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Author
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Topic: IJN Destroyer Teruzuki beta 1.0 release
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mposis Pilot
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posted 05-27- 08:12 PM
Get it at http://models3d.webjump.com You have to create a mission for it(got lazy on this). ------------------ IP: Logged |
Sebulba Pilot
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posted 05-27- 09:09 PM
Nice wake!------------------ Sleek design, thats all I care about.
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Nat Pilot
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posted 05-27- 10:31 PM
LOL MP, you read my mind on the wake I think  Very cool that youv've done this.. we'll have that complete IJN one day soon!
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Nat Pilot
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posted 05-29- 01:23 AM
Yes I agree with your note about the problem when lots of guns are firing, wish there was something that could be done about that, and I'm glad to see that you've gotten over the gun dieing problem.. strangly that seems to have happend on my sub by fluke rather than design, I'm sure that atleast one gun dies and the others carry on, think it had alot to do with the damage chain, but I'll be very interested to see how you did it on purpose.. lol  ~Nat~ IP: Logged |
mposis Pilot
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posted 05-29- 07:44 AM
Nat,The IJN Zuikaku will be the last ship I will be doing. Openplane is just not designed for ships. The gunner problem is still there. It is just harder to hit because the hull is the only part that can take damage. Hitting the funnel or the tower will not damage the ship. The only other parts that can take damage are the turrets and the guns. If they get enough hits they disappear and the firepower of the ship is reduced. [This message has been edited by mposis (edited 05-29-2000).] IP: Logged |
Nat Pilot
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posted 05-29- 12:46 PM
MP, I checked my Sub last night... jumped into a gunner and blew the crap out of the gunner next to me.. yep he died and I didn't, so it seems to me that the damage is passed from gun to gun by the damageChain, which I switched off for every gun platform. So now, the cool thing is that you have to kill the whole ship/sub or each individual gun before it'll stop firing. I'm going to add this to the Yamato and test that, although thats hard.. (think God Mode will be needed.I'm glad your making another carrier though, and love the wake you've added... somre nasty ship builder might have to steal that for the other ships out there  ~Nat~ IP: Logged |
Army puke SFC Pilot
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posted 05-29- 07:46 PM
Nice ship!  ------------------------------- (waiting for someone to model a 'flyable' foot soldier)
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mposis Pilot
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posted 05-30- 08:17 AM
Thanks guys.Nat, If you want the gunners not to die, don't give the parent object a LOD and set all the parts with the obNoDamageChain property. This way, the parent does not get any damage and cannot damage the gunners. I think this is how you made the sub. The sides of the polygon wake I am using is twice the length of the ship. I will also be putting this on the IJN Zuikaku. [This message has been edited by mposis (edited 05-30-2000).] IP: Logged |
Nat Pilot
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posted 05-30- 12:07 PM
Thanks MP, aint it cool that we can have fluke finds now and again.. LOL, I say that cause i the past I'd tried removing only the damage chain, but didn't get it right, I took added nodmagechain to the guns, and not what they were placed on, well, live and learn  Would you mind me adding your wake to all the ships out there right now? It's a very cool idea and looks alot better than I thought it would in all honesty I'll put it to mine, yours, those from Pete and those already in the game (Exeter, PT Boat and U-Boat) if it's ok, and repost them all. Let me know what you think though as I wouldn't want to steal it, or alter the Akagi with it without your say so (you might want to drop it on the Akagi yourself anyway) ~Nat~ IP: Logged |
mposis Pilot
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posted 05-30- 12:42 PM
Nat,You can use the wake on all the ships you make. I will release a new Akagi with the wake, reduced gun data, and the same island as the Zuikaku I am making. IP: Logged |
charmstar Pilot
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posted 05-30- 03:31 PM
That destroyer looks really cool!I wonder if you guys have thought about adding some of Pete's DOF ideas to your boats. Personally, I think the rotation DOFs to emulate pitch and roll of the ship would be nice to add. These don't have the problems with the target showing up in the wrong place, and they would just make it a little bit cooler, IMHO. Maybe you could even figure a way to tie the DOF oscillation frequency to some environmental variable to make it vary depending on wind speed or something. charm IP: Logged |
ReaperMan Pilot
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posted 05-30- 03:54 PM
Thanks, mposis! Thanks, Nat!------------------ -=TheReaper=-
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Jeeves Pilot
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posted 05-30- 04:25 PM
The problem with moving ships, at least for mission makers, is that if you make a ship a target-- it won't stay in the area you have assigned to bomb. While human pilots can adapt pretty easily, the AI ones don't do so well. So-- other than setting the bombing area for like 50 miles, I can't think of a solution. Anyone?------------------ Brought to you by the campaign for a better Dauntless!
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Archy Pilot
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posted 05-30- 04:34 PM
Actually Jeeves, that sounds pretty cool, it would mean you have to actually find the targets based on last known location, to me this is damn cool!IP: Logged |
Nat Pilot
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posted 05-30- 06:44 PM
Archy, but still, as Jeeves said, thats fine for us, but crappy for AI, online with full missions great, offline.. imagine trying to take on the Yamato.. it's moved out of the Killing fields and into the pastures.. you know it.. your AI wingmen don't.. so.. are you on your lonesome really going to try and take that baby on on your own? LOLIP: Logged |
charmstar Pilot
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posted 05-30- 07:26 PM
Jeeves- That is why I suggest adding the rotation DOFs, but not the translate DOFs. This way the ship is still stationary from a top down perspective: it doesn't move away from its base object. However, it will pitch and roll, as if it were moving. It would just be an effect, like the shadow wake, that gives the illusion of movement even though there isn't any. And, it would be harder to land on the carriers :-)charm IP: Logged |
Nat Pilot
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posted 05-30- 08:49 PM
rgr that CharmsterIP: Logged |
Jeeves Pilot
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posted 05-30- 10:11 PM
What Nat said Archy I agree-- as a human pilot I welcome the challenge of trying to find a target-- although this also could mean that by the time you get to the ship you're trying to sink, it is coasting through the Dover countryside with the ocean well beghind it ;P charmstar-- that does sound pretty cool and I hope you OPPs gurus can pull it off! ------------------ Brought to you by the campaign for a better Dauntless!
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Nat Pilot
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posted 05-31- 07:06 PM
hhhmmm.. I'm still not 100% into DOFs yet, so I wouldn't know about the osc command etc to set it rolling and pitching, but one big advantage would be in the overall realism, not only seeing the ship move, but the AI guns on the ships would be thrown off alittle by it, giving you more of a chance with the heavily armed ships like the Yamato, Akagi, and soon the Mogami, hell, anyship carrying guns really, I know how you fly boys suffer at the hands of our new ships  IP: Logged |
charmstar Pilot
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posted 05-31- 07:53 PM
Nat- I haven't done it, but I believe the principle is this: You create a base object for the ship which isn't actually the model of the ship, but is still the base object. It can be obhidden, and small, with the ship basically surrounding/covering it up. Then you give the ship base model (hull) two DOFs: both would be rotational, and one is for roll, and one is for pitch. you make them oscLooping, and give them an appropriate runtime and min/max values. So, I think the overall structure looks like this: base object (obHidden) (obNoCollide) --- hull (DOFs here) ------- guns/superstructurefurthermore you could make an obFunc/Exec pair that would cause the base object to blow up when the hull reaches Dmg10. It might even make for an interesting sinking, but I don't know about that. charm [This message has been edited by charmstar (edited 05-31-2000).] IP: Logged |
Nat Pilot
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posted 05-31- 08:52 PM
I shall have to look into this one Charm, I'm currently upgrading all my ships, I've added the wake that mposis has done, altering all guns so they wont all die at once, and trying to add that obModels that I managed to put on the Troop ship, but just can't seem to get it on the others but this movement could be a good addon for them aswell. I'm thinking once I have a ship of each class type then I'll zip pack them up as a one off d/l, but we'll see how that goes.. I'll leave them sepperate also.Marcus, if you're reading, I and a few others (don't know if they have contacted you) are having probs with the Teruzuki causing dt's on mission load. Any ideas? IP: Logged |
mposis Pilot
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posted 06-01- 06:42 AM
Nat,There is a problem when there is no LOD for the parent object. The AI will not see the vehicle. Make sure you have a "teruzuki" subdirectory under the "vehicles" directory. It should have the following files: tubes.sm turret1.sm turret2.sm turret3.sm turret4.sm turret5.sm turret6.sm [This message has been edited by mposis (edited 06-01-2000).] IP: Logged |
Nat Pilot
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posted 06-01- 12:29 PM
Thanks Marcus, I'll check that out now, I'm sure I haven't got it setup like thatThanks  ~Nat~ IP: Logged |