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Author Topic: hooks for ships  (Read 3148 times)

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karla

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hooks for ships
« on: November 18, 2016, 08:47:51 AM »

I would like to save several hours work by asking what the coordinates for ships hooks are.  Typically we have these hooks for a ship:

Quote
[Hooks]
_Nose <BASE>
_Centre <BASE>
_Left <BASE>
_Right <BASE>
_Prop <BASE>

[HookLoc]
0 -1 0  -1 0 0  0 0 1   -182.8 -7.2 0
0 -1 0  -1 0 0  0 0 1   111 111 0
0 -1 0  -1 0 0  0 0 1   222 222 0
0 -1 0  -1 0 0  0 0 1   1 222 0
0 -1 0  -1 0 0  0 0 1   143 -6 0

Nose = bow wave, Prop = propeller splash, Centre = rectangular wake, Left/Right = triangular wakes
First nine digits are spatial orientations, last three figures are  X, Y, Z coordinates - or what? At the moment I think they are +X = bow, -X = stern, +Y = port, -Y = starboard (thanks to western) and, I guess, distance in metres from the parent node point. I have managed to manoeuvre the bow wave but I am unable to logically manipulate the stern wakes.

We already know a little about hooks thanks to western.

Code: [Select]
"Hull2" has usually these Hooks, "_Nose", "_Center", "_Left", "_Right" and "_Prop" , these 5 Hooks show wakes on sea.
"Hull2" has also "Vapor" or  "Vapor1"/"Vapor2"/"Vapor3"... Hooks, this is smoke from Stacks.   

At only Carrier (CV) has these Hooks.
"_RWY_LDG" , "_RWY_TO" , "_TOW00a" with "_TOW00b", "_TOW01a" with "_TOW01b", other "_TOWxxa" with "_TOWxxb", 6 _LPark-s "_LPark00" to "_LPark05", and 6 _Park-s "_Park00" to "_Park05".
"_RWY_LDG", this is landing point and vector of flight deck for AI landing.
"_RWY_TO", this is a spawn height and vector of flight deck when a Mission starts.
"_TOWxxa" with "_TOWxxb", these are arresting wire set. 1 pare is 1 wire.
"_LParkXX", these 6 Hooks are marking parking area after landing.
"_Park", these 6 Hooks are marking spawning area  when a Mission starts.

PS Additionally, has anyone cracked aircraft carrier deck parking hooks yet? See https://www.sas1946.com/main/index.php/topic,46479.0.html
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asheshouse

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Re: hooks for ships
« Reply #1 on: November 19, 2016, 04:24:32 AM »

I have never been able to work out how _Centre _Left and _Right hooks work.

Moving _Centre seems to control the location of _Left and _Right, but I cannot work out the how the rotations work.
What controls the "angle of spread" of the wake?

My general method is to copy the hooks from a working ship and then just make minor adjustments.
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karla

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Re: hooks for ships
« Reply #2 on: November 19, 2016, 09:41:34 AM »

Well, I guess if you don't know Ashes (and I'm sure if western knew he would have responded by now), then no-one outside 1C:Maddox Games knows. Thanks for the information anyway - it's what I'm understanding at present.

I'm going to get some-one who is cleverer than I (my wife) to have a look and report back.
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western0221

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Re: hooks for ships
« Reply #3 on: November 19, 2016, 10:25:46 AM »

Unfortunately, my knowledge about ship hooks is almost same to asheshouse's one.
asheshouse is elder ship builder than me.

How to control the wakes made by _Center , _Left , _Right hooks is mystery.
Even the Java code attaching effect to those hooks is written in BigshipGeneric.class and I've seen it, I cannot understand what it is doing.
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Koty

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Re: hooks for ships
« Reply #4 on: November 19, 2016, 01:26:45 PM »

What controls the "angle of spread" of the wake?

Doppler's laws.
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If I don't have to do it, I won't. If I have to do it, I'll make it quick.

karla

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Re: hooks for ships
« Reply #5 on: November 23, 2016, 10:56:14 AM »

I don't think we're much nearer understanding ships' wakes hooks but I'll summarize by examples what we've got after 36 (+20 + 27) additional tests.

_Nose <BASE> is bow wave - 0 -1 0  -1 0 0  0 0 1   -182.8 -7.2 0
-182.2 is longitudinal distance forward in metres relating to .msh
-7.2 is side distance left in metres from .msh

_Prop <BASE> is propeller splash and is similar to above

_Centre <BASE> 0 -1 0  -1 0 0  0 0 1   X Y Z is rectangular wake which may be altered by values in ...\3do\Effects\Tracers\ShipTrail\Wake.eff
_Left <BASE> 0 -1 0  -1 0 0  0 0 1   X Y Z is a triangular wake
_Right <BASE> 0 -1 0  -1 0 0  0 0 1   X Y Z is a triangular wake
not known whether Left/Right/Centre refers to coordinates of a wake-generating box or whether they're the actual names of the wakes

Centre, Left and Right <BASE> hooks can only be used together
Prop and Centre <BASE> hooks are related

Left and Right X Y values are absolute and are interchangable ie 200 -20 0 is same as -20 200 0 and same as 20 200 0
(Left and Right X Y values are not simply X Y coordinates)
Left/Right X difference values give wider wakes, larger difference gives wider appearance of all three wakes
Centre X value moves two triangular wakes: + astern, - forward
Centre Y value moves two triangular wakes: + to port, - to starboard
Left and Right X Y values are interdependent
Differences between Centre and Left+Right X values moves rectangular wake in relation to triangular wakes; larger difference seems to displace the groups sideways
Differences between Prop and Centre X values moves rectangular wake; large differences moves wake further astern

That's about it. Maybe we'll do some more tests but, in the meantime, I'll try the choose-any-number approach to the problem.


EDIT 31Dec16 - couple more updates
EDIT 6Dec16 - few corrections and additions made




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asheshouse

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Re: hooks for ships
« Reply #6 on: November 24, 2016, 01:10:45 AM »

Good research. Gradually adds to understanding how these features work.
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karla

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Re: hooks for ships
« Reply #7 on: December 06, 2016, 08:47:32 AM »

Quite a few more tests - this time conf.ini was edited to include 'ClearCache=1' to purge the cached files and the game was exited between each test, just to be sure. Very little progress has been made; the parameters are not what they appear ie. Centre, Left and Right X and Y values do not simply locate the triangular left and right and the rectangular central wakes. They are all interdependent and cannot be used in isolation.

To keep it simple I've updated post #5 so that all the information is kept in one place.
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karla

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Re: hooks for ships
« Reply #8 on: December 31, 2016, 04:57:53 AM »


Nimitz fairly bowling along

Another series of tests helped a little but, unfortunately, no simple rules were found. As said before, the parameters seem to be interdependent and changes should be made logically. One more discovery was that the Prop hook influences the Centre hook; BTW I changed it to 'Center' assuming US spelling - but it doesn't work.

So, to create the wakes for USS Nimitz as seen in the image, I moved Centre and Prop hooks towards the bow and the Left and Right hooks further forward still. I moved the Left and Right Y locations further away from the centre line to increase the width of the wakes to just the right amount (a difference between their X locations would have given the same effect). We'll leave it there, eh?

Edit made to post #5 to keep it all in one place and simple to follow.
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