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cervantes

WW2 warships release on arma3 engine

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february 9 1943 2 h1 0 A M .

the young ace commander Gachopin sent by the bottom the Uss Iwoa.

 

 

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I just wet myself. Looking forward to seeing progress, looks amazing so far!

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yeah a caustic effects ont the p3ds released is just awesome :)

and offert a very good rendering

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february 9 1943 2 h1 0 A M .

the young ace commander Gachopin sent by the bottom the Uss Iwoa.

What can we expect to see different from the Arma 2 version (three German U-boats on OPFOR side; Liberty ship, "Civilian merchant cargo" ship, Flower-class corvette on BLUFOR side; and all-sea North Atlantic map) beyond porting-for-compatibility? Perhaps PhysX? (I remember reading unfortunately that the submarineX simulation class is pretty much designed specifically around the SDV.) Or walkability when stationary? :D

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yes is true :)

i use a old system same to arma2 :)

i hope one update for working a warship submarines and real torpedoes system :)

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Very nice, this will add another depth (harrharr) to arma's warfare. Will be watching this :)

ps. That gundam 00 soundtrack in the video <3

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this track is a ww2 french documentary track :)

is a second documentary with kenji kawai musics :)

i like this japanesse compositor known also for the famous ghost in the shell and avalon movie soundtracks :)

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yes this engine have very good rendering for this simulation :)

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I see that you resolved the "underwater explosion" issue by writing an ammo class, but have you looked at the game's naval mine config? I'm told that the naval mines from BI really work!

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yes but a mine need a target under range for exploding and d'ont explode if not target in range.

the best is a shotshell simulation for simulating a depth charge :)

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cargo effects and sink effects is now fixed.

That was awesome!!!

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Impressive! How did you get torpedoes working? Are they missiles or vehicles?

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That video was very, very, impressive. Its great work your doing there.:)

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a depth charges atmosphere and finiched

That's what i call love at first sight ... Great work on the sub :icon_eek:

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ty guys :)

Chops yes i use actualy a vehicle for torpedoes, because arma engine c'ant simulate torpedoes.

im not sur a missile simulation is one good way for simulate torpedoes because a torpedoes working only on surface or underwater.

vehicle limiting a simulation at surfacing ships sinking and c'ant simulate a submarine vs submarine.

because a setvelocity command c'ant pitch under 0 for move underwater.

and a minimum value on _z axis is 0 (surfacing above water or above ground)

im not sur if arma3 can now working a velocity of object under 0 value for pitch a _z axis of torpedoes.

this is not real problem because during a ww2 u-boats hunting only a surfacing cargos and escorts for try to suffocate a england.

at this date a fight submarine vs submarine is extremly scarce.

Edited by CERVANTES

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Couldnt you make a missile with the 0.00 lod showing underwater but with the geometry set 1-2 metres above? Sure the model with go through divers etc but will still hit the ship on the side correctly?

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im not sure i need more exp with missile simulation.

but i think if mandoble in a2 have working torpedoes with vehicle is because missile c'ant simulate corectly one torpedo.

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Thanks CERVANTES.

The reason I ask is I tried to make a mk54 torpedo, also using a submarine model, but I couldn't get it to move properly, it kept pointing upwards. Would you mind posting your config file for your torpedo? I would really appreciate it!

Thanks mate!

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If you create a missile that is scripted to fly just above the water line, say 1 meter up and create the model, the torpedo would fly 1 meter above the water, yes?

If you then open the torpedo .p3d and move the visual part of the model the 0.00 to 10.0 LODS down by two metres wouldn't this then have the visual LODS below the water line, submerged. Leaving the geometry LODS above the water allowing the torpedo to hit the ship and sink it?

I can make a model up to illustrate what I mean if required.

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