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Old 10-24-10, 09:17 AM   #46
rowi58
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Thanks to Plisken04,

he has updated his server. You can find "bigboywooly's" tutorial here:
ftp://maikhaas.dyndns.org/Volume_1/S...3%20TUTORIALS/

Greetings.
rowi58
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Old 10-24-10, 09:28 AM   #47
Plissken_04
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Quote:
Originally Posted by rowi58 View Post
Thanks to Plisken04,

he has updated his server. You can find "bigboywooly's" tutorial here:
ftp://maikhaas.dyndns.org/Volume_1/S...3%20TUTORIALS/

Greetings.
rowi58
Thanks for the link,Rowi

So Long

Maik
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Old 10-24-10, 02:55 PM   #48
BUKER
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Hi rowi58,
Thanks for this mod.
Now I can not look at the submarine VIIB and VIIC!
They look much worse AI...

Museum...


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Old 10-25-10, 11:13 AM   #49
rowi58
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Hi folks,

i've uploaded a version 2 of the AI subs. I've corrected the front and back planes (model centered) and centered the propellers (only type VII A). The new version 2 is optional, if you want to see the planes working correctly - in the "museum".

D/L is here: http://www.mediafire.com/?que6hf47olzsl4c

Thanks to BUKER for the screenshot above. It shows the problem .

Greetings
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Old 10-27-10, 05:27 AM   #50
polyfiller
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Rowi - not sure if this helps .... but in terms of getting AI subs to launch real AI torpedoe's, a couple of us working on SH4 TSWSM came up with a solution and actually ended up with some pretty devastating AI subs.

The method we used was to mount guns which used the launch torpedo effect to launch the munition. Because it as a gun it was mounted on the 3d model at a suitable height above the sub for the gun to be just above the water when the sub was submerged. The actually gun object was then made invisible.

Not sure if this approach would work with SH3 ... but if you want more detail, let me know.
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Old 10-27-10, 06:26 AM   #51
SquareSteelBar
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Quote:
Originally Posted by polyfiller View Post
...Not sure if this approach would work with SH3...
Yes, it does.

Sergbuto did it that way years ago in his Wolfpack mod...
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Old 10-27-10, 07:02 AM   #52
polyfiller
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Well in that case I can offer some guidance on the results of the testing we did for TSWSM and the approaches used to achieve maximum targetting effectiveness (this was the main issue we faced). We came up with a compromise which included some speed and mounting angle trickery, combined with a larger than normal torpedo loadout combined with a fairly agressive ROF. Still effective though. Managed to get two subs to easily take out a BB in about 10 minutes of action.
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Old 10-27-10, 10:57 AM   #53
rowi58
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Hi folks,

thanks to "Alex" , who told me about a "little" problem with the damage texture of destroyed AI sub. This "BugFix" will add the two TGA files to your folder "data/Misc" the VAL files are calling for.

In the "ReadMe" you'll find some information about the guns the "NSS_Undine" calls for and what's to do if you want to "see" theese guns (depending on the "Super MOD" you are using).

This "BugFix can be d/l here:

http://www.mediafire.com/?f8aa6aut59pattb

NOTE: LSH3 V5 user do not need this BugFix!

Greetings
rowi58
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Old 10-28-10, 07:22 PM   #54
sabretwo
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Rowi,

Very nice work. It looks great. Just one question...

Is there a way to have the U-class on surface? When I loaded it in Museum, it is submerged. Do you have a version that is on surface or is there some way I can change it in the campaign editor?

Thanks!
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Old 10-28-10, 10:28 PM   #55
rowi58
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Hi sabretwo,

that's a problem of all sub - the museum shows them allways submerged. If you want to see sub surfaced, you nust change the SingleMission "Museum.mis" (in folder data/Museum). But be carefull - there are other units close in who will fire upon subs. Perhaps change the nationality - all units of one nationality.

Greetings
rowi58

EDIT: no chance - subs will allways stay submerged
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Old 10-29-10, 05:34 AM   #56
polyfiller
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So does anyone want input from me on getting the subs to fire torps ?
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Old 10-29-10, 06:12 AM   #57
sabretwo
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Quote:
Originally Posted by rowi58 View Post
that's a problem of all sub - the museum shows them allways submerged. If you want to see sub surfaced, you nust change the SingleMission "Museum.mis" (in folder data/Museum).
So if I understand correctly, in campaign it will be on surface just like the other AI subs?
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Old 10-29-10, 09:02 AM   #58
rowi58
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Quote:
Originally Posted by sabretwo View Post
So if I understand correctly, in campaign it will be on surface just like the other AI subs?
Yes, absolut correct. And in every single mission you script in this AI Uboat.

Greetings
rowi58
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Old 10-29-10, 11:31 AM   #59
sabretwo
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Thanks!
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Old 10-30-10, 08:24 PM   #60
makman94
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@ Rowi58 ,

is there the possibility to make these subs playable ? i mean,...can this be done?
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