11-05-2020, 18:48 | #601 | |
Sergeant
Регистрация: Jul 2016
Сообщений: 235
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During depth tests? I just don't believe you - you are not convincing - especially when you showed me photo of your book on discord channel and you misunderstood some informations (and after some time you corrected it)
I don't know what is real depth od Sierra but it doesn't matter for me because every modern torpedo can attack submarine below own maximum operating depth (which is given for searching transit - not for attack) And i also have good source of knowledge and i assure you - Kilo max depth is NOT 350 m. Цитата:
This is in my opinion wrong with adding newest AI ships only for 1 side is pointless because potencial opponent still have equipement from 2005. So if you wanna make all Rusian subs with sensors, weapons etc like from today, you should do the same for all rest navies in game. It will be fair play. Вы понимаете? Or is it too complicated to you? |
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11-05-2020, 19:42 | #602 | |
Leading Aircraftsman
Регистрация: Jan 2010
Сообщений: 20
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Цитата:
Мы можем наблюдать похожие платформы в виде Kilo разных стран и никаких проблем с базой не было. Последний раз редактировалось Hawk2086; 11-05-2020 в 22:55. |
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13-05-2020, 14:03 | #603 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Hi!
I tried to post a reply on the guestbook, but the captcha went mad. About a model for Charlie-II I am not that much for submarines, unfortunately, but there is a model you can download: https://p3dm.ru/files/boat/marine_mi...charlie-2.html And a full set of models from Cold Waters here: https://p3dm.ru/xfsearch/Cold+Waters/ I still would be interested to finish and convert the Bergamini (spent too much on it already to give it up), and hope I can turn to you for advise on how to insert it instead of the old model without messing everything up. Also, I have a half-finished model for British Type 23 frigate which I wanted to see sailing somewhere for a long time. |
13-05-2020, 17:12 | #604 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Jaf [ra-dwx] (Сегодня 14:01)
>I do not want use models from ColdWaters due to copyright. Oh, I see and completely understand this. I am sorry I can't do a submarine, it's just that I like surface ships more. >But if you finish the Bergamini model yourself, then it is possible (if Ivan does not refuse) we will replace. I certainly hope so. Well, let me finish it, and then we could discuss it further. |
13-05-2020, 17:13 | #605 | |
Aircraftsman
Регистрация: May 2020
Сообщений: 7
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Цитата:
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14-05-2020, 13:34 | #606 |
Sergeant
Регистрация: Nov 2019
Сообщений: 214
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Тут говорили о времени подготовки к старту баллистич.ракет.Вот скрин с видоса в тьюбе.Видос о Шквале,но вскользь сказали и о баллист.ракете какой-то древней.
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15-05-2020, 10:37 | #607 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Finished connecting the hull to the superstructure. The mesh itself is ready, it only has to be textured again. All the places for turrets, bridge views remain unchanged.
I noticed that the 0,0,0 point is positioned under the funnel, and it's far from the real center of the ship. Is this somehow important, remaining from Perry, which is smaller? In game it produces an awkwardly offset view. |
15-05-2020, 18:45 | #608 | |
Северный флот
Регистрация: Apr 2007
Адрес: Murmansk
Сообщений: 230
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Цитата:
https://topwar.ru/25523-babushka-bulavy-r-31.html |
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17-05-2020, 05:40 | #609 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Tested export plugin and very roughly placed texture map (the texture is and planned to remain almost the same). To keep everything simple I collapsed all the objects into one and connected all the coinciding vertices, so shading is a mess. I will separate them later, when texturing is complete. Hopefully, properly renamed parts will restore the turrets to their rightful places.
What I did't find out yet is how to make navigation lights glow and what software is used to edit the database to make the propellers rotating. |
17-05-2020, 23:46 | #610 |
Sergeant
Регистрация: Jul 2016
Сообщений: 235
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Looks nice but Bergamini have quite good 3d model. Many ships doesn't. For example playable Grisha and Adams.
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18-05-2020, 01:22 | #611 |
Leading Aircraftsman
Регистрация: Jul 2017
Сообщений: 24
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20-05-2020, 01:43 | #612 |
Sergeant
Регистрация: Nov 2019
Сообщений: 214
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Скажите,почему у Комсомольца в игре торпеды УСЭТ-80,а не торпеды САЭТ-60?Притом что САЭТ-60 в ЮСНИ есть.
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22-05-2020, 15:44 | #613 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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@Pepe, Johnny,
My reasons are entirely selfish. I like the ship and want to play it with a better looking model. Besides, I generally like European designs more than Russian or the US. --- I (more or less) finished retexturing in the meantime and will be moving towards cleanup and exporting. I found the database editor and figured out how to make rotating propellers, and possibly material parameters to make glowing lights. But, as dearly as I want to move the rotation center, I am not aware of any tools to edit the coordinates in the DLL, so I won't do it for now. |
22-05-2020, 21:05 | #614 |
Leading Aircraftsman
Регистрация: Jul 2017
Сообщений: 24
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Ok Ludwig, fair enough!
By the way, it's looking better than the current one on RA. |
23-05-2020, 00:39 | #615 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,019
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Цитата:
__________________
Only the dead have seen the end of the war. |
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23-05-2020, 16:14 | #616 |
Sergeant
Регистрация: Jul 2016
Сообщений: 235
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23-05-2020, 19:05 | #617 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Thanks! I was really trying to get the shape of the frigate as close to the real ship as possible without having very detailed plans.
Another export test. Smoothing and object groups are far from finalized, and I did not try any dynamic objects yet, but I had to make sure the model passes the export at all. Note that the towed array stream position is slightly off - this is caused by the fact my model is longer and the flight deck is slightly lower. @Ivan, Jaf Would you be able to help setting the coordinates for the towed array and helicopter pad at some point? And how difficult would be to move all dynamic positions, including bridge, turrets and launch points 18 meters back? That would allow to place the rotation center in the correct position. |
23-05-2020, 21:11 | #618 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Upd: Got the turret working.
(Group-Animation-Position point, as it turns out to be) I think I am going to summarize my experience with the export plugin in the end. |
24-05-2020, 19:05 | #619 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Fixed and working:
127mm turret propellers towed array nixie helicopter pad Additionally, I made a cut for anchor niche instead of marking it on a texture, it looks way better. For some reason 76mm turret sets up ok (it is rotated correctly when the model loads in the game), but when I try to fire it, the main turret responds instead. This happens both on my model and the original one, so it may be a known bug. I also made the material lighter, but looking at the screenshots I am not sure if it's better than the initial setting... |
24-05-2020, 21:06 | #620 |
Aircraftsman
Регистрация: May 2020
Сообщений: 13
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Added navigation lights and working slowly on smoothing vertices. Restored darker material to everything except propellers. Just need to rig the animations for 25mm guns, if they ever work and two rotating antennas.
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