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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Pacific Aces Dev Team
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Me idiot should have readed further upwards
![]() Some more ideas: What about trying the AI for the HEDGEHOGS? Those things will only make the AI engage submarines, but are released with a certain lead against the target and explode on contact with it ![]() What about the AI for depth charges? Also leads the target, and the whole ship that throws them must actually aim at the correct spot.
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One day I will return to sea ... |
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#77 |
Planesman
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Some innovative stuff going on here..very impressive!
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#78 | |
Sea Lord
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![]() Quote:
![]() also, hedgehogs and DCs might use target leading but they require the ship to be right on target too. Besides, From the results of polyfiller's tests and my knowledge of the spawning of objects... I've come to suspect the launcher-mounted-on-dummy-gun-idea might actually work...
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#79 |
Weps
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One of my ideas.... actually work ???....... I can see college life is already warping your judgement Darkfish
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#80 | |
Sea Lord
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#81 |
Weps
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Just as I thought
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#82 |
Silent Hunter
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![]() ![]() ![]() ![]() BELGIAN BEER IS BEST ![]() keltos |
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#83 |
Sea Lord
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Mr. Heineken, Mr. Amstel and Mr. Bavaria enter a pub and the barkeeper asks: "What do you want to drink?" Mr. Heineken answers: "A Heineken beer for me please," and Mr. Amstel says: "An Amstel pilsner for me." "And you, Mr. Bavaria?" the barkeeper asks. Mr. Bavaria answers: "Well, give me a coca-cola please 'cause if they're not drinking beer I'm not gonna do it either!"
![]() Small update on the torpedoes, I've been able to recreate polyfillers launchers and I know what causes the problem. I'm now trying to come up with a solution.
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#84 | |
Silent Hunter
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![]() ![]() ![]() keltos |
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#85 |
Weps
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Darkfish - during a sober moment
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#86 | |
Sea Lord
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![]() Quote:
![]() ...I think I got it working! I still need to do some final testing and tweaking, but in a test run at a 13kt target @2000m approximately the right lead is used, and lead changes if the target changes course/speed ![]() For anyone interested, the way I got it working was by attaching the launcher to a dummy node attached to a dummy launcher attached to a dummy node attached to a dummy cannon... so in short it might be easier to wait a few days for me to release them ![]() now Back to the Beer ![]() ![]()
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#87 |
Weps
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So Fer - let me get this right ... the real launcher has to be mounted on four or five dummy nodes to make it aim right.... I'm not sure if you're still drunk now ... or had to be drunk to work out how to arrive at this solution.... in fact I suspect it took something stronger than alcohol.... whatever it was I suggest you stay on it
![]() Anyhow .... if it works ... then wow .... you've pushed the barriers back just that little but more. Can you upload the code somewhere to I can start to use it in the subs & DD models ? |
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#88 |
Silent Hunter
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any progress ? I would like those subs Darkfish !
thanks keltos |
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#89 |
Silent Hunter
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Good news!
I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later. |
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#90 | ||
Sea Lord
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![]() Quote:
The AI subs are finished and waiting for uploading - which is next weekend at the very least due to my crappy internet. Quote:
![]() I recommend using a rotating dummy arm with a dummy node at its end spawning a mine using waterinteraction each time it hits the water so that it continuously spawns mines, also when there's no enemy in sight. You can set the rotation speed by adding an animation to the dummy arm. See what I mean? ![]()
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