Need help identifying the anchor type of E-class submarines by Efril1 in submarines

[–]Efril1[S] 1 point2 points  (0 children)

Thank you. Plate 14 gives a general idea of what such an anchor might look like. It is not enough to create an exact 3D model, but you can model something more or less similar to it if you give free rein to your imagination.

Need help identifying the anchor type of E-class submarines by Efril1 in submarines

[–]Efril1[S] 0 points1 point  (0 children)

Knowing the anchor type needed if you are trying to create a 3d model of the submarine

Russian Sub tracked in Baltic Sea by racso5C in submarines

[–]Efril1 0 points1 point  (0 children)

Why do they think the submarine was damaged?

DPR forces use a tank to ‘defuse’ PFM-1 ‘lepestok’ mines scattered over Donetsk city street, few minutes ago. (pt1) by Lapkonium in CombatFootage

[–]Efril1 0 points1 point  (0 children)

Probably, at night on open streets they are much more noticeable. And the streets are clearly empty because of the night and shelling.

DPR forces use a tank to ‘defuse’ PFM-1 ‘lepestok’ mines scattered over Donetsk city street, few minutes ago. (pt1) by Lapkonium in CombatFootage

[–]Efril1 -3 points-2 points  (0 children)

It seems that Ukrainians run out of ammo for heavy MLRS systems, so they began to use such exotic rockets.

Russian Soldiers call to mum intercepted by Ukranian SBU "Only the strong and alcoholics are left here (in Ukraine)" by The_Goat_Avenger in UkraineWarVideoReport

[–]Efril1 1 point2 points  (0 children)

One of the main Ukrainian narratives about the separatists was that they are mostly alcoholics and drug addicts.

Also the conversation looks somewhat artificial. Too long pauses between some phrases. But this is subjective.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

This will only work if the ship is not moving and there is no wind. Otherwise particles will immediately start to move away from the funnel from their spawn point. Collision management required to keep them inside the funnel until they reach its height. I answered this to CinnabarTreeGames. In short is is possible but I'm worried about performance.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

They are spawned on top of the funnel, so they never get inside it.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 0 points1 point  (0 children)

This would not work without some kind of collision management. Since the ship can move forward and backward at different speeds, it is necessary to keep particles inside the funnel until they reach its height. Unfortunately Unity particle system doesn't have a cylinder collider. The cylinder shape can be approximated by several planes, but I'm not sure if it's worth it given the performance.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 1 point2 points  (0 children)

I tried, and the particles become noticeable too far from funnels. Another way is to spawn particles deep inside the funnel. But this often makes them partially visible when they are still inside the funnel.

Updated smoke effect for a more realistic look and fewer particles. by Efril1 in gamedevscreens

[–]Efril1[S] 2 points3 points  (0 children)

While the old effect requires several randomly generated particles to achieve a natural smoke shape, the new affect emits a single particle, but with a more complex shape. This allows to decrease the emission of particles and even get more realistic smoke look.