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Old 12-19-10, 01:07 PM   #166
sidslotm
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Default hi all

if anyone is interested "refit 1" sorry bout that you know how it is,

http://www.filefront.com/17671374/WD...n-refit-1.rar/

sid "maker of fine slots"
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Old 12-19-10, 03:17 PM   #167
I'm goin' down
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Default some issues

I am not going to read through 11 pages of posts to see if these are answered, so here are the issues.

I have activated the mod and a basic dazzle paint scheme. I assume the dazzle paint scheme is not mucking things up.

1. How does the button on the HUD work to compute solution? What must I do in order it to compute a solution? And what solution does it compute? (I assume it must be firing solution?)

2. I set up for manual targeting and input all the required items. The PK is activated. The torpedoes ran straight as an arrow, even though they were supposed to run at an angle to hit the target. My set up was proper. Is this a bug? Last night, the same thing happened, but when the target was close, it corrected itself, so my third and fourth shots were accurate. Is the issue related to inputing the mast height on the stadimeter? Or the dazzle paint scheme?

3. I can see the torpedoes run on the Attack Map, but there is no tracking line or way to determine if the torpedoes track is accurate, although the sonar line seems to work okay. Nor is their a bearing tool on the Attack Map?

Otherwise, the game mod seems fine, although my attempts to sink a freighter with a deck gun failed after a ton of hits. It simply would not go down, but I consider this either bad luck or a problem not worth fixing.
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Old 12-19-10, 04:03 PM   #168
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torpedoes have a turn angle of 15° only
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Old 12-20-10, 11:17 AM   #169
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Default skins

Hi Keltos,

I'm wondering if this picture explains the strange shade effect of shadow in the dds image files when SH4 is running. There seem to be two complete skins within obj file when exported into max, the file used here is direct from the WDAD mod.

I have pulled the skin way out to high light the issue, of coarse this may be correct and that 2 skins are needed.








The strange shadows are seen here.

sid
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Old 12-20-10, 11:59 AM   #170
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Default

maybe a left over from when I didn't know you could set the skin to be 2 sided ?

it's been so long I don't remember why, is it the whole hull that's cloned ?

regards

keltos
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Old 12-20-10, 12:05 PM   #171
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Default

Quote:
Originally Posted by sidslotm View Post
Hi Keltos,

I'm wondering if this picture explains the strange shade effect of shadow in the dds image files when SH4 is running. There seem to be two complete skins within obj file when exported into max, the file used here is direct from the WDAD mod.

I have pulled the skin way out to high light the issue, of coarse this may be correct and that 2 skins are needed.


The strange shadows are seen here.

sid
Are these shadows from the NSS_<blah>_O01.DDS?
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Old 12-20-10, 01:31 PM   #172
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Code:
 
Are these shadows from the NSS_<blah>_O01.DDS?
yes thats right,

NSS_Triton_O01 NSS_Triton_O01_Ir original pair

NSS_Triton_T01 NSS_Triton_T01_Ir 4 new ones
NSS_Triton_T02 NSS_Triton_T02_Ir

I have tried variations and combinations of the dds together, mainly the compressed types. I was wondering if it had anything to with the two skins used for the model, in max. an obj import glitch.




sid
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Old 12-20-10, 02:13 PM   #173
keltos01
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if it's on the O01 file (ambiant occlusion map) then a simple paint job of that file using photoshop should suffice.

the AO map was done with 3d studio and is never perfect, and I'm no professionnal either..

keltos
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Old 12-20-10, 05:39 PM   #174
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Default what skins are compatible

keltos' post led me to download various skins, which crashed my game, and I could not uninstall the mods, so I started over. Are any skins guaranteed to work with this mod? Lurker says the mod is not compatible with other mods.

How does the compute solution button on the HUD work?
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Old 12-21-10, 05:38 AM   #175
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Quote:
Originally Posted by keltos01 View Post
if it's on the O01 file (ambiant occlusion map) then a simple paint job of that file using photoshop should suffice.

the AO map was done with 3d studio and is never perfect, and I'm no professionnal either..

keltos
here's a reworked AO map :

http://www.mediafire.com/file/3sc8na.../triton_O01.7z


slip into submarine directory of mod

keltos
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Old 12-21-10, 05:42 AM   #176
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Dazzle 1 :


hull only

Dazzle 2.1 :




Quote:
Originally Posted by I'm goin' down View Post
keltos' post led me to download various skins, which crashed my game, and I could not uninstall the mods, so I started over.
the dazzle schemes worked for me ?

they replace :

in dazzzle v 1.0 :


only dds files (textures)

in dazzle 2.1 :

the tower.dat
the hull.dat
all the texture dds and ao dds files for the hull, tower and DG turret.

they do not change the files of WDAD at all

so I don't know why it crashed your game

regards

keltos
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Old 12-21-10, 08:22 AM   #177
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Default sinking of a submerged Uboot by hms VENTURER:

sinking of a submerged Uboot by hms VENTURER:

Quote:
NARRATIVE
0932
Very faint (? Diesel) H.E. heard bearing 340°, it then faded.
1010
H.E. again heard, now bearing 295°, increasing and drawing North
1035
Bearing now 320°, Still nothing to be seen.
1050
O.O.W., (LT. A.T. CHALMERS, R.N.) after prolonged search over bearing sighted ‘a thin mast’. Nothing could be seen shortly after. Altered course to North to intercept H.E.
1115
Sighted periscope and prepared to attack. Target was well to northward of accepted route and was apparently proceeding on diesels (By the noise) or running some noisy machine like an air compressor – there was definitely no ‘SCHNORKEL’ in use.

1117
Target crossed to Starboard. In view of set to northward and position of target well to north of route his course might have been anything between 120° and 170 ° and in view of doubts about his speed and range as well it was thought advisable not to fire hastily but to take station on him and catch up to fire when better estimations of course and speed were possible.
1122
Periscope again sighted, one showing about eight feet and another showing about three feet. It was apparent that we were very broad on the bow and that target would have to alter course more to starboard to make good the course to FEJESEN.
1151
Periscope sighted range about 2,000 yards. We were now beginning to establish his course as about 135°, speed 3 ½ knots. and were gaining bearing on his starboard quarter. Enemy appeared to be zig-zagging about a mean course of 120°
1210
Target altering course to starboard leg of zig. Altered with full helm to 140° track to fire by asdic, D.A. 20° +1°
1212
Fired four torpedoes by asdic, in view of long firing interval and position enemy´s quarter (rendering an avoiding turn away at the sound of torpedo H.E. almost certain) fired the first torpedo at the estimated position of the stem and spread in half lengths to one half length astern.
1214 ½
Loud sharp explosion followed by breaking up noises.


sketch of attack

http://www.klambauer.net/html/u864-8_3_1.html

keltos
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Old 12-23-10, 04:49 AM   #178
sidslotm
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Default bow planes

Hi Keltos,

bow planes removed and refitted, and reset to correct specs.

http://www.filefront.com/managefiles.php

paint shadows still causing trouble, suppliers are letting me down, but I will work on it.

happy Christmas all, sid
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Old 12-23-10, 09:35 AM   #179
Hitman
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Default

I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats

Now the correct, reworked dials are showing:

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Old 12-23-10, 11:57 AM   #180
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Quote:
Originally Posted by Hitman View Post
I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats

Now the correct, reworked dials are showing:


a true beauty !!!
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