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Author
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Topic: Did anybody solve the water problem?!?
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li'l bastard Pilot
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posted 06-15- 10:27 AM
Tell me somebody has some good new ideas to let our torpedoes/ydroplanes float around our world...Li'l B. ------------------
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Snickers Pilot
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posted 06-15- 01:00 PM
If they have, they are keeping to themselves. Come on guys, with all the talent out there, cant something be achieved?TeamPBY IP: Logged |
jedi Pilot
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posted 06-15- 02:39 PM
The problem is that there's nothing "under" the water. It's just a bottomless pit that causes damage when you touch the surface. You can make your object "invulnerable" to the contact, but you can't keep it from sinking through.Maybe one of the terrain gurus can figure out a way to put "land" about 10 feet under the water. That might mean redesigning some of the ships so they'd "float" right, but it would also allow things to appear to travel on the "surface," while actually being suspended above the "sea floor." Like torpedoes
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Snickers Pilot
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posted 06-15- 03:37 PM
I have a snicking suspiscion that Nat may be trying (mave tried?) this for the Pacific Terrain. Only question is, what type of a frame rate hit will we take...You there Nat? ------------------ Snickers =FC= IP: Logged |
Laika 801 Pilot
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posted 06-15- 04:15 PM
We would get no framerate hit at all, cause on huge quad is enough (for the begin) as a ground object (and wouldn't it be invisible when it is under the water ). I don't know much about terrain stuff, a problem could be to set this huge ground object to a "terrain" state = it reacts like normal ground (might be that a simple "geometrie"-addition to one of the normal ground-terrain parts does that). One other thing is that a water plane should only land on water and not on the normal ground (as long as it gets no gear) and a wrong placed torpedo running 10 feet above the earth would look a bit odd too. But it should be possible to get some things working ! LK
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Snickers Pilot
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posted 06-15- 05:19 PM
Thats one of the reason we chose the PBY-5A. I has gear so just in case they cant make it work, you can still use the plane. Hmmm a torpedo running 10' above the ground???? Now we would have cruise missiles!  ------------------ Snickers =FC= [This message has been edited by Snickers (edited 06-15-2000).] IP: Logged |
Laika 801 Pilot
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posted 06-15- 06:08 PM
..prevent the torp running from water to ground would be easy (just add some "stop-walls" to the geometry), but when it is release above the ground...OK - we are mad in the head - why not add an "indicator" wheel - below the torp, when this wheel is destroyed in the water it activates the "under-water-hidden-wheels" and now the torp would work "normal". Dont ask me how to do this activation  This wheel should have a nice dof, wich does damp alot, so that a second "indicator" (with a nice obBodyPt) would be destroyed if the torp is released above normal ground (cause then the "indicator-wheel" would damp about 2 feet and the "second indicator" hits the ground) The "indicator-wheel-dof" wont damp when it hits water right ? I think I need a doctor --L---K-- IP: Logged |
Snickers Pilot
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posted 06-15- 07:39 PM
Something you just said gave me an idea... Put the torp on a 4 wheel invisible carriage (wide track ) Put a "depth bar" hanging down from the torp. You launch the torp (which by the way is a rocket.....) As it hits the water, the depth bar takes damage and detaches. The torp now changes the model so instead of seeing what looks like a torp, you see what looks like a torp just under the water (and flat....) As the top slows it will sink (you missed). Or if you hit the water at too steep of an angle, it expoles (you missed). Set it up right and it will roll on in to the side you the ship..OK, its a hack. But right now thats about all we can do on this topic.... (It would also allow you to use torps in this go around...) ------------------ Snickers =FC= IP: Logged |