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Thread: DS9 - DeepSea 9, Science and Research Submarine

  1. #1
    simpeligent
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    Thumbs up DS9 - DeepSea 9, Science and Research Submarine

    My first ROR creation..
    It's a submarine alright..
    but it has windows!

    You can see the submarine landscape close up - dive with high speed through submerged canions..
    really, so much fun...

    Here some pictures..

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    and here a video:



    Actually it is ready for release..
    but I'd like to add some stuff, I dont know how..

    So here I dare to ask those questions.. hopefully someone can answer them..

    1. can I have additional engines? seperately controlled?
    I want to add some torpedoes that start an engine on let's say F3

    2. Can I change the kex of particles?
    I use F2 to dive - and I would like to use particles as bubbles - but rather not with g-key but instead combined with the dive on F2..


    my research in wiki says: both not possible - but who knows - someone might know more than the wiki..


    greetings from switzerland..


    ******************************
    CURRENT STATUS: RELEASED!!


    Download:
    Submarine: http://www.rigsofrods.com/repository/view/4617
    DS9 Off Shore Crane Science Resarch & Salvage:
    DS9-Research-Vessel-or-Offshore-Crane

    Suggested Maps:
    Submarine World 01:
    http://www.rigsofrods.com/repository/view/4623

    Submarine World 02 - The Islands:
    http://www.rigsofrods.com/repository/view/4622

    Submarine World 03:

    http://www.rigsofrods.com/repository/view/4623

    Submarine World 04:
    http://www.rigsofrods.com/repository/view/4624

    Submarine World 05 - The Devil's Bathtub:
    http://www.rigsofrods.com/repository/view/4663

    Submarine World 06 - The DiveKing Challenge (with AngelScript Race):
    http://www.rigsofrods.com/repository/view/4664

    Submarine World 07 - Secret Places (w/out Roads):
    http://www.rigsofrods.com/repository/view/4665

    Submarine World 08:
    http://www.rigsofrods.com/repository/view/4739

    Submarine World 09 - The Ocean 1:
    http://www.rigsofrods.com/repository/view/4740

    Submarine World 10 - The Ocean 2:
    WIP - release pending

    Submarine Cave 01 - The Maze:
    WIP - release pending

    Submarine Cave 02 - The Lava Caves:
    http://www.rigsofrods.com/repository/view/4531

    Submarine Cave 03 - The Volcan Island:
    http://www.rigsofrods.com/repository/view/4649



    To Do:
    - finish the 13 cool uboat maps with submarine stuff like research stations, crates to pick up and ship wrecks.. - I will add pics in a new post..


    I hope for those features too probbably in next version:
    - get custom sounds to run (skipped due to bugs in current ror .38)
    - create some missions to do like "search that crate and bring it here" or place this box in the canyon near the sunken ship wreck (partially implemented)
    - add custom sounds to commands like "diving" (possible in v.39)
    - add custom sound to the bridge view (possible in v.39)
    - add particles that are triggered by F2 and not by G - not sure if that is possible though
    Last edited by simpeligent; 08-28-12 at 08:13 PM. Reason: updated status

  2. 6 users found this post helpful: DERP, Miura, PenguinvilleBus1120, dogsofknowledge, hotrod55, xxlonghaulerxx
  3. #2
    MaxPowers
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Wow that is really awesome but I am sorry I can't help. Good luck though and can't wait to try this baby out.
    Last edited by MaxPowers; 06-06-12 at 06:39 AM.
    Breaking 1 beam at a time near you!

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    Miura
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Nice work, good to see more different types of vehicles in RoR.

    I don't think it's possible to have separately controlled screwprops, but there are some options. You could make submesh "thrusters" with two buoyant submesh triangles that are opposed and cancel each other out when not in use. Then turn them with commands so that both push in the same direction for propulsion and steering. Another option would be a propeller built out of nodes, beams and buoyant submeshes, powered by a rotator.

    Why would a research submarine have torpedoes, though..? Maybe an unmanned remote-control minisub would be better, with a camera in it and a screen in the larger submarine's cockpit.

  5. one user found this post helpful: simpeligent
  6. #4
    RangeRover184
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by simpeligent View Post
    My first ROR creation..
    It's a submarine alright..
    but it has windows!

    You can see the submarine landscape close up - dive with high speed through submerged canions..
    really, so much fun...

    Here some pictures..

    Click image for larger version. 

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    and here a video:



    Actually it is ready for release..
    but I'd like to add some stuff, I dont know how..

    So here I dare to ask those questions.. hopefully someone can answer them..

    1. can I have additional engines? seperately controlled?
    I want to add some torpedoes that start an engine on let's say F3

    2. Can I change the kex of particles?
    I use F2 to dive - and I would like to use particles as bubbles - but rather not with g-key but instead combined with the dive on F2..


    my research in wiki says: both not possible - but who knows - someone might know more than the wiki..


    greetings from switzerland..
    Wow, that looks amazing! Glad to have some more subs coming to RoR
    AMD Athlon II X4 645 @ 3.1GHz/ ATi Radeon HD R7750/ 6GB of RAM

  7. #5
    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by Miura View Post
    Nice work, good to see more different types of vehicles in RoR.

    I don't think it's possible to have separately controlled screwprops, but there are some options. You could make submesh "thrusters" with two buoyant submesh triangles that are opposed and cancel each other out when not in use. Then turn them with commands so that both push in the same direction for propulsion and steering. Another option would be a propeller built out of nodes, beams and buoyant submeshes, powered by a rotator.

    Why would a research submarine have torpedoes, though..? Maybe an unmanned remote-control minisub would be better, with a camera in it and a screen in the larger submarine's cockpit.
    Why?
    Good question - the simple answer is - my 10yo neffew wants to shoot some ships LOL
    I'd like to think, it is a old navy sub, sold to privates and currently in his second livespan - than it makes some sence..

    I have 4 screens already - I doubt any more would be good for FPS..
    right now it seems to be ok but at a limit - it is playable with about 20 FPS - even with flares on..
    I dont want to make it worse.. - so the remote controlled unmanned probe - hmm - rather not - but I really like the idea..
    although it would fit better to a research vessel like this one..
    http://www.mbari.org/expeditions/Nor...auv_launch.jpg

    I need to do some research for buoyant submeshes - no clue how they are done propperly, for my first sub-hull, I used that and it didnt work
    ..but Ive seen/read about such things on other vehicles though..
    also Im afraid, those buoyant things added to the sub would affect the balance of the main sub..
    I will do some experiments - but most likely I will skip it for next version, if there is any..

    regards
    simpeligent

  8. #6
    Steve Ror Fan
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    It seems water doesn't show up on the interior views. I had no idea that happened.
    "I see your point, and you are 100% right" - khadner http://theoatmeal.com/comics/religion

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    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by Steve Ror Fan View Post
    It seems water doesn't show up on the interior views. I had no idea that happened.
    I was surpised too..
    but you can make the water "visible" if you use the lowest quality on the water settings..
    as soon as reflection is used, the water dissapears..
    it's a pitty - but well..

    here are screens with lowest water quality..

    without hydrax:
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    (screenshots taken on modified "arctic Island" it has about 40 meters more water :-) )

    As you can see - not much of a difference between hydrax and old water - at least from under the sea level - above it's a huge difference..
    I've made the movie with max settings and hydrax on..

  10. one user found this post helpful: Steve Ror Fan
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    Steve Ror Fan
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by simpeligent View Post
    I was surpised too..
    but you can make the water "visible" if you use the lowest quality on the water settings..
    as soon as reflection is used, the water dissapears..
    it's a pitty - but well..
    I'm going to see if I can build a boat with an underwater camera.
    "I see your point, and you are 100% right" - khadner http://theoatmeal.com/comics/religion

  12. #9
    lcomotion
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    you can see this for heelp

    My-submarine
    I believe in conspirancy in ror site

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  14. #10
    DODGE charger
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Wow, you have four posts and you already have my attention. Mainly because I've never seen an in-water camera before, so for that I say great job!

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    Creak
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    That's an interesting concept!
    I'm really curious on how your diving concept works. Do you have an invisible, buoyant part swimming at the surface on which the main, non-buoyant part is attached to with commands? Or does it work without such a cheating setup?

  17. #12
    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    I dont seem to be able to lock it on a trailer..

    Question:
    In general, what is needed to be lockable?

    I have ropables defined and I can lift it with a crane - no problem - but the trailer does not lock on..
    Any hint appreciated..

    Situation:
    I have 8 ropables spreaded along the ships length at bottom.. - on both sides
    those nodes are on a flat plane, and that plane is contactable..
    the teletrailer fits it in length but my N/Bs are a bit to wide - about 30centimeters..
    is that the problem or did I miss something different?


    Cheating?:
    Yes - it's cheated - it's basically an elevator on a boat.. - but it "flys" through the water like the real thing - beside of the sound of the control lol

    First I tried to make a hole at the bottom, with a moving wall, so I could let water in and press it out to change the density so to speak..
    but - ror does not have "water" lol - so I realized, it will not work as expected and changed my plan..
    Additionally every boat is filled with water up to the sealevel - so ror does not have water-proof either..
    Even mountains are fiilled with water - it is everywhere eventhough it does not "exist" - kind of funny contradiction..

    However - I think, it could be possible to make a thingy with such a balanced density, that you can "hang" in mid sea on 10 meters down and use a rudder and some thrust to rise and sink..
    but that will be extremly tricky if it works at all - chances are good, 'cause when I make my boat to heavy, it goes 2 meters below and stays there..
    Im not sure how to realize the "stay on the surface" behaviour, you would expect from a sub - I guess ror needs to evolve some further to have a subsea level like planes in air..
    that part of physics seems to be more on the simulated end, than on the ror-kind of reality for now

    regards
    simpeligent

  18. #13
    DODGE charger
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    I don't see why this wouldn't attach to a trailer, you have ropables and it fits the trailer, I really don't see why it doesn't attach though.

  19. one user found this post helpful: simpeligent
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    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Trailer:
    didn't attach, because it was too wide AND I used same ropables nodes for the crane and for the trailer - also they where not set to multiple..
    now I added crane nodes, and I also made a trailer interface, that can be adjusted in with and length - so now it shout fit on any trailer..
    Click image for larger version. 

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    I even tried to load it into antonov - but it failed..

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    will try again :-P


    Todo:
    add a FPS version with less cameras/flares and less resolution on the screens
    pack all in a zip
    submit to repo..


    regards
    simpeligent

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  22. #15
    Honey Badger
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    I know this isnt the right place, but could one of you guys pm me your default water settings for RoR, i screwed mine up a while back and everytime you put something like a boat in, it just destroys it.
    Shake and Bake.

  23. #16
    simpeligent
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    Red face Re: DS9 - DeepSea 9, Science and Research Submarine

    Not sure what you mean with that - never made a map..

    Miura said - research does not need torpedoes..
    right..
    but a cran arm woul fit.. :-)

    in dry dock:
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    in action:
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  24. #17
    bman777
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Cool. Now if only it were possible to change the underwater color from black so that it doesn't always seem like you're in the Mariana Trench.

  25. #18
    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by bman777 View Post
    Cool. Now if only it were possible to change the underwater color from black so that it doesn't always seem like you're in the Mariana Trench.
    What Ive seen, that black floor comes like a aquarium floor after 30 meters of water - always 30meters..
    => if you decrease the water, the black will go away and the map below will show..
    also if you increase the water, the black will eat up more of the map..
    I've found some maps, where you can rise the water to 29meters and you will no where see that black thing - but you will have quite deep water..

    so it depends on the map, how much it "hurts"..


    Question again..
    no matter what I try with custom sounds..
    either I have the default boat sound or I have nothing at all..

    I did find one boat, with soundscripts - but if I do the same, it does not work..
    also Im not sure if it works there - it has just that file in the zip but the wav-sound is a copy of the default one

    Does that work with boats? or is it currently limited to trucks/planes?

    thanks for any hint..

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    Steve Ror Fan
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Quote Originally Posted by simpeligent View Post


    Question again..
    no matter what I try with custom sounds..
    either I have the default boat sound or I have nothing at all..

    I did find one boat, with soundscripts - but if I do the same, it does not work..
    also Im not sure if it works there - it has just that file in the zip but the wav-sound is a copy of the default one

    Does that work with boats? or is it currently limited to trucks/planes?

    thanks for any hint..
    Do you have the line "disabledefaultsounds"?

    There seem to be only two trigger sources for boats.
    Last edited by Steve Ror Fan; 06-09-12 at 02:50 AM.
    "I see your point, and you are 100% right" - khadner http://theoatmeal.com/comics/religion

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  28. #20
    simpeligent
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    Default Re: DS9 - DeepSea 9, Science and Research Submarine

    Yes I've got that
    tried it with and without that line..
    also those two default soundscripts dont seem to work if I use them in my own .scoundscript

    in v0.37 it will get better :-)
    Im quite excited about the new soudsource 2 and 3 options..


    Mesh and materials - I seem to suck at material export - it does not use my texture images..
    well - I guess gray has to be enough lol..

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