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Ship Dynamics - Pitch and Roll?

One last thing: Does adding pitch and roll (similar values) to other combatants and merchant/cargo/tanker ships make them harder to hit?
 
One last thing: Does adding pitch and roll (similar values) to other combatants and merchant/cargo/tanker ships make them harder to hit?

Well, ...

It would plunge, ...then pull the bow and stern alternately in'n'out of the water (pitch), ...and dip the sides (roll)...

like a real ship in seas...

...Although a lot of the motion on a real ship is also sea motion, ...so a torpecker would also be affected.

I think Pen did some testing on this matter.

It would prob depend on the depth of the .mdl below waterline. (not .dp boxes, ...torp's are contact weapons and need a solid surface to detonate against)

You could prob put a .cfg platform that extends below the WL to be used as a Torp backstop, ...if it misses the .mdl, ...the platform catches it.
 
Thanks BD. That recipe is a bit much for may feeble brain. I''ll wait and see what Pen32Win or maybe Collin has to say about it.
 
One last thing: Does adding pitch and roll (similar values) to other combatants and merchant/cargo/tanker ships make them harder to hit?

Well, ...

It would plunge, ...then pull the bow and stern alternately in'n'out of the water (pitch), ...and dip the sides (roll)...

like a real ship in seas...

...Although a lot of the motion on a real ship is also sea motion, ...so a torpecker would also be affected.

I think Pen did some testing on this matter.

It would prob depend on the depth of the .mdl below waterline. (not .dp boxes, ...torp's are contact weapons and need a solid surface to detonate against)

You could prob put a .cfg platform that extends below the WL to be used as a Torp backstop, ...if it misses the .mdl, ...the platform catches it.

Anybody know? Pen? Collin?
 
Anybody know? Pen? Collin?

This is a very good question...quite often in testing with just a small dp ships have collided/passed through each other. It may be the .dp files that actually register the solidity of the model within the sim and the .mdl file that just gives the visual aspect of it.

If this is the case then the .dp file is far more important then we first thought. If this file is thoroughly researched what other secrets of model movements might be discovered?

regards Collin:ernae:
 
This is a very good question...quite often in testing with just a small dp ships have collided/passed through each other. It may be the .dp files that actually register the solidity of the model within the sim and the .mdl file that just gives the visual aspect of it.

If this is the case then the .dp file is far more important then we first thought. If this file is thoroughly researched what other secrets of model movements might be discovered?

regards Collin:ernae:

How about a cruiser passing through an aircraft carrier??! :faint:
 
They are both on the same side and not registered as 'weapons' within the sim.
It maybe different if they were in opposition and collided.

C

I have never observed ships colliding, ...only passing through, ...like they do the land masses.

DP boxes collect damage points.

Contact weapons have "1d1*0.0" in the aircraft .dp, ...unlike gun/cannon rounds that have values. This is what the ship.dp reads when any weapon enter a box.

The contact weapon has its "1d1*n" in the object.dp, ...that is activated upon detonation, ...which needs a solid surface. (either .mdl or .cfg/platform)

Your A/C is a contact weapon, ...no .dp points, ...only effects points.

Make a one box ship.dp 500 ft a side:
1. shoot into it.
2. fly through it.
3. fly into the ship.
 
Ships don't have collision crash detection programmed between the mdls and the controlling dll modules as aircraft do. They only have weapon impact programming within limits already discussed above.
 
ship planes

I assume that if you convert a ship to operate as a plane, then you can have the collision option.
 
I assume that if you convert a ship to operate as a plane, then you can have the collision option.

Yep, (PSullykeys is the expert on this aspect).

Also remember the cfg file in aircraft is more active.

regards Collin:ernae:
 
One last thing: Does adding pitch and roll (similar values) to other combatants and merchant/cargo/tanker ships make them harder to hit?

For those who want to know:

I tried one of my missions that has a Japanese TF of 21 ships - Carriers, Battleships, Cruisers, Destroyers and Torpedo Boats (all stock or stock replacements). The pitch and roll for all is set at -2,4,1,1 as described earlier.

I ran the mission 3 times. There are a lot of attacking planes and I noticed no difference in the hits and sinkings from previous times I ran the mission. I was kinda busy, of course, but it seemed like the torpedo planes had no problems (except for flak) in hitting their targets reliably.
 
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