assuming that the little squares on the deck around the conning tower are for water draining right? This water drain is being produced from one of those squares. Just surfaced from a dead stop:
thanks for your effort, looks fantastic
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