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Old 08-19-12, 08:48 PM   #16
Rubini
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Quote:
Originally Posted by Lindley View Post
Hello,

Not much to go on but some information here:

http://uboat.net/allies/aircraft/types.htm
Thanks! I already read there, always good read.

I took a better look at RND file and I already have a point:
- All the squadrons will be random each 6hours in patrol more or less in par with allied air cover/hunter killer groups area during war. Sworfish for british area, Avenger for US area (avenger after may 1942) and so on. I guess that this can do the work! Any more ideas?
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Last edited by Rubini; 08-19-12 at 11:58 PM.
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Old 08-19-12, 11:52 PM   #17
A6Intruder
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Hi Rubini,
grat work!
Do not miss the german Torpedobombers!
I would love to see them attacking an Convoi.
Maybe the He 111 or Ju 88, both could carry two Torpedos outside.
Best regards
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Old 08-19-12, 11:57 PM   #18
Rubini
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Originally Posted by A6Intruder View Post
Hi Rubini,
grat work!
Do not miss the german Torpedobombers!
I would love to see them attacking an Convoi.
Maybe the He 111 or Ju 88, both could carry two Torpedos outside.
Best regards
Yes, its possible and easy to implement.
The mod release will be in some minutes ahead! Stay tunned!
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Old 08-20-12, 12:23 AM   #19
Magic1111
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Quote:
Originally Posted by Rubini View Post
The mod release will be in some minutes ahead! Stay tunned!
Wonderful, looking forward...!
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Old 08-20-12, 12:50 AM   #20
Rubini
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Released! See first post!
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Old 08-20-12, 02:13 AM   #21
Magic1111
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Quote:
Originally Posted by Rubini View Post
Released! See first post!
Hi rubini!

Excellent, many thx!

But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable?

Best regards,
Magic
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Old 08-20-12, 02:27 AM   #22
Rubini
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Originally Posted by Magic1111 View Post
Hi rubini!

Excellent, many thx!

But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable?

Best regards,
Magic
The mods are compatible, so no need to disable Stiebler´s one. Stiebler´s Air Torpedo (Fido) MOD just will work when a airplane drop depthcharges...my mod drops torpedos, so no problems. Anyway, will be very good if we have that "Torpedo on the water, sir" also for the air torpedos...but this is with Stiebler!

PS: take a new look on the first post, I updated the mod because some big mods use another round marks for airplanes (nationallity marks), i then make then fixed on the cloned planes. Also you must check your sim.cfg as described there.
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Old 08-20-12, 03:03 AM   #23
Hans Witteman
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Hi Rubini,

Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it.

Currently too busy to play with it but after release i will have a look at it.

Best regards Hans
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Old 08-20-12, 03:13 AM   #24
Magic1111
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Quote:
Originally Posted by Rubini View Post
The mods are compatible, so no need to disable Stiebler´s one.
...
Thx for clarify rubini!

Best regards,
Magic
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Old 08-20-12, 10:41 AM   #25
Rubini
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Quote:
Originally Posted by Hans Witteman View Post
Hi Rubini,

Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it.

Currently too busy to play with it but after release i will have a look at it.

Best regards Hans
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:

1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. That´s is it!

So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. It´s there just for eye candy. But I can´t figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. More brains need to enter on the matter!
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Old 08-20-12, 10:57 PM   #26
Hans Witteman
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Quote:
Originally Posted by Rubini View Post
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:

1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. That´s is it!

So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. It´s there just for eye candy. But I can´t figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. More brains need to enter on the matter!
Hi mate,

I think you just answer your own question via animation/effect should work fine.
Best regards Hans
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Old 08-21-12, 05:22 AM   #27
JoCreation
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Hello Rubini,

You are a great modder. We all await this mod in all the years.

I Have two questions.

The propellers are not animated. May I fix it for you, or have you already fix it.


May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea.

I have not problems of your refuse.

Best regards
Jo
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Old 08-21-12, 06:23 AM   #28
Buhring
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This mod looks simply grat to me.

Hope it will be supplemented in order to allow for some anti-ship actions (Taranto? or the Italian SM79 torpedo bombers in 1942 battles) in the Med.

Unluckily I have no modding experience/knowledge: but I can script accurately any Med historical action, so let me know if I can help.

Cheers and congratulations.

HB
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Old 08-21-12, 07:34 AM   #29
reaper7
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An amazing mod, well done Rubini. Look forward to getting torpedoed
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Old 08-21-12, 09:54 AM   #30
Rubini
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Quote:
Originally Posted by JoCreation View Post
Hello Rubini,

You are a great modder. We all await this mod in all the years.

I Have two questions.

The propellers are not animated. May I fix it for you, or have you already fix it.


May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea.

I have not problems of your refuse.

Best regards
Jo
Hi Jo,

About propellers: Are they intend to be in rotation before release? I don´t know how dropped torpedos work in RL, but I guess that the proppellers only start to raotate after the torpedo goes inside water? Anyhow I yet don´t stop to look under water on my mod...but I guess that I can make the torpedo run ahead easily, just adjusting the particles properties when the torpedo comes to a certain depth (let´say 4 or 5m) with all the effects like bubles, etc.

I´m now in truth concentrate in "merge " this mod on campaign files to be really usefull since now. Later in future releases I will then concentrate in polish the mod like the above exposed.

And, yes, a hand is always welcome. If you wnat to go ahead withn these things since now let´s start a PM contacts until we have something more to release.
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