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-   -   [REL] Jyunsen B, Kaichu and kaidai IJN mod (https://www.subsim.com/radioroom/showthread.php?t=137761)

keltos01 07-17-08 03:18 AM

New Kaidai type 4 in game
 
old :

http://img171.imageshack.us/img171/8...edaheadeh8.jpg

new :

http://img179.imageshack.us/img179/6...aitype4ro6.jpg
[IMG]file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot-21.jpg[/IMG]http://img521.imageshack.us/img521/9214/completerk2.jpg
http://img521.imageshack.us/img521/9...6ad769fa60.jpg

from stern :



http://img515.imageshack.us/img515/8...e4towerzv4.jpg

from side :

http://img204.imageshack.us/img204/8...wersidenr9.jpg
http://img204.imageshack.us/img204/8...7e05cbf049.jpg


Moved the deck gun back to front where it belongs, new tower in place with interior modelled and a steering wheel,

only one AA gunner when at action stations ? :damn:

keltos01 07-17-08 03:49 AM

Here goes version 2.3 of the Jyunsen B , Kaidai type 4 and Kaichu mod.

Now both Jyunsen B and Kaidai have detailed conning towers, with steering wheel and hatch inside. refer to first post for pictures.

http://img524.imageshack.us/img524/3...aitype4di8.jpg

Torpedo loadout Kaidai :

http://img240.imageshack.us/img240/6...loadoutjx3.jpg


Torpedo loadout Jyunsen B :

http://img512.imageshack.us/img512/6...loadoutkp4.jpg

the same loadout screen with Takao's mod :


http://img361.imageshack.us/img361/8303/takaovn5.jpg
http://img361.imageshack.us/img361/8...8d1193102d.jpg

much better !!! hip hip houray Takao ! :up::up::up:

Download link :

http://files.filefront.com/v+23+IJN+.../fileinfo.html


don't forget to add :

Takao's Japanese Name and Rank Mod

Takaos_Japanese_Name_and-0.rar
Japanese_Military_Songs.rar

keltos01 07-17-08 04:23 PM

need new skinjob
 
well now that everything looks ok, but for the two sticks protruding from the Jyunsen B underwater, I guess I need a new skin for it ;)

Do not be fooled by the current brown metal skin, if changed it could look something like this :

http://img300.imageshack.us/img300/498/skinjobbw6.jpg


which basically says that the maps and stuff are all right, jsut need a nice skin ? anyone ???

do you see her evil eye ??:rotfl:

peabody 07-17-08 09:15 PM

You are going to wear that sub out. Hey, need to PM you and no space.

Peabody

keltos01 07-18-08 04:47 AM

It's a large sub ;) won't wear out that easy, I got to play a bit yesterday and wiped out a convoy of 7 ships just north of the Coco Islands :)
finished off two of them with the main gun :)

btw I cleared some messages, no I have some space ;)

keltos

peabody 07-18-08 12:15 PM

Quote:

Originally Posted by keltos01
It's a large sub ;) won't wear out that easy, I got to play a bit yesterday and wiped out a convoy of 7 ships just north of the Coco Islands :)
finished off two of them with the main gun :)

btw I cleared some messages, no I have some space ;)

keltos

What is the range of this sub?

Peabody

keltos01 07-18-08 01:21 PM

as found on www.combinedfleet.com :

Jyunsen B1 type :


http://img143.imageshack.us/img143/2...yunsenbks4.jpg

Jyunsen B2 type :

http://img300.imageshack.us/img300/1...unsenb2ur8.jpg


the B3 had slower speed of 17.75 knots and a range of 21000 miles at 16 knots.


http://img379.imageshack.us/img379/4...unsenb3eg5.jpg

Kaidai type 4 :

http://img395.imageshack.us/img395/9...aitype4ex1.jpg

Kaichu type :

http://img366.imageshack.us/img366/5...akaichuvd2.jpg
I modelled the Jyunsen B 1 type submarine, but I just noticed (thanks to you Peabody) that I only gave ot a range of 14000 miles at 16 knots...

I'd like to make another sub like the C1 but I need 8 torpedo tubes forward...

btw just tried the kaidai in game, had to crash dive to get it to submerge, will check the .sim.. other than that it worked fine :)
keltos

keltos01 07-19-08 01:13 AM

periscope depth problem with Kaidai 4
 
http://img172.imageshack.us/img172/8...ikaidaizw0.jpg
http://img172.imageshack.us/img172/8...1dbc395c20.jpg


I couldn't get to periscope depth when playing yesterday, I modified some values in the . sim, uploading new revised version 2.3 as I write.

It obviously didn't like that the surface weight was 1720 and submerged 2300, too much of a difference I guess, so I lowered it to 2000, and it went to periscope depth when ordered so. :D

I also checked the range and speed both surfaced and submerged (see above post for data) so it would be historically accurate.

Keltos

link :

http://files.filefront.com/v+23+IJN+.../fileinfo.html

keltos01 07-21-08 06:13 PM

texture problem with Jyunsen B
 
I forgot to rename the xxxT01copy.dds to xxxT01.dds, silly really:oops:

I made a new simple texture for the whole hull, it is available for download for those who want it (just slip it in the Jyunsen_B directory to replace the other t01.dds), I plan to work on it some more, I want a green hull for the submerged part and a gray one above water, but not so factory fresh !


http://img177.imageshack.us/img177/2...ryfreshsb2.jpg
http://img177.imageshack.us/img177/2...a314ffadf0.jpg

If anyone has textures to share (red hull with rivets etc...) I'd be happy to get them, still without color pictures of the japanese subs I don't really know if they had it red or green (I only had the green texture).

Keltos

link to texture :

http://files.filefront.com/NSS+Jyuns.../fileinfo.html

keltos01 07-22-08 10:09 AM

DXT5_NM XY 8 bpp | using DXT5

is the option that finally worked ! I drew a few white lines on the texture shown above, saved it using dxt5NM and voilą :

http://img299.imageshack.us/img299/2747/dds5nmaj9.jpg
http://img299.imageshack.us/img299/2...cec9a8d3de.jpg

so now I can work on a real new camo skin for the Jyunsen B :D:D:D

keltos01 07-23-08 05:09 PM

Version 2.4 of mod
 
New Jyunsen B, Kaidai and Kaichu mod version 2.4

http://img229.imageshack.us/img229/3992/jyunsenbvr9.jpg


Includes :

Kaidai new tower with detailed inside

Jyunsen B new texture

IJN torpedo mod including Kaiten

Takao's IJN name and rank mod

2 single missions by Peabody :

Jyunsen B Carrier Attack
Jyunsen B vs Convoy

Loading screens by John Meeks (#1,2,3,4,5,7,10)

loading screen by Michel Guyot (#6)

for pictures of the loading screens go to :

http://www.subsim.com/radioroom/showthread.php?t=139556

Enjoy !

Keltos



coming soon :

Japanese crew faces
IJN type AM submarine


download link :

http://files.filefront.com/v+24+IJN+.../fileinfo.html

AOTD_MadMax 07-23-08 06:16 PM

Hi Keltos,

you build very nice boats. Great work!

Is it possible for you to build the real "Narwhal-Class" ?

Greets

MadMax

keltos01 07-24-08 01:21 AM

Maybe, but you have to know that I'm still working on the Class T submarine and that I have to finish up the IJN type AM submarine (like sen toku but only two planes) to include it in this mod, so maybe after, or during if you have a 3d mesh?

keltos

keltos01 07-24-08 01:34 AM

Twin 5.2 inch deck gun
 
Well, I'd like to build this :

http://img167.imageshack.us/img167/2...sterwebxs5.jpg


but I don't know where to start... how do you add a gun in the gunsradarxxx.Y? how do you make it work ? how to get both barrels to fire (like a BB turret ?), I could do the 3D I think, but the rest alas....

Keltos

peabody 07-24-08 02:14 AM

Quote:

Originally Posted by keltos01
Well, I'd like to build this :

http://img167.imageshack.us/img167/2...sterwebxs5.jpg


but I don't know where to start... how do you add a gun in the gunsradarxxx.Y? how do you make it work ? how to get both barrels to fire (like a BB turret ?), I could do the 3D I think, but the rest alas....

Keltos

Just use an existing gun and import your 3D model into it. You would only be changing the look of it nothing else. I mean they don't really work, the barrels are not even hollow.:rotfl:.
Take the new S3D and look at a double barrel Jap gun, in the .dat file there is a label and 3D model and nothing else, it's the sim file that makes it act like a gun. NO PROBLEM!! In the sim you place the barrels at specific locations so they look right then add the effects like smoke and shell to use and so on. Shouldn't be a problem. Send me a 3d model I'll put it on a ship and shoot the Jyunsen B. :rotfl:.

Seriously it shouldn't be a problem, you make a 3D model of a sub and make it work, a gun should be easy. The only thing you might need to change is the location of the barrels and they give you x,y,z. If you need the barrel to tip up I think that is a rotation in the .dat for the barrel. But, I don't think I would try to built from a painting, if you could find a picture.

Also, you don't need to put it in the gunsradar.dat, In fact making ships I have to take guns OUT of the gunsradar.dat. Just take out a gun that is similar to what you are making, add your 3D, remap IDs and change the name. Then use that new name in the UPCData or UPCDataGE stuff for weapons and upgrade packs and put the guns .dat,.sim.zon in the subparts.

Peabody

keltos01 07-24-08 03:44 AM

I posted it here first :

http://www.subsim.com/radioroom/showthread.php?t=138953

keltos01 07-24-08 03:47 AM

[quote=peabody]
Quote:

Originally Posted by keltos01
Well, I'd like to build this :


Just use an existing gun and import your 3D model into it. You would only be changing the look of it nothing else. I mean they don't really work, the barrels are not even hollow.:rotfl:.

didn't even see that myself !!


Take the new S3D and look at a double barrel Jap gun, in the .dat file there is a label and 3D model and nothing else, it's the sim file that makes it act like a gun. NO PROBLEM!! In the sim you place the barrels at specific locations so they look right then add the effects like smoke and shell to use and so on. Shouldn't be a problem. Send me a 3d model I'll put it on a ship and shoot the Jyunsen B. :rotfl:.

It might have to wait a week cause I'm going to France on saturday or sooner if I find the time :-?

Seriously it shouldn't be a problem, you make a 3D model of a sub and make it work, a gun should be easy.

:rotfl:


The only thing you might need to change is the location of the barrels and they give you x,y,z. If you need the barrel to tip up I think that is a rotation in the .dat for the barrel. But, I don't think I would try to built from a painting, if you could find a picture.

Also, you don't need to put it in the gunsradar.dat, In fact making ships I have to take guns OUT of the gunsradar.dat. Just take out a gun that is similar to what you are making, add your 3D, remap IDs and change the name. Then use that new name in the UPCData or UPCDataGE stuff for weapons and upgrade packs and put the guns .dat,.sim.zon in the subparts.

Peabody

thanks Peabody !

btw what do u think of the version 2.4 ?

602Sqn_Puff 07-25-08 07:35 AM

Does this mod work with 1.4 or does it need 1.5?

keltos01 07-25-08 07:54 AM

You need 1.5 it has the german boat's insides...


Good pictures of jap subs (colorized) :

http://images.google.ca/imgres?imgur...%3Den%26sa%3DN

602Sqn_Puff 07-25-08 08:27 AM

Thanks for that :)


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