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Old 03-14-13, 05:33 PM   #31
Captain73
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Have more to people .....



Boat high above the water ....
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Old 03-14-13, 06:05 PM   #32
Targor Avelany
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Quote:
Originally Posted by keysersoze View Post
Not to further derail this thread, but are there any more resources you need for the Type IX? I have not been able to find any really good IXB schematics yet but will keep looking.
Don't worry too much about that one. any schemantics for IX a/b/c are good, so I'll take them. The only ones I can't use to build a/b/c hull are the IXD - their hulls are different.

Also, that project will be long, tedious and not primary - I want to provide and test teh IX in AI mode asap, as I want to move on to playable unit after that and using the AI unit as platform to learn. So for the time being I will be importing SH3 models.

@volodya: that is a good idea, I will start doing that. Let me know with which exact units you have done this, and which values did you use: the cfg to sim or the other way around?

@gap & keysersoze:

can't wait!

@Captain73:

In regards to to high in the water: as you can see from above, we are looking into that. I'm hoping to have corrected files out by Monday/Tuesday (unfortunately, I'm away this weekend - going/running away to Nanaimo for a self-made long weekend).

In regards to more people: I'll see what I can do Wander if I can edit .chr file and add more ppl with GoblinEditor
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Old 03-14-13, 06:15 PM   #33
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Originally Posted by Targor Avelany View Post
Don't worry too much about that one. any schemantics for IX a/b/c are good, so I'll take them. The only ones I can't use to build a/b/c hull are the IXD - their hulls are different.
That's unfortunate, since pretty much all I could find was the IXD I'll let you know if I happen across anything else. If photographs of different parts of a IXC would be helpful, also let me know, as I live about a five minute walk away from this beauty:

http://www.msichicago.org/whats-here/exhibits/u-505/

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Originally Posted by Targor Avelany View Post
Also, that project will be long, tedious and not primary - I want to provide and test teh IX in AI mode asap, as I want to move on to playable unit after that and using the AI unit as platform to learn. So for the time being I will be importing SH3 models.
Sounds like you have a good plan. Let us know if we can help
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Old 03-14-13, 06:25 PM   #34
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Originally Posted by Targor Avelany View Post
@volodya: that is a good idea, I will start doing that. Let me know with which exact units you have done this, and which values did you use: the cfg to sim or the other way around?
I've already made these changes only for subs.. got historically accurate data and changed .cfg files.. then similar changed .sim files
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Old 03-14-13, 06:42 PM   #35
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Quote:
Originally Posted by keysersoze View Post
That's unfortunate, since pretty much all I could find was the IXD I'll let you know if I happen across anything else. If photographs of different parts of a IXC would be helpful, also let me know, as I live about a five minute walk away from this beauty:

http://www.msichicago.org/whats-here/exhibits/u-505/



Sounds like you have a good plan. Let us know if we can help
Drool!!! Yes on the pictures! No rush though. As I said - that will be a secondary project, even though I have a feeling it will be also nearly as tedious and hard as playable unit cloning, lol

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Originally Posted by volodya61 View Post
I've already made these changes only for subs.. got historically accurate data and changed .cfg files.. then similar changed .sim files
Got it. Will take that into consideration, thank you.
Also, this is where the weight/measurements are taken from for the lifeboat: http://www.uslife-savingservice.org/pulling_lifeboats
The first one: 26ft. Merryman Type Pulling/Sailing Lifeboat
In ft and lbs, but easily convertible.
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Old 03-14-13, 07:53 PM   #36
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ok, run some tests. Here's is the problem:

with drought of -1 the boat is too deep in the water and the waves go through - I am not sure if this is avoidable completely.
With -0.7 - it still looks slightly too high out of the water, especially on the wave's peak (no sure what it's called, no time to look up).

So, somewhere between -0.8 & -0.9 should be perfect. Will play with this values when come back.

Mass and displacement I have figured out pretty well:
Mass: 1.51
Displacement: 2.3
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Old 03-14-13, 09:50 PM   #37
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Quote:
Originally Posted by Targor Avelany View Post
ok, run some tests. Here's is the problem:

with drought of -1 the boat is too deep in the water and the waves go through - I am not sure if this is avoidable completely.
With -0.7 - it still looks slightly too high out of the water, especially on the wave's peak (no sure what it's called, no time to look up).

So, somewhere between -0.8 & -0.9 should be perfect. Will play with this values when come back.

Mass and displacement I have figured out pretty well:
Mass: 1.51
Displacement: 2.3
Excellent news

you might want to play as well with gc_height. Since, as I am reading from the webpage you have posted, your boat had an iron keel, you should set its center of gravity quite low.
On the effect of the center of gravity on boat's swing, I suggest you to read the following wikipedia article, though you might be aware of it yet:

http://en.wikipedia.org/wiki/Metacentric_height
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Old 03-14-13, 10:29 PM   #38
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Last edited by THE_MASK; 03-20-13 at 08:32 PM.
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Old 03-14-13, 10:36 PM   #39
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Try
surfaced displacement =0
surfaced draft =0
submerged displacement =0
submerged draft =? put here whatever works best
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Old 03-15-13, 01:35 AM   #40
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thank you, sober. I will try that :-)

@gap:
it is actually already set very low - I think it's at 0.1 atm.
thank you for the article, will see what I can dig out. :-)
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Old 03-15-13, 02:25 PM   #41
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sober, thank you for the tip - worked like a charm.
Unfortunately, I'm somewhat upset with goblin Editor at the moment as it is not merging the .chr files and not letting me edit the amount of ppl in the boat.
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Old 03-18-13, 08:45 PM   #42
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ver. 0.2:
Adjusted settings in .sim file - mass, displacement, drag coefficients, drought. The boat no longer looks like it's jumping up just on it's keel, sitting properly in the water. Also, updated textures, switching them to .tga files (for some reason .dds kept making all textures a lot lighter, haven't figured out wth is going on); also re-done AO map for the internal part of the lifeboat (benches, floor, etc).

Special thanks to sober & gap: their tips really helped.

Link updated in first post.

p.s. No additional people in the boat, as I'm having problems with adding bones to the gr2 file at the moment (already posted the screenies in the GR2 thread for TDW).
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Old 03-18-13, 08:47 PM   #43
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Thanks for your very good work Targor!

Better to activate in bunker?
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Old 03-18-13, 09:17 PM   #44
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Quote:
Originally Posted by Targor Avelany View Post
Adjusted settings in .sim file - mass, displacement, drag coefficients, drought. The boat no longer looks like it's jumping up just on it's keel, sitting properly in the water. Also, updated textures, switching them to .tga files (for some reason .dds kept making all textures a lot lighter, haven't figured out wth is going on); also re-done AO map for the internal part of the lifeboat (benches, floor, etc).
Thank you Targor
Glad you solved the initial problems, unfortunately I was a little busy on testing another project and was not able to help you, sorry
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Old 03-18-13, 09:22 PM   #45
Targor Avelany
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Originally Posted by volodya61 View Post
Thank you Targor
Glad you solved the initial problems, unfortunately I was a little busy on testing another project and was not able to help you, sorry
no worries
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