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Old 07-03-17, 05:19 AM   #1
smokeykane
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Default Quick and dirty 688i

After a bit of time messing around with the 688i text file that came with the Russian Subs mod i stumbled on a not so perfect looking 688i model..My first efforts were trying to move the sailplanes down and forward,but that wouldn't work for me..In the end it was easier to use the stern planes assets model in place of the original sailplanes.Then i just had to figure out how to position them..after using the Mesh Positions from a alfa,i adjusted the settings until i think i aligned them in somewhat of a correct position..The only problem is some left over texture assets on the sail from where the original plains were..This is all far from perfect but maybe it will help people who know what they are doing to create the perfect 688i


Last edited by smokeykane; 07-03-17 at 12:10 PM.
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Old 07-03-17, 12:45 PM   #2
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I don't think the "bits" left over on the fin can be removed as they seem to be actually sticking slightly out and not just part of the texture. I've got the same issue with the Trafalgar I'm making
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Old 07-03-17, 12:59 PM   #3
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70 knots eh.
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Old 07-03-17, 01:04 PM   #4
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Thanks for posting this. I had wondered if this would work! I will have to update my SSN-21 and SSN-751 688(i) mod files in my 2004 Campaign with this technique! As you say, a quick and dirty fix...
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Old 07-03-17, 01:07 PM   #5
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Quote:
Originally Posted by Ramius View Post
I don't think the "bits" left over on the fin can be removed as they seem to be actually sticking slightly out and not just part of the texture. I've got the same issue with the Trafalgar I'm making
They are part of the 3D model itself, not just a texture, so until Killerfish puts in a Flt III and SSN-21 Model, we're stuck with the sailplane fairings being there...
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Old 07-03-17, 02:01 PM   #6
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Brings back the Sub Command days.......
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Old 07-03-17, 02:02 PM   #7
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Quote:
Originally Posted by LTJGBeam View Post
Thanks for posting this. I had wondered if this would work! I will have to update my SSN-21 and SSN-751 688(i) mod files in my 2004 Campaign with this technique! As you say, a quick and dirty fix...
Smokeykane --

Just uploaded an update to my 2004 Campaign Mod using your technique! A big thanks to you for the tip!

Mod Update: Thanks to Smokeykane's post on the Quick and Dirty 688(i), I have used his technique to remove the sailplanes from the SSN-21 and SSN-751 Flt III models sail and put bow planes on both subs. It's not perfect because the sailplane fairings are still present on the 3D Model, but it's a good fix until Killerfish releases actual Seawolf and LA Flt III models. Again, a big thanks to Smokeykane for the tip!
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Old 07-03-17, 02:19 PM   #8
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A Warm Welcome To The Subsim Community > smokeykane
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Old 07-03-17, 02:24 PM   #9
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LTJGBeam-
No problem ,glad my novice tinkering around has helped you out..Just a pity the important game assets are hidden from us for now..
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Old 07-03-17, 05:19 PM   #10
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Quote:
Originally Posted by smokeykane View Post
LTJGBeam-
No problem ,glad my novice tinkering around has helped you out..Just a pity the important game assets are hidden from us for now..
Thanks again! I was able to reverse engineer what you had done thanks to your succinct description of the process.

Also, just noticed the Bilge Rat status on yours and my User Info! LOL, I guess it's slightly better than being called a NUB!

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Old 07-03-17, 08:51 PM   #11
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Old 07-23-17, 11:38 AM   #12
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Quote:
Originally Posted by smokeykane View Post
LTJGBeam-
No problem ,glad my novice tinkering around has helped you out..Just a pity the important game assets are hidden from us for now..
Any chance you could include the source code for the mesh section of the file? I'm a lazy ******* and don't feel like manually mating a 688 with an Alfa
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Old 07-23-17, 10:27 PM   #13
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Just a quick note on your screen write up for the 688i...

I note that you list them as having BQQ-10 as their installed sonar suite. This depends entirely on WHEN you are using them. I served on the USS MONTPELIER (SSN 765) fairly early on in my career, and at the time, BQQ-10 didn't exist... it was still in the very early development stages. If you are trying to set them up as CURRENTLY outfitted (IE, post 2010), then there's no problem. Otherwise, you want to list them as AN/BSY-1.

And since SEAWOLF was mentioned in relation to this, same story, only it would be AN/BSY-2.
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Old 07-27-17, 09:15 PM   #14
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Quote:
Originally Posted by longface View Post
Any chance you could include the source code for the mesh section of the file? I'm a lazy ******* and don't feel like manually mating a 688 with an Alfa
Just find the [Model] part in the LA class text file,then just change this part...

Material=ships/usn_ssn_los_angeles/usn_ssn_los_angeles_mat
MaterialTextures=ships/usn_ssn_los_angeles/usn_ssn_los_angeles_tx,ships/usn_ssn_los_angeles/usn_ssn_los_angeles_spec,ships/usn_ssn_los_angeles/usn_ssn_los_angeles_nm
Mesh=usn_ssn_los_angeles
MeshPosition=0,0.0094,-0.729
MeshRudder=usn_ssn_los_angeles_rudders
MeshPosition=0,0,0.515
MeshBowPlanes=usn_ssn_los_angeles_sternplanes
MeshPosition=0,0.0027,-0.7329
MeshSternPlanes=usn_ssn_los_angeles_sternplanes
MeshPosition=0,0.0029,-0.8013
MeshProp=usn_ssn_los_angeles_prop


Only one part is changed from the original file,the bowplanes are replaced with sternplanes and then re positioned..
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Old 07-31-17, 01:27 PM   #15
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Much appreciated
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