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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

gap 12-12-15 07:37 PM

Quote:

Originally Posted by vdr1981 (Post 2365801)
OK, that will require some extensive testing. Cant do it now though, but I could fire few torpedoes on it...:yep:

Take your time on it. Just tried firing a set of torpedoes at different depths. Everything is as expected. The bunker in my screenies below survived four torpedo hits unharmed :up:

Quote:

Originally Posted by vdr1981 (Post 2365801)
What about "guns hitting platform when trained down" problem? Could you lower invisible collision wall a bit?

Quote:

Originally Posted by vdr1981 (Post 2365768)
EDIT
There's another problem though, If sub is close enough to the bunker and guns need to be trained down slightly, the shell will always hit some kind of invisible wall...

Yes, invisible collision wall is rising slightly above platform level, just checked in goblin...

tested it too. It this close enough? :03:

http://i519.photobucket.com/albums/u...3_00.49.44.jpg

http://i519.photobucket.com/albums/u...3_00.48.40.jpg

If you get much closer than this, the shell should realistically hit platform's floor. I doesn't because, due to the bug I described yesterday, I had to make platform's collision mesh open on both bottom and top ends, so the shell is hitting the inner part of platforms' wall. That's a flaw indeed. Well spotted Vecko!

Possible solutions that are coming to my mind are:
  • lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));
  • moving the bunker further forward relative to its platform (but not too much otherwise, as you have already experienced, the gun wont work at all);
  • using the ObjectTurret controller for limiting guns's nevative elevation to what will avoid platform hits by CD guns, and closing the way to any sneaking U-boat with mines and/or with my upcoming subnets, conveniently placed in gun's blind spots (as you can imagine that's my favourite, but I know you will have some objections);
  • a mix of the above.

Let's ponder about them :)

vdr1981 12-12-15 09:14 PM

Quote:

Originally Posted by gap (Post 2365805)
[LIST][*]lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));

I dont get you there Gap? What would be unrealistic?:doh:
Right now, collision mesh stick out aproximately 1-2 m over the platforms top resulting in inner side hit even when is clearly visible that shell should "pass"...
Can you somehow match collision mesh height with actual visible 3d model, that is my question...

gap 12-12-15 09:38 PM

Quote:

Originally Posted by vdr1981 (Post 2365822)
I dont get you there Gap? What would be unrealistic?:doh:
Right now, collision mesh stick out aproximately 1-2 m over the platforms top resulting in inner side hit even when is clearly visible that shell should "pass"...
Can you somehow match collision mesh height with actual visible 3d model, that is my question...

That must be an optical illusion Vecko, or you are looking into the wrong GR2 file. I can ensure you that the collison mesh of the file I sent you, is exactly as high as its platform. Measured in Wings3d. :know:

I will admit that the collision model it is a bit wider than the platform itself though, and in theory this fact could amplify gun's blind spot. But I widened it by such a small amount that this effect is negligible, and largely compensated by the fact that SH5's shells are dimensionless points. :yep:

vdr1981 12-12-15 09:52 PM

Quote:

Originally Posted by gap (Post 2365828)
That must be an optical illusion Vecko, or you are looking into the wrong GR2 file. I can ensure you that the collison mesh of the file I sent you, is exactly as high as its platform. Measured in Wings3d. :know:

I will admit that the collision model it is a bit wider than the platform itself though, and in theory this fact could amplify gun's blind spot. But I widened it by such a small amount that this effect is negligible, and largely compensated by the fact that SH5's shells are dimensionless points. :yep:

You just dont want to let me sleep...:)

There is no optical illusion and under certain angles ( where mesh has larger distance from actual 3d model) deck gun shells are disrupted up to ~500m approximately...

Here's one biiiiig screenshot for you...:)

http://s6.postimg.org/vrwhrm9o1/Untitlegd.png

Kruniac 12-13-15 02:02 AM

How do I fix the constant TC drop from over 64 to 1? I could care less if a friendly ship is nearby - I'm not crusing to Kiel on x64. It's boring as hell.

Uboot1 12-13-15 02:22 AM

Hey again, in happy times i don't have any upgrade's it's normal? I have only two torpedos and basic things from 1939.

Hm ok more things in future. Awesome mod by the way, but alot of CTD. Still 2000x better than vanilla.

gap 12-13-15 07:30 AM

Quote:

Originally Posted by vdr1981 (Post 2365830)
There is no optical illusion and under certain angles ( where mesh has larger distance from actual 3d model) deck gun shells are disrupted up to ~500m approximately...

Here's one biiiiig screenshot for you...:)

The big screenshot helped a lot... Sorry Vecko, I had sent you the wrong GR2 file, I must be affected by early-onset Alzheimer's :doh: :oops:

Please redownload the collisionable platform package:
http://www.mediafire.com/download/1m...fensesParts.7z

:salute:

vdr1981 12-13-15 08:07 AM

Quote:

Originally Posted by Kruniac (Post 2365843)
It's boring as hell.

Welcome to WW2 submarine warfare...:03:

Quote:

Originally Posted by Uboot1 (Post 2365844)
... I have only two torpedos ...

...Awesome mod by the way, but alot of CTD. ...

You may wish to reinstall your game/modpack and to check once again tips for stable gameplay. With my current playtrough, I've passed 3 campaigns (TG,HT,WA) with only 2 CTDs in situations when I was intentionally ignore some of my own tips, in order to test game/engine limits...
Two torpedoes??:doh:

vdr1981 12-13-15 09:02 AM

Quote:

Originally Posted by gap (Post 2365871)
The big screenshot helped a lot... Sorry Vecko, I had sent you the wrong GR2 file, I must be affected by early-onset Alzheimer's :doh: :oops:

Please redownload the collisionable platform package:
http://www.mediafire.com/download/1m...fensesParts.7z

:salute:



Anyway, I asked Fritz the gunner to lay down on the platform once again and take a photo...:)
http://s6.postimg.org/w77rkmvl9/Untitled.jpg

As you can see, from this perspective is clearly visible that mesh height is not so minuscule after all...Fritz is not happy !:)

EDIT:
Fritz says that the new platform is much better, Fritz is happy!:yeah::yeah::yeah:

Uboot1 12-13-15 09:14 AM

http://i.imgur.com/ZATmIYO.jpg

I have only this two in my upgrade menu.

Also my save is corrupted, black screen after load. So i lost a hour from my life :) but it's my fault, i need save more frequently.

It's not first time. It is possible to fix my save? I'd rather know what things corrupted this save.

http://www2.zippyshare.com/v/vtGq5PvN/file.html link here. I wonder what it is.

vdr1981 12-13-15 09:33 AM

Quote:

Originally Posted by Uboot1 (Post 2365898)
I'd rather know what things corrupted this save.

http://www2.zippyshare.com/v/vtGq5PvN/file.html link here. I wonder what it is.

You have sunk friendly unit and your campaign is now over...Appropriate penalty for trigger happy captains IMO...:)

Code:

[Log Entry 7]
ClassID=251BB8F;sLogUnitDestroyedEntry
Type=9
Date=0
Time=131223
Blob=0
UniqueID=-6468833903078708395
EntryStatus=1
CreatedMissionStatus=false
EntryText=Long  4° 43' W, Lat  47° 45' N|Ship sunk! Medium European Composite Freighter, 5259 tons
EntryTitle=August 22, 1940, 13:12
Categ=0
UnitName=_Medium Old Composite Merchant#16
UnitClassName=KMCSZinbu
UnitType=102
UnitSide=2
Tonnage=5259

P.S.
Torpedoes are OK...

gap 12-13-15 09:47 AM

Quote:

Originally Posted by vdr1981 (Post 2365891)
Anyway, I asked Fritz the gunner to lay down on the platform once again and take a photo...:)
http://s6.postimg.org/w77rkmvl9/Untitled.jpg

As you can see, from this perspective is clearly visible that mesh height is not so minuscule after all...Fritz is not happy !:)

Ask Fritz if he took the last photograph while standing on the new platform, whose plans I have dispatched to you today. :03:

vdr1981 12-13-15 10:01 AM

Quote:

Originally Posted by gap (Post 2365919)
Ask Fritz if he took the last photograph while standing on the new platform, whose plans I have dispatched to you today. :03:

Fritz loves new platform!:yeah:

gap 12-13-15 10:38 AM

Quote:

Originally Posted by vdr1981 (Post 2365923)
Fritz loves new platform!:yeah:

But...

Quote:

Originally Posted by gap (Post 2365805)
http://i519.photobucket.com/albums/u...3_00.48.40.jpg

If you get much closer than this, the shell should realistically hit platform's floor. I doesn't because, due to the bug I described yesterday, I had to make platform's collision mesh open on both bottom and top ends, so the shell is hitting the inner part of platforms' wall. That's a flaw indeed. Well spotted Vecko!

Possible solutions that are coming to my mind are:
  • lowering a bit the collision mesh (but that would be a bit unrealistic, as it would suppose an impossible shell trajectory for avoiding the platform and, as you know, I am not a friend of this sort of "shortcuts" :));
  • moving the bunker further forward relative to its platform (but not too much otherwise, as you have already experienced, the gun wont work at all);
  • using the ObjectTurret controller for limiting guns's nevative elevation to what will avoid platform hits by CD guns, and closing the way to any sneaking U-boat with mines and/or with my upcoming subnets, conveniently placed in gun's blind spots (as you can imagine that's my favourite, but I know you will have some objections);
  • a mix of the above.

Let's ponder about them :)

How do you see it :)

vdr1981 12-13-15 10:48 AM

Quote:

Originally Posted by gap (Post 2365932)
But...



How do you see it :)

Excellent! :yeah:
Fritz's cousin form England manage to blow up my conning twr in situation similar like in that picture. I was deck awash though but all is OK now ...
Later I'll test Fritz's resistance to heavy damage. :yep:


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