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Old 09-05-07, 04:31 PM   #76
horsa
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Keep steaming CB .... all of this is being closely followed. The environment of SOF was always a weak point so any understanding and improvement is going to be well received .

On another front I've extracted some of the models ( using a 3D ripper prog ) and they aint half bad .... Gniesenau and Lion



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Old 09-05-07, 05:48 PM   #77
CB..
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i'm way ahead of you Horsa!

here's the u-35 opened up and rendered out of my copy of 3DSMAX






all i need is to suss the correct settings for exporting the edited model back into the game again..(or a better plug in to do the job for me)...and i can start adding new and or edited models to the game....fancy a full 3 man watch crew? piece of cake...(more or less).....
i can model for the game with 3dsmax....and probably anybody can with and program that can cope with the X file format ..which is all of them AFAIK?

i just need the right export settings for the job...or as i say a better X file exporter
(or a spot of advice on the subject)

told ya i work on everything at once LOL!:p


i have a huge back catalogue of WW1 aircraft I've made for other sims..(flight sims obviuosly) not that they are terribly appropiate for SOF (well maybe crossing the channel on ocassion or very tight into shore perhaps) --i can make the large seaplanes along much the same lines...etc...

here's an Avro



and a Martinsyde




why not make a port model and place it as a stationary ship in the correct location...AFAIK that's a ration approach to ports and other shore based buildings etc tons of stuff waiting to happen..
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Old 09-06-07, 03:49 AM   #78
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Hard-Core Persicope Realism Pack

ok lol. .let me put that in "SIM SPEAK"..shall we say..for those with limited imagination!?..

here is the

1914 SHELLS OF FURY

Hard-Core Persicope Visability 100% Realism Pack v1



http://www.ebort2.co.uk/SOF/weather.zip

this modification also implements fully hardcore realistic dynamic and complex scope depth station keeping..which ,if correctly done , enables full manual targeting stealth attacks from a submerged state

sigh.......

yearghh....it's also a weather and sea animation mod..this is NOT (nor should it be - think about it-) a co-incidence..nor is it (nor should it be - think about it) accidental
did i mention i work on everything at once...? yes i believe i did..he he!
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Old 09-06-07, 06:16 AM   #79
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Wow, this is moving way too fast for me ... guess I'll just sit back and applaud
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Old 09-06-07, 06:43 AM   #80
CB..
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:rotfl: well thanks Horsa.. (i think lol:hmm: )

but the point is this...in a well designed sub sim..

the sea state SHOULD affect the distance at which your scope gets spotted..


the reason why SOF handles this IMO with a huge amount of attention to detail
is that
--it hasn't just set an arbitrary height at which the scope gets "revealed" to the enemy AI...or EVEN IF IT HAS set an arbitrary height.. the principle still applys..

if you introduce realistic peaks and troughs to the ocean animation...

you have to dynamicaly adjust your depth setting AND the height of your scope to constantly compensate for the waves...

the waves lift your scope out of the water givng you periods when you can
see your target ship ...but he can not see you...

then you are swamped by the next wave and are blind for a similiar (but entirely dynamic) period of time...

you cannot get an auto targeting lock on the vessel under these circumstances..

but you can still see the target vessel

so manual targeting is still possible..

were subsim fans here....surely this isn't a bizaare realism concept:rotfl:


my other point was that if i had "Come on" with all the usual simulation modder "pomp" and "circumstance" ....and presented the thing as an "uber u-boote realism mod"....well you know the rest..


meanwhile......lots of folks are.. as you say "taking notes"...

so credit where credit is due ..i say..

personaly i find it interesting and FUN to look into this stuff and discuss the subject openly on a forum....but these days few and far between are the forums where this is reciprocated...everybodys too busy playing "hero"
takes 99% of the fun out it...which is why i don't tend to "stick around" on simulation forums for very long these days..as a rule...folks are determined to take the fun out of modding...and they do it very succesfully i might add too :rotfl:
yes they're very good at it indeed!!! LOL

i aplogise for bringing up subjects which are of no interest!!!

what shall we talk about instead?? ?
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Old 09-06-07, 07:11 AM   #81
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*LOUD APPLAUSE*

Well done CB

I was wondering if it would be a good idea to get those 3D models for WW1 conversion for SH2, but since the sim seems to have good potential it could be worth sticking to SOF :hmm:

As soon as I finish my current projects I would like to have a look at the Torpedo Gyro settings. Selecting 90º as Gyro is impossible from the game interface, however historically the WW1 german UBOats only used three Gyro Angles 0,90 and 270 (To simplify firing solutions), so it is of huge importance to be able to select them for me.
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Old 09-06-07, 07:18 AM   #82
CB..
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cheers HM!
now that is interesting....i didn't know that they only had the three gyro angles ....if it were possible to restrict the player to the same set up...then that would have a huge impact on the gameplay realism etc etc.....how long did it take for a torp to turn the full 90 degrees? or did they have rotable torp launchers..or similar?

i'm enjoying the manual targeting and getting a lot of succes with your excellent torp angle calculations...many thanks..makes a world of difference..even able to get some dang close shots with "snap" shots now at destroyers haring along at 35 knots...

has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??
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Old 09-06-07, 07:30 AM   #83
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Any Canadians playing this? Not sure where to get it in Canada, have checked Amazon.ca and a few other spots, not listed yet.


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Old 09-06-07, 08:01 AM   #84
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Walmart in Whitby,ON has it for 18.95
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Old 09-06-07, 08:03 AM   #85
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Quote:
Originally Posted by murat124
Walmart in Whitby,ON has it for 18.95
Thanks


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Old 09-06-07, 08:07 AM   #86
CB..
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HM...the torp gyro angle settings...

HM i think it might be possible to edit the torp gyro angles the game allows ..by adjusting the settings for torp gryo instrumentation in the scope room..


go to the instruments.txt
( text based cfg files the stuff dreams are made of modding wise)

here's what i reckon is the settings for the torp gyro manual control


25 messpeed Zielwinkel.jpg 1 0 6.28 0 9 0 6.28 6.28 0 1 0 _ziel_position03


wether this is purely the graphical range of movement shown by the selection lever/dial or wether this actualy affects the angles used by the torp itself i don't know...

but it might be possible to come up with a compromise

restricting the angles to 0/25/40 or similar; which would be an atmospheric if not bang on step towards what your after..

or perhaps in the

torpedotypes.txt

0xb101
36.0 179.0 26.0 486.0 1 700 C/06
0xb102
36.0 108.0 26.0 374.0 1 600 C/03
0xb103
36.0 119.0 26.0 411.2 1 800 G/06
0xb104
35.0 250.0 28.0 728.9 1 900 G/07

haven't interpreted all the entrys here BUT some where there may well be entrys for the available maximum gryo angle that at least may well be moddable...

and if it is....then it might also be possible to render certain parts of the torpedo angle setting Dial in the scope room "unclickable" there by arriving at the desired result or something close anyway...this is the sort of thing that TENDS to be possible with these things .on past experience..you reckon?
i'll keep my eyes open for anything else pertaining to the subject




////////////////////////////////////////////////////////////////////////////////////

ReallyDeDPoet

i thinkt there is a link early on in the thread to the site with the downloadable english version of the game..so if you have broadband you can order the game from them and download it straight to your pc....
i ordered my copy from Amazon.DE I'm in the UK ..it amazingly arrived in 3 days!
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Old 09-06-07, 09:20 AM   #87
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Quote:
has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??
He was able to add a model to SOF some time ago so I guess he should have all the necessary know how
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Old 09-06-07, 09:46 AM   #88
CB..
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Quote:
Originally Posted by horsa
Quote:
has Seeadler got any info which might clear up some of difficulties exporting new models to SOF??
He was able to add a model to SOF some time ago so I guess he should have all the necessary know how
ok sounds good

tho i guess we now enter boldy into that area of modding i mentioned eralier..lol

the pleasure gained for all concerned modder.. and onlooker alike.. from the free sharing of informaton...(if reciprocated).. i get the feeling you guys know him better than i do....any chance of you asking him???

i think you can tell that i would quickly give the info should the situation have been reversed...

that way i can tell wether or not i'm just wasting my time and effort here..
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Old 09-06-07, 09:48 AM   #89
horsa
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No problem. I'll contact him by PM - he wasn't overly impressed with SOF so he's unlikely to be reading this thread.

Edit to add :
Done
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Old 09-06-07, 09:52 AM   #90
CB..
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Cheers Horsa
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