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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 06-04-09, 06:00 PM   #556
polyfiller
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Darkfish - looks great (the Elco).... I look forward to receiving the files. If you send me the elco I can have a go at tuning the sea handling - you may like it the way it is .... but with the settings I'm using in sim.cfg for waves, I can assure you it wouldn't last long without some tuning (the Yamato wouldn't even need to shoot you !).

Love the look of the dials.
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Old 06-05-09, 06:17 AM   #557
Hencore
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Nice update!

Heres my first attempt at a logo. Three variants.

Let me know what you think or if you have any other ideas.

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Old 06-05-09, 06:48 AM   #558
polyfiller
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Nice and clean ... might be worth having three sillouettes - one small (Elco torpedo boat) ... 1 as is and one large ...maybe battleship.

An explosion or two would be nice, plus bow waves.
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Old 06-05-09, 07:09 AM   #559
Hencore
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Funny you should mention that. I'd already done a quick MTB version.

Not sure how I'd implement all three into one logo though, I'll have a think.


Last edited by Hencore; 06-05-09 at 07:21 AM.
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Old 06-05-09, 10:12 AM   #560
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Pelco images look awesome
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Old 06-05-09, 04:09 PM   #561
polyfiller
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Back to another subject .... getting plans to spawn near human controlled ships (be they search plans from BB's & cruisers or plans from aircraft carriers) .... did everyone forget about this thread ;

http://www.subsim.com/radioroom/showthread.php?t=143789

Just wondered if any of this is useful ?
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Old 06-05-09, 04:16 PM   #562
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And another thing .... does anyone remember what the fix was to stop u boat hydrophones detecting ships while surfaced i.e. it worked when sub was both submerged and surfaced ?

Reason is - I need to unfix it .... the Bismark had hyrdrophone equipment. I've added it but it's detecting bugger all at present :-(
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Old 06-05-09, 05:18 PM   #563
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Quote:
Originally Posted by polyfiller View Post
And another thing .... does anyone remember what the fix was to stop u boat hydrophones detecting ships while surfaced i.e. it worked when sub was both submerged and surfaced ?

Reason is - I need to unfix it .... the Bismark had hyrdrophone equipment. I've added it but it's detecting bugger all at present :-(
hah! that's one thing I know! I've done it on my flower CO too (needs to detect the AI subs).
in the hydrophones .sim file go to its SensorData controller and change the MaxSensorHeight entry to something like 10.

suddenly remember I haven't added hydrophones (asdic) to the V&W yet... shouldn't be too hard though, jsut adding some lines to its upc file.
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Old 06-05-09, 06:56 PM   #564
polyfiller
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Darkfish - yep, thanks ... tried that.... all equipment shows up. I can go to the hydro station and hear the ships ... but when I click on the hydro icon and ask to report nearest contact ... .nothing. Any ideas ?

I have H01 placed well below the bow of the ship ... so that plus the +10m in the .sim should make it work.
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Old 06-06-09, 01:53 PM   #565
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Darkfish - problem solved. I'd fogrgotten to add the Hydrophone to the functional systems definition in the bottom of the upcge file. Doh !

Anyhow ... on the AI firing torpedos front - has anyone tried creating a deck gun which fires a torpedo for the cruisers & destroyers ?

I'm just in the process of trying ....will let you know the results.
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Old 06-06-09, 04:43 PM   #566
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yeah I have tried it several times, with no result. Torpedoes with a shell controller will disappear when they hit the water and a torpedo spawned using waterinteraction will always head north.
I've been very close once, even hitting the target with the torpedoes I fired, but they failed to detonate. Not just duds, they went straight through the ship as if it were the flying dutchman instead of a japanese destroyer.
anyway, if you're interested, i did it by adding a torpedo to a stationary shell floating above the water surface (unless its speed = 0 a shell floating above the water will disappear after a few hundred metres)
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Old 06-06-09, 06:47 PM   #567
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Yup .... this ones proving a bit tough .... I created a shell with a torpedo 3d model ... and it fires .... and casues massive damage ..... trouble is I can't get it to travel at torpedo speeds (just shell speed) ... reaosn being, if you chop the speed down of the shell, the game engine reduces the range. Therefore we can't use a weapon_cannon controller to fire torpedoes effectively... unless anyone knows a way to frig the range with low speed projectile ?
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Old 06-07-09, 04:52 AM   #568
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I've tried it that way several times already. If you add an UnderWaterFloatingObject controller to the shell it won't fall down, but it'll disappear after a while. Unless its speed is 0. If you add a moving torpedo to that stationary shell it won't detonate... aaargh!
anyway, good luck, I hope you come up with some way I haven't thought of that actually works.
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Old 06-07-09, 05:38 PM   #569
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Done!
Version 2...im interested to play from the IJN side, and i hope in the submarines front...
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Old 06-08-09, 07:41 AM   #570
polyfiller
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Darkfish ... I've almost given up on the torps ... one more thing to try - somehow make us of the airplane controllers i.e. the Torpedo Bombers....I'm thinking of mounting an invisible torpedo bomber where we want the torp to fire from. As far as I am aware, they are the only AI units to successfully fire torps ?
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