![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
![]() ![]() ![]() ![]() |
156 | 20.72% |
Version 2 |
![]() ![]() ![]() ![]() |
79 | 10.49% |
Version 3 |
![]() ![]() ![]() ![]() |
29 | 3.85% |
Version 4 |
![]() ![]() ![]() ![]() |
77 | 10.23% |
All of them |
![]() ![]() ![]() ![]() |
490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
![]() |
|
Thread Tools | Display Modes |
![]() |
#556 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#557 |
Swabbie
![]() Join Date: Jun 2009
Posts: 7
Downloads: 0
Uploads: 0
|
![]()
Nice update!
Heres my first attempt at a logo. Three variants. Let me know what you think or if you have any other ideas. ![]() |
![]() |
![]() |
![]() |
#558 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#559 |
Swabbie
![]() Join Date: Jun 2009
Posts: 7
Downloads: 0
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#560 |
Mate
![]() Join Date: Sep 2008
Posts: 55
Downloads: 10
Uploads: 0
|
![]()
Pelco images look awesome
![]()
__________________
Running silent,running deep,we are your final prayer Warriors in secret sleep,a merchantman's nightmare A silent death lies waiting, for all of you below Running silent,running deep,sink into your silent sleep |
![]() |
![]() |
![]() |
#561 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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 ? |
![]() |
![]() |
![]() |
#562 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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 :-( |
![]() |
![]() |
![]() |
#563 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
|
![]() Quote:
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.
__________________
![]() |
|
![]() |
![]() |
![]() |
#564 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#565 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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. |
![]() |
![]() |
![]() |
#566 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
|
![]()
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)
__________________
![]() |
![]() |
![]() |
![]() |
#567 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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 ?
|
![]() |
![]() |
![]() |
#568 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
|
![]()
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.
__________________
![]() |
![]() |
![]() |
![]() |
#569 |
Ace of the Deep
![]() Join Date: Dec 2007
Location: Portugal
Posts: 1,093
Downloads: 267
Uploads: 0
|
![]()
Done!
Version 2...im interested to play from the IJN side, and i hope in the submarines front... ![]()
__________________
"There is three kinds of man: the living, the death, and those who are at Sea." Plato |
![]() |
![]() |
![]() |
#570 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
|
![]()
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 ?
|
![]() |
![]() |
![]() |
|
|